Python glfw.RELEASE Examples
The following are 9
code examples of glfw.RELEASE().
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Example #1
Source File: mujoco_py_renderer.py From robosuite with MIT License | 6 votes |
def key_callback(self, window, key, scancode, action, mods): if action == glfw.PRESS: tgt = self.keypress elif action == glfw.RELEASE: tgt = self.keyup elif action == glfw.REPEAT: tgt = self.keyrepeat else: return if tgt.get(key): for fn in tgt[key]: fn(window, key, scancode, action, mods) if tgt.get("any"): for fn in tgt["any"]: fn(window, key, scancode, action, mods) # retain functionality for closing the viewer if key == glfw.KEY_ESCAPE: super().key_callback(window, key, scancode, action, mods) else: # only use default mujoco callbacks if "any" callbacks are unset super().key_callback(window, key, scancode, action, mods)
Example #2
Source File: policy_viewer.py From multi-agent-emergence-environments with MIT License | 6 votes |
def key_callback(self, window, key, scancode, action, mods): super().key_callback(window, key, scancode, action, mods) # Trigger on keyup only: if action != glfw.RELEASE: return # Increment experiment seed if key == glfw.KEY_N: self.reset_increment() # Decrement experiment trial elif key == glfw.KEY_P: print("Pressed P") self.seed = max(self.seed - 1, 0) self.env.seed(self.seed) self.ob = self.env.reset() for policy in self.policies: policy.reset() if hasattr(self.env, "reset_goal"): self.goal = self.env.reset_goal() self.update_sim(self.env.unwrapped.sim)
Example #3
Source File: ep21_texturing_from_framebuffers.py From Learn-OpenGL-in-python with GNU Lesser General Public License v3.0 | 6 votes |
def key_input_clb(window, key, scancode, action, mode): global left, right, forward, backward if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) if key == glfw.KEY_W and action == glfw.PRESS: forward = True elif key == glfw.KEY_W and action == glfw.RELEASE: forward = False if key == glfw.KEY_S and action == glfw.PRESS: backward = True elif key == glfw.KEY_S and action == glfw.RELEASE: backward = False if key == glfw.KEY_A and action == glfw.PRESS: left = True elif key == glfw.KEY_A and action == glfw.RELEASE: left = False if key == glfw.KEY_D and action == glfw.PRESS: right = True elif key == glfw.KEY_D and action == glfw.RELEASE: right = False # do the movement, call this function in the main loop
Example #4
Source File: ep20_instanced_rendering.py From Learn-OpenGL-in-python with GNU Lesser General Public License v3.0 | 6 votes |
def key_input_clb(window, key, scancode, action, mode): global left, right, forward, backward if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) if key == glfw.KEY_W and action == glfw.PRESS: forward = True elif key == glfw.KEY_W and action == glfw.RELEASE: forward = False if key == glfw.KEY_S and action == glfw.PRESS: backward = True elif key == glfw.KEY_S and action == glfw.RELEASE: backward = False if key == glfw.KEY_A and action == glfw.PRESS: left = True elif key == glfw.KEY_A and action == glfw.RELEASE: left = False if key == glfw.KEY_D and action == glfw.PRESS: right = True elif key == glfw.KEY_D and action == glfw.RELEASE: right = False # do the movement, call this function in the main loop
Example #5
Source File: env_viewer.py From mujoco-worldgen with MIT License | 5 votes |
def key_callback(self, window, key, scancode, action, mods): # Trigger on keyup only: if action != glfw.RELEASE: return if key == glfw.KEY_ESCAPE: self.env.close() # Increment experiment seed elif key == glfw.KEY_N: self.seed[0] += 1 self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) # Decrement experiment trial elif key == glfw.KEY_P: self.seed = [max(self.seed[0] - 1, 0)] self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) if key == glfw.KEY_A: if isinstance(self.env.action_space, Box): self.action[self.action_mod_index] -= 0.05 elif key == glfw.KEY_Z: if isinstance(self.env.action_space, Box): self.action[self.action_mod_index] += 0.05 elif key == glfw.KEY_K: self.action_mod_index = (self.action_mod_index + 1) % self.num_action elif key == glfw.KEY_J: self.action_mod_index = (self.action_mod_index - 1) % self.num_action super().key_callback(window, key, scancode, action, mods)
Example #6
Source File: glfw.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 5 votes |
