Python pygame.MOUSEBUTTONUP Examples
The following are 30
code examples of pygame.MOUSEBUTTONUP().
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Example #1
Source File: rigeditor.py From renpy-shader with MIT License | 8 votes |
def handleEvents(self): self.mouse = self.get(MOUSE) for event, pos in self.context.events: self.mouse = pos handled = self.mode.handleEvent((event, pos)) if not handled: if event.type == pygame.MOUSEBUTTONDOWN: self.handleMouseDown(event, pos) elif event.type == pygame.MOUSEMOTION: self.handleMouseMotion(pos) elif event.type == pygame.MOUSEBUTTONUP: self.handleMouseUp(pos) if self.mouse: self.set(MOUSE, self.mouse)
Example #2
Source File: Input.py From three.py with MIT License | 7 votes |
def update(self): self.keyDownList = [] self.keyUpList = [] self.mouseButtonDown = False self.mouseButtonUp = False self.windowResize = False for event in pygame.event.get(): # checks input events (discrete) if event.type == pygame.KEYDOWN: self.keyDownList.append( event.key ) self.keyPressedList.append( event.key ) elif event.type == pygame.KEYUP: self.keyPressedList.remove( event.key ) self.keyUpList.append( event.key ) elif event.type == pygame.MOUSEBUTTONDOWN: self.mouseButtonDown = True self.mouseButtonPressed = True elif event.type == pygame.MOUSEBUTTONUP: self.mouseButtonPressed = False self.mouseButtonUp = True elif event.type == pygame.QUIT: self.quitStatus = True elif event.type == pygame.VIDEORESIZE: self.windowResize = True self.windowWidth = event.w self.windowHeight = event.h
Example #3
Source File: game004.py From eduActiv8 with GNU General Public License v3.0 | 7 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] found = False for each in self.units: if (each.rect.left < pos[0] < each.rect.right and each.rect.top < pos[1] < each.rect.bottom): if each != self.unit_mouse_over: if self.unit_mouse_over is not None: self.unit_mouse_over.mouse_out() self.unit_mouse_over = each found = True each.handle(event) break if not found: if self.unit_mouse_over is not None: self.unit_mouse_over.mouse_out() self.unit_mouse_over = None self.board.mainloop.redraw_needed[0] = True
Example #4
Source File: game038.py From eduActiv8 with GNU General Public License v3.0 | 6 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if event.type == pygame.MOUSEBUTTONDOWN: self.active_item = self.board.ships[self.board.active_ship] if self.active_item.unit_id < 20: self.current_letter_index = self.active_item.unit_id self.activate_letter() else: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] if self.lt.rect.topleft[0] < pos[0] < self.lt.rect.topleft[0] + self.lt.rect.width and \ self.lt.rect.topleft[1] < pos[1] < self.lt.rect.topleft[ 1] + self.lt.rect.height: self.next_slide(-1) elif self.rt.rect.topleft[0] < pos[0] < self.rt.rect.topleft[0] + self.rt.rect.width and \ self.rt.rect.topleft[1] < pos[1] < self.rt.rect.topleft[ 1] + self.rt.rect.height: self.next_slide(1) if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #5
Source File: sprite.py From pi-tracking-telescope with MIT License | 6 votes |
def handleEvent(self, event, clock): if not self.visible: self.focussed = False return if self.groups()[0].UI_PLACEMENT_MODE: if event.type == pygame.MOUSEBUTTONDOWN: self.pressed_time = pygame.time.get_ticks() self.focussed = True if event.type == pygame.MOUSEMOTION: if (self.focussed and pygame.time.get_ticks() - self.pressed_time > 1000): self.long_pressed = True self.rect.top = event.pos[1] self.rect.left = event.pos[0] self.dirty = 1 if event.type == pygame.MOUSEBUTTONUP: if self.focussed and self.long_pressed: print event.pos[1], event.pos[0] self.pressed_time = 0 self.long_pressed = False self.focussed = False
Example #6
Source File: _utils.py From pygame-menu with MIT License | 5 votes |
def mouse_click(x, y, inlist=True, evtype=pygame.MOUSEBUTTONUP): """ Generate a mouse click event. :param x: X coordinate :type x: int, float :param y: Y coordinate :type y: int, float :param inlist: Return event in a list :type inlist: bool :param evtype: event type :type evtype: int :return: Event :rtype: :py:class:`pygame.event.Event` """ event_obj = pygame.event.Event(evtype, {'pos': [float(x), float(y)], 'test': True, 'button': 3 }) if inlist: event_obj = [event_obj] return event_obj
Example #7
Source File: panel.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def gainFocus(self, _event): return _event.type == pygame.MOUSEBUTTONUP and self.getcoordinatesatpixel(_event.pos[0]-self.corner[0]. _event.pos[1]-self.corner[1]) != (None, None)
Example #8
Source File: selector.py From pygame-menu with MIT License | 5 votes |
