Python pygame 模块,K_DELETE 实例源码

我们从Python开源项目中,提取了以下9个代码示例,用于说明如何使用pygame.K_DELETE

项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def onKeyDown(self, event):
        if not self.select_item:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_DELETE:
                pass
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER and event.key != pygame.K_TAB:
                lhv = len(self.value)
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        if self.ls.lang.ltr_text:
                            self.value = self.value[0:lhv - 1]
                        else:
                            self.value = self.value[1:lhv]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 21:
                        if self.ls.lang.ltr_text:
                            self.value = self.value + char
                        else:
                            self.value = char + self.value
                self.ls.reload_selects()
                self.ls.set_scrollbar_top(self.ls.scroll_min_top)
            elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or event.key == pygame.K_TAB:
                self.nextFocus()

            self.update_trigger()
项目:pyimgui    作者:swistakm    | 项目源码 | 文件源码
def _map_keys(self):
        key_map = self.io.key_map

        key_map[imgui.KEY_TAB] = pygame.K_TAB
        key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT
        key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT
        key_map[imgui.KEY_UP_ARROW] = pygame.K_UP
        key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN
        key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP
        key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN
        key_map[imgui.KEY_HOME] = pygame.K_HOME
        key_map[imgui.KEY_END] = pygame.K_END
        key_map[imgui.KEY_DELETE] = pygame.K_DELETE
        key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE
        key_map[imgui.KEY_ENTER] = pygame.K_RETURN
        key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE
        key_map[imgui.KEY_A] = pygame.K_a
        key_map[imgui.KEY_C] = pygame.K_c
        key_map[imgui.KEY_V] = pygame.K_v
        key_map[imgui.KEY_X] = pygame.K_x
        key_map[imgui.KEY_Y] = pygame.K_y
        key_map[imgui.KEY_Z] = pygame.K_z
项目:TicTacTio    作者:DevelopForLizardz    | 项目源码 | 文件源码
def main(self):
        """
        Start the game
        :return: None
        """

        logging.info("Starting game")
        self.board.initUI()
        winner = None

        while not self.exit:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.exit = True
                elif not self.gameOver:
                    currentPlayer = self.players[self.turn]
                    move = currentPlayer.getMove()
                    self.turn = 'x' if self.turn == 'o' else 'o'

                    winner = self.board.checkForWin(move)[0]
                    if winner in ['x', 'o', 't']:
                        logging.info("Game has ended with status: {}".format(winner))
                        self.gameOver = True
                        self.board.displayWinner(self.board.checkForWin(move))
                else:
                    if event.type == pygame.KEYDOWN:
                        if event.key in [pygame.K_RETURN, pygame.K_SPACE]:
                            self.gameOver = False
                            self.board.reset()
                            self.board.initUI()
                    elif event.key in [pygame.K_ESCAPE, pygame.K_DELETE, pygame.K_BACKSPACE]:
                        self.exit = True

            pygame.display.flip()
            self.clock.tick(self.fps)

        self.exit = False
        self.gameOver = False
        self.board.reset()
        return winner
项目:enderX    作者:Pugduddly    | 项目源码 | 文件源码
def keyDown(self, event):
        if self.selected:
            if event.key == pygame.K_ESCAPE:
                self.selected = False
            elif event.key == pygame.K_BACKSPACE and len(self.current_string) > 0:
                #self.current_string = self.current_string[:-1]
                self.current_string.pop(self.curpos - 1)
                self.curpos -= 1
            elif event.key == pygame.K_DELETE and len(self.current_string) > 0:
                #self.current_string = self.current_string[:-1]
                self.current_string.pop(self.curpos)
            elif event.key == pygame.K_RETURN:
                if self.completeHandler != None:
                    self.completeHandler(self, string.join(self.current_string, ""))
                self.completed = True
            elif event.key >= 32 and event.key <= 127:
                k = event.key
                kp = pygame.key.get_pressed()
                if (kp[pygame.K_LSHIFT] or kp[pygame.K_RSHIFT]) and k > 96 and k < 123:
                    k -= 32
                elif (kp[pygame.K_LSHIFT] or kp[pygame.K_RSHIFT]) and k > 32:
                    k = ord(self.schars[chr(k)])
                self.current_string.insert(self.curpos, chr(k))
                self.curpos += 1
            elif event.key == pygame.K_LEFT and self.curpos > 0:
                self.curpos -= 1
            elif event.key == pygame.K_RIGHT and self.curpos < len(self.current_string):
                self.curpos += 1
项目:CoolesSpiel    作者:AlinaGri    | 项目源码 | 文件源码
def update(self, *args):
        """
        Handles the selection

        parameters: tuple arguments for the update (first argument should be an instance pygame.event.Event)
        return values: -
        """
        if len(args) > 0 and self.isActive():
            event = args[0]
            if event.type == pygame.KEYDOWN and self.isFocused():
                if event.key == pygame.K_UP:
                    self.moveCursor(-1)
                elif event.key == pygame.K_DOWN:
                    self.moveCursor(1)
                elif event.key == pygame.K_BACKSPACE or event.key == pygame.K_DELETE:
                    if self.isEditable():
                        if self._selection == self._cursor:
                            self.delete(self._selection - 1, CURSOR)
                            self.moveCursor(-1)
                        else:
                            self.delete(SELECTION, CURSOR)
                            self.setCursor(self._selection)
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.rect.collidepoint(event.pos):
                    self.setSelection(CURSOR, self._posToIndex(event.pos[1] - self.rect.y))
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if self.rect.collidepoint(event.pos):
                    self.setCursor(self._posToIndex(event.pos[1] - self.rect.y))

