Python glfw.KEY_ESCAPE Examples
The following are 11
code examples of glfw.KEY_ESCAPE().
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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: glfw.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def _map_keys(self): key_map = self.io.key_map key_map[imgui.KEY_TAB] = glfw.KEY_TAB key_map[imgui.KEY_LEFT_ARROW] = glfw.KEY_LEFT key_map[imgui.KEY_RIGHT_ARROW] = glfw.KEY_RIGHT key_map[imgui.KEY_UP_ARROW] = glfw.KEY_UP key_map[imgui.KEY_DOWN_ARROW] = glfw.KEY_DOWN key_map[imgui.KEY_PAGE_UP] = glfw.KEY_PAGE_UP key_map[imgui.KEY_PAGE_DOWN] = glfw.KEY_PAGE_DOWN key_map[imgui.KEY_HOME] = glfw.KEY_HOME key_map[imgui.KEY_END] = glfw.KEY_END key_map[imgui.KEY_DELETE] = glfw.KEY_DELETE key_map[imgui.KEY_BACKSPACE] = glfw.KEY_BACKSPACE key_map[imgui.KEY_ENTER] = glfw.KEY_ENTER key_map[imgui.KEY_ESCAPE] = glfw.KEY_ESCAPE key_map[imgui.KEY_A] = glfw.KEY_A key_map[imgui.KEY_C] = glfw.KEY_C key_map[imgui.KEY_V] = glfw.KEY_V key_map[imgui.KEY_X] = glfw.KEY_X key_map[imgui.KEY_Y] = glfw.KEY_Y key_map[imgui.KEY_Z] = glfw.KEY_Z
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: visualize_voxels.py From semantic-kitti-api with MIT License | 5 votes |
def keyboard_callback(self, window, key, scancode, action, mods): self.impl.keyboard_callback(window, key, scancode, action, mods) if not imgui.get_io().want_capture_keyboard: if key == glfw.KEY_B or key == glfw.KEY_LEFT: self.currentTimestep = self.sliderValue = max(0, self.currentTimestep - 1) if key == glfw.KEY_N or key == glfw.KEY_RIGHT: self.currentTimestep = self.sliderValue = min(self.num_scans - 1, self.currentTimestep + 1) if key == glfw.KEY_Q or key == glfw.KEY_ESCAPE: exit(0)
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: ep17_camera_mouse_capture.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): if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) # the mouse position callback function
Example #9
Source File: glfw_app.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def key_callback(self, window, key, scancode, action, mods): "press ESCAPE to quit the application" if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(self.window, True)
Example #10
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def key_callback(self, window, key, _scan_code, action, _mods): if action == glfw.PRESS: if key == glfw.KEY_ESCAPE: glfw.set_window_should_close(window, True) if key == glfw.KEY_C: self.show_cubes = not self.show_cubes
Example #11
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)