def update(self, events): updated = False for event in events: # type: pygame.event.Event if event.type == pygame.KEYDOWN: # Check key is valid if not check_key_pressed_valid(event): continue # Events keydown = event.type == pygame.KEYDOWN joy_hatmotion = self.joystick_enabled and event.type == pygame.JOYHATMOTION joy_axismotion = self.joystick_enabled and event.type == pygame.JOYAXISMOTION joy_button_down = self.joystick_enabled and event.type == pygame.JOYBUTTONDOWN if keydown and event.key == _controls.KEY_LEFT or \ joy_hatmotion and event.value == _controls.JOY_LEFT or \ joy_axismotion and event.axis == _controls.JOY_AXIS_X and event.value < _controls.JOY_DEADZONE: self.sound.play_key_add() self.left() updated = True elif keydown and event.key == _controls.KEY_RIGHT or \ joy_hatmotion and event.value == _controls.JOY_RIGHT or \ joy_axismotion and event.axis == _controls.JOY_AXIS_X and event.value > -_controls.JOY_DEADZONE: self.sound.play_key_add() self.right() updated = True elif keydown and event.key == _controls.KEY_APPLY or \ joy_button_down and event.button == _controls.JOY_BUTTON_SELECT: self.sound.play_open_menu() self.apply(*self._elements[self._index][1:]) updated = True elif self.mouse_enabled and event.type == pygame.MOUSEBUTTONUP: if self._rect.collidepoint(*event.pos): # Check if mouse collides left or right as percentage, use only X coordinate mousex, _ = event.pos topleft, _ = self._rect.topleft topright, _ = self._rect.topright dist = mousex - (topleft + self._title_size) # Distance from label if dist > 0: # User clicked the options, not label # Position in percentage, if <0.5 user clicked left pos = dist / float(topright - topleft - self._title_size) if pos <= 0.5: self.left() else: self.right() updated = True return updated
Example #9
Source File: menubar.py From pygame-menu with MIT License | 5 votes |
def update(self, events): updated = False for event in events: # type: pygame.event.Event if self.mouse_enabled and event.type == pygame.MOUSEBUTTONUP: if self._backbox_rect and self._backbox_rect.collidepoint(*event.pos): self.sound.play_click_mouse() self.apply() updated = True elif self.joystick_enabled and event.type == pygame.JOYBUTTONDOWN: if event.button == _controls.JOY_BUTTON_BACK: self.sound.play_key_del() self.apply() updated = True return updated
Example #10
Source File: button.py From pygame-menu with MIT License | 5 votes |
def update(self, events): updated = False for event in events: # type: pygame.event.Event if event.type == pygame.KEYDOWN and event.key == _controls.KEY_APPLY or \ self.joystick_enabled and event.type == pygame.JOYBUTTONDOWN and event.button == _controls.JOY_BUTTON_SELECT: self.sound.play_open_menu() self.apply() updated = True elif self.mouse_enabled and event.type == pygame.MOUSEBUTTONUP: self.sound.play_click_mouse() if self._rect.collidepoint(*event.pos): self.apply() updated = True return updated
Example #11
Source File: gui.py From openag_brain_box with GNU General Public License v3.0 | 5 votes |
def handleEvents(self): for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE) : self.webcam.stop() pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONUP: x,y = pygame.mouse.get_pos() logger.info('{}, {}'.format(x,y)) if 320<x<800: if self.canny: self.canny = False else: self.canny = True
Example #12
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.enabled: if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: if self.fcode == 2: # shift self.ls.keyboard.shift_it() self.activate_color() elif self.ls.in_focus is not None: lhv = len(self.ls.in_focus.value) if isinstance(self.ls.in_focus, PEdit): if self.fcode == 0: # key char = ex.unival(self.get_value()) if len(char) > 0 and lhv < 21: if self.ls.lang.ltr_text: self.ls.in_focus.value = ex.unival(self.ls.in_focus.value) + char else: self.ls.in_focus.value = char + ex.unival(self.ls.in_focus.value) if self.fcode == 1: # backspace if lhv > 0: if self.ls.lang.ltr_text: self.ls.in_focus.value = self.ls.in_focus.value[0:lhv - 1] else: self.ls.in_focus.value = self.ls.in_focus.value[1:lhv] if self.ls.in_focus.selection_modifier: if self.ls.prev_user_checked: if self.ls.in_focus.value != self.ls.prev_user_checked.value: self.ls.prev_user_checked.update_me = True self.ls.prev_user_checked.checked = False if self.ls.username_count > 5: self.ls.reload_selects() self.ls.set_scrollbar_top(self.ls.scroll_min_top) self.ls.in_focus.update_trigger() elif event.type == pygame.MOUSEBUTTONUP and event.button == 1: pass
Example #13
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.visible: if event.type == pygame.MOUSEMOTION: self.onMouseMotion(event) elif event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown() elif event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() elif event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #14
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEMOTION: self.onMouseEnter() elif event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown(event) elif event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() elif event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #15
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.visible: if event.type == pygame.MOUSEMOTION: self.onMouseEnter() elif event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown() elif event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() elif event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #16
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.visible: if event.type == pygame.MOUSEMOTION: self.onMouseEnter() if event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown() if event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() if event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #17
Source File: panel.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def keepFocus(self, _event): return _event.type != pygame.MOUSEBUTTONUP or self.getcoordinatesatpixel(_event.pos[0]-self.corner[0]. _event.pos[1]-self.corner[1]) != (None, None)
Example #18
Source File: game025.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) self.check_result() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #19