def keyboard_callback(self, window, key, scancode, action, mods): # perf: local for faster access io = self.io if action == glfw.PRESS: io.keys_down[key] = True elif action == glfw.RELEASE: io.keys_down[key] = False io.key_ctrl = ( io.keys_down[glfw.KEY_LEFT_CONTROL] or io.keys_down[glfw.KEY_RIGHT_CONTROL] ) io.key_alt = ( io.keys_down[glfw.KEY_LEFT_ALT] or io.keys_down[glfw.KEY_RIGHT_ALT] ) io.key_shift = ( io.keys_down[glfw.KEY_LEFT_SHIFT] or io.keys_down[glfw.KEY_RIGHT_SHIFT] ) io.key_super = ( io.keys_down[glfw.KEY_LEFT_SUPER] or io.keys_down[glfw.KEY_RIGHT_SUPER] )
Example #7
Source File: ep18_camera_WASD.py From Learn-OpenGL-in-python with GNU Lesser General Public License v3.0 | 5 votes |
def key_input_clb(window, key, scancode, action, mode): global left, right, forward, backward if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) if key == glfw.KEY_W and action == glfw.PRESS: forward = True elif key == glfw.KEY_W and action == glfw.RELEASE: forward = False if key == glfw.KEY_S and action == glfw.PRESS: backward = True elif key == glfw.KEY_S and action == glfw.RELEASE: backward = False if key == glfw.KEY_A and action == glfw.PRESS: left = True elif key == glfw.KEY_A and action == glfw.RELEASE: left = False if key == glfw.KEY_D and action == glfw.PRESS: right = True elif key == glfw.KEY_D and action == glfw.RELEASE: right = False # if key in [glfw.KEY_W, glfw.KEY_S, glfw.KEY_D, glfw.KEY_A] and action == glfw.RELEASE: # left, right, forward, backward = False, False, False, False # do the movement, call this function in the main loop
Example #8
Source File: glfw_gui.py From dm_control with Apache License 2.0 | 5 votes |
def _handle_key_event(self, window, key, scancode, activity, mods): """Broadcasts the notification to registered listeners. Args: window: The window that received the event. key: ID representing the key, a glfw.KEY_ constant. scancode: The system-specific scancode of the key. activity: glfw.PRESS, glfw.RELEASE or glfw.REPEAT. mods: Bit field describing which modifier keys were held down, such as Alt or Shift. """ del window, scancode self.add_event(self.on_key, key, activity, mods)
Example #9
Source File: env_viewer.py From multi-agent-emergence-environments with MIT License | 4 votes |
def key_callback(self, window, key, scancode, action, mods): # Trigger on keyup only: if action != glfw.RELEASE: return if key == glfw.KEY_ESCAPE: self.env.close() # Increment experiment seed elif key == glfw.KEY_N: self.seed[0] += 1 self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) # Decrement experiment trial elif key == glfw.KEY_P: self.seed = [max(self.seed[0] - 1, 0)] self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) current_action_space = self.env.action_space.spaces[self.action_types[self.action_type_mod_index]].spaces[0] if key == glfw.KEY_A: if isinstance(current_action_space, Box): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] -= 0.05 elif isinstance(current_action_space, Discrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] - 1) % current_action_space.n elif isinstance(current_action_space, MultiDiscrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] - 1) \ % current_action_space.nvec[self.action_mod_index] elif key == glfw.KEY_Z: if isinstance(current_action_space, Box): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] += 0.05 elif isinstance(current_action_space, Discrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] + 1) % current_action_space.n elif isinstance(current_action_space, MultiDiscrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] + 1) \ % current_action_space.nvec[self.action_mod_index] elif key == glfw.KEY_K: self.action_mod_index = (self.action_mod_index + 1) % self.num_action[self.action_type_mod_index] elif key == glfw.KEY_J: self.action_mod_index = (self.action_mod_index - 1) % self.num_action[self.action_type_mod_index] elif key == glfw.KEY_Y: self.agent_mod_index = (self.agent_mod_index + 1) % self.n_agents elif key == glfw.KEY_U: self.agent_mod_index = (self.agent_mod_index - 1) % self.n_agents elif key == glfw.KEY_G: self.action_type_mod_index = (self.action_type_mod_index + 1) % self.num_action_types self.action_mod_index = 0 elif key == glfw.KEY_B: self.action_type_mod_index = (self.action_type_mod_index - 1) % self.num_action_types self.action_mod_index = 0 super().key_callback(window, key, scancode, action, mods)