Python pygame.KMOD_SHIFT Examples
The following are 4
code examples of pygame.KMOD_SHIFT().
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Example #1
Source File: window_pygame.py From Tickeys-linux with MIT License | 6 votes |
def _pygame_update_modifiers(self, mods=None): # Available mod, from dir(pygame) # 'KMOD_ALT', 'KMOD_CAPS', 'KMOD_CTRL', 'KMOD_LALT', # 'KMOD_LCTRL', 'KMOD_LMETA', 'KMOD_LSHIFT', 'KMOD_META', # 'KMOD_MODE', 'KMOD_NONE' if mods is None: mods = pygame.key.get_mods() self._modifiers = [] if mods & (pygame.KMOD_SHIFT | pygame.KMOD_LSHIFT): self._modifiers.append('shift') if mods & (pygame.KMOD_ALT | pygame.KMOD_LALT): self._modifiers.append('alt') if mods & (pygame.KMOD_CTRL | pygame.KMOD_LCTRL): self._modifiers.append('ctrl') if mods & (pygame.KMOD_META | pygame.KMOD_LMETA): self._modifiers.append('meta')
Example #2
Source File: window_pygame.py From Tickeys-linux with MIT License | 6 votes |
def _pygame_update_modifiers(self, mods=None): # Available mod, from dir(pygame) # 'KMOD_ALT', 'KMOD_CAPS', 'KMOD_CTRL', 'KMOD_LALT', # 'KMOD_LCTRL', 'KMOD_LMETA', 'KMOD_LSHIFT', 'KMOD_META', # 'KMOD_MODE', 'KMOD_NONE' if mods is None: mods = pygame.key.get_mods() self._modifiers = [] if mods & (pygame.KMOD_SHIFT | pygame.KMOD_LSHIFT): self._modifiers.append('shift') if mods & (pygame.KMOD_ALT | pygame.KMOD_LALT): self._modifiers.append('alt') if mods & (pygame.KMOD_CTRL | pygame.KMOD_LCTRL): self._modifiers.append('ctrl') if mods & (pygame.KMOD_META | pygame.KMOD_LMETA): self._modifiers.append('meta')
Example #3
Source File: window.py From moderngl-window with MIT License | 5 votes |
def _handle_mods(self) -> None: """Update key mods""" mods = pygame.key.get_mods() self._modifiers.shift = mods & pygame.KMOD_SHIFT self._modifiers.ctrl = mods & pygame.KMOD_CTRL self._modifiers.alt = mods & pygame.KMOD_ALT
Example #4
Source File: GUI.py From PhotonFileEditor with GNU General Public License v3.0 | 4 votes |
def handleKeyDown(self,key,unicode): """ Handles keypresses and determine which keys are valid for TextBox input type """ # If not editable nothing to do if not self.editable: return # Check if textbox was clicked and in editmode if self.cursorActive: # We are handling this so clear queue for others pygame.event.clear() # If all is selected each key will clear textbox if self.allSelected: self.text = "" self.allSelected = False # Process navigation (left,right) and modify (del, backspace) keys if key == K_BACKSPACE: if self.cursorChar == 0: return self.text = self.text[0:self.cursorChar - 1] + self.text[self.cursorChar:] self.cursorChar = self.cursorChar - 1 if self.cursorChar < 0: self.cursorChar = 0 return if key == K_DELETE: if self.cursorChar==len(self.text): return self.text = self.text[0:self.cursorChar] + self.text[self.cursorChar + 1:] return if key == K_LEFT: self.cursorChar = self.cursorChar - 1 if self.cursorChar < 0: self.cursorChar = 0 return if key == K_RIGHT: self.cursorChar = self.cursorChar + 1 if self.cursorChar > len(self.text): self.cursorChar = len(self.text) return # On enter/return call use function with current text and the (unmodified) metadata we received when initialized if key == K_KP_ENTER or key == K_RETURN: if not self.onEnter == None: self.onEnter(self, self.text,self.linkedData) return# we don't want to add return char (chr 13) to text string # Remap keys of numpad to numerical keys isNumlockOn=(pygame.key.get_mods() & pygame.KMOD_NUM) ==4096 #print ("isNumlockOn: ",isNumlockOn) if isNumlockOn: if key in range(K_KP0,K_KP9+1): key=K_0+(key-K_KP0) if key == K_KP_PERIOD: key = K_PERIOD # Check for valid input depending on input type the user selected when initialized if not self.inputType==self.TEXT and (pygame.key.get_mods() & pygame.KMOD_SHIFT): return #shift (uppercase and specials chars only allowed in text if self.inputType==self.INT and key==K_PERIOD: return #float/period not allowed if int if self.inputType==self.INT or self.inputType==self.FLOAT: if key not in range(K_0,K_COLON) and not key==K_PERIOD: return #only numbers/period allowed for int/float if self.inputType==self.HEX and (key not in range (K_0,K_9) and key not in range(K_a,K_f)): return if self.inputType==self.FLOAT and (key==K_KP_PERIOD or key==K_PERIOD) and "." in self.text:return # only allow one . in a float # Process the input which made it through the validation block above if len(self.text)<self.maxlength: if self.inputType==self.HEX: unicode=unicode.upper() #if hex we want uppercase characters self.text=self.text[0:self.cursorChar]+unicode+self.text[self.cursorChar:] self.cursorChar=self.cursorChar+1