Source File: game084.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if not self.show_msg: if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER): lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] elif not self.board.grid[4][18]: char = event.unicode if len(char) > 0 and lhv < 2 and char in self.digits: self.home_square.value += char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEMOTION and self.drag: if self.board.grid[4][18]: self.home_square.value = "" self.home_square.update_me = True elif event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if self.board.grid[4][18]: self.check_result() elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER): self.check_result() if event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #20
Source File: game034.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if not self.show_msg: if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER): lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] elif not self.board.grid[4][16]: char = event.unicode if len(char) > 0 and char in self.digits: self.home_square.value = char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEMOTION and self.drag: if self.board.grid[4][16]: self.home_square.value = "" self.home_square.update_me = True elif event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if self.board.grid[4][16]: self.home_square.value = "" self.home_square.update_me = True self.check_result() elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER): self.check_result() if event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #21
Source File: game027.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) elif event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #22
Source File: game015.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #23
Source File: game047.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) self.auto_check() self.check_result() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #24
Source File: game035.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if not self.show_msg: if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER): lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] elif not self.board.grid[4][18]: char = event.unicode if len(char) > 0 and char in self.digits: self.home_square.value = char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEMOTION and self.drag: if self.board.grid[4][18]: self.home_square.value = "" self.home_square.update_me = True elif event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if self.board.grid[4][18]: self.check_result() self.home_square.value = "" self.home_square.update_me = True elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER): self.check_result() if event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #25
Source File: game012.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.ship_id < 0 and event.type == pygame.MOUSEBUTTONDOWN: # make it impossible to deselect the main character self.board.active_ship = 0 self.ship_id = 0 if self.moveable: pos = event.pos column = pos[0] // (self.layout.width) row = (pos[1] - self.layout.top_margin) // (self.layout.height) self.direction = [0, 0] arrow_clicked = False if column == self.owl_pos[0] - 1 and row == self.owl_pos[1]: self.direction[0] = -1 arrow_clicked = True elif column == self.owl_pos[0] + 1 and row == self.owl_pos[1]: self.direction[0] = 1 arrow_clicked = True elif column == self.owl_pos[0] and row == self.owl_pos[1] - 1: self.direction[1] = -1 arrow_clicked = True elif column == self.owl_pos[0] and row == self.owl_pos[1] + 1: self.direction[1] = 1 arrow_clicked = True if arrow_clicked: self.check_direction_kdown() if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and not self.moveable: self.move = False elif event.type == pygame.KEYUP or event.type == pygame.MOUSEBUTTONUP: self.highlight_color(-1) self.mainloop.redraw_needed[0] = True self.move = False
Example #26
Source File: game050.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() elif event.type == pygame.MOUSEBUTTONUP and event.button == 1: self.draw_lines() self.mainloop.redraw_needed[0] = True self.check_result() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #27
Source File: game056.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() elif event.type == pygame.KEYUP or event.type == pygame.MOUSEBUTTONUP: self.check_result()
Example #28
Source File: game046.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #29
Source File: booth.py From pibooth with MIT License | 5 votes |
def find_capture_event(self, events): """Return the first found event if found in the list. """ for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_p: return event if event.type == pygame.MOUSEBUTTONUP and event.button in (1, 2, 3): # Don't consider the mouse wheel (button 4 & 5): rect = self._window.get_rect() if pygame.Rect(0, 0, rect.width // 2, rect.height).collidepoint(event.pos): return event if event.type == BUTTONDOWN and event.capture: return event return None
Example #30
Source File: menu_items.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEMOTION: if not self.hover: self.board.mainloop.redraw_needed[1] = True self.hover = True self.update_me = True self.update() elif event.type == pygame.MOUSEBUTTONUP: self.mouse_click()