        super(Listbox, self).update(*args)
项目:CoolesSpiel    作者:AlinaGri    | 项目源码 | 文件源码
def update(self, *args):
        """
        Handles the selection and keyboard-input

        parameters: tuple arguments for the update (first argument should be an instance pygame.event.Event)
        return values: -
        """
        if len(args) > 0 and self.isActive():
            event = args[0]
            if event.type == pygame.KEYDOWN and self.isFocused():
                if event.key == pygame.K_LEFT:
                    self.moveCursor(-1)
                elif event.key == pygame.K_RIGHT:
                    self.moveCursor(1)
                elif event.key == pygame.K_BACKSPACE or event.key == pygame.K_DELETE:
                    if self._selection == self._cursor:
                        if event.key == pygame.K_DELETE:
                            self.delete(self._selection + 1, CURSOR)
                        else:
                            self.delete(self._selection - 1, CURSOR)
                            self.moveCursor(-1)
                    else:
                        self.delete(SELECTION, CURSOR)
                        self.setCursor(self._sort(SELECTION, CURSOR)[0])
                else:
                    char = event.unicode.encode("ascii", "ignore")
                    if (char != "" and (char == " " or not char.isspace())
                    and self._validation(self._text + char, self._text, self)):
                        self.delete(SELECTION, CURSOR)
                        s = self._sort(SELECTION, CURSOR)[0]
                        self.insert(s, char)
                        self.setCursor(s + 1)
            elif event.type == pygame.MOUSEMOTION:
                if self.rect.collidepoint(event.pos) and event.buttons[0]:
                    self.setSelection(SELECTION, self._posToIndex(event.pos[0] - self.rect.x))
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if self.rect.collidepoint(event.pos):
                    self.setCursor(self._posToIndex(event.pos[0] - self.rect.x))

        super(Entry, self).update(*args)
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def handle_event(self, event):
        '''
        Handle input events while the code editor is up.
        Overrides the code editor version
        '''
        if event.type == pygame.KEYDOWN:
            self.text_change = True

            if not self.initial_edit and event.key != pygame.K_RETURN:
                self.initial_edit = True
                self.text = ""

            if event.key == pygame.K_RETURN and self.initial_edit:
                self.stop()
            elif event.key == pygame.K_RETURN:
                pass
            elif event.key == pygame.K_DELETE:
                self.k_delete()
            elif event.key == pygame.K_LEFT:
                self.k_left()
            elif event.key == pygame.K_RIGHT:
                self.k_right()
            elif event.key == pygame.K_BACKSPACE:
                self.k_backspace()
            elif event.key == pygame.K_TAB:
                pass
            elif event.key == pygame.K_ESCAPE:
                pass
            else:
                self.character_key(event.key)

        return True # keep processing events
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def handle_event(self, event):
        '''
        Handle input events while the code editor is up
        '''
        if event.type == pygame.KEYDOWN:
            self.text_change = True

            if event.key == pygame.K_ESCAPE:
                self.stop()
            elif event.key == pygame.K_DELETE:
                self.k_delete()
            elif event.key == pygame.K_LEFT:
                self.k_left()
            elif event.key == pygame.K_RIGHT:
                self.k_right()
            elif event.key == pygame.K_BACKSPACE:
                self.k_backspace()
            elif event.key == pygame.K_TAB:
                self.k_tab()
            elif event.key == pygame.K_RETURN:
                self.k_return()
            elif event.key == pygame.K_UP:
                self.k_up()
            elif event.key == pygame.K_DOWN:
                self.k_down()
            else:
                self.character_key(event.key)

        return True # keep processing events
项目:spassouno-py    作者:OfficineArduinoTorino    | 项目源码 | 文件源码
def keyboard_interaction():
    global current_text_tag,last_time_text,animation_speed,NEXT_CRITICAL_ACTION
    if IS_RASPBERRY:
        check_hardware_buttons()
    for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    exit()
                elif event.key == pygame.K_SPACE:
                    camera.save_frame(frameManager)
                    current_text_tag="scattato"
                elif event.key == pygame.K_UP:
                    NEXT_CRITICAL_ACTION="changetosession"+str(frameManager.current_session+1)
                    current_text_tag="cambio sessione"
                elif event.key == pygame.K_DOWN:
                    NEXT_CRITICAL_ACTION="changetosession"+str(frameManager.current_session-1)
                    current_text_tag="cambio sessione"
                elif event.key == pygame.K_x:
                    frameManager.remove_frame()
                    current_text_tag="rimosso"
                elif event.key == pygame.K_s:
                    NEXT_CRITICAL_ACTION="save"
                    current_text_tag="saving"
                elif event.key == pygame.K_r:
                    camera.ruota()
                elif event.key == pygame.K_DELETE:
                    frameManager.delete_all()
                elif event.key == pygame.K_BACKSPACE:
                    frameManager.delete_current_scene()
                elif event.key == pygame.K_p:
                    animation_speed/=2.0
                    if animation_speed<0.003125:
                        animation_speed=0.003125
                elif event.key == pygame.K_o:
                    animation_speed*=2.0
                    if animation_speed>3.2:
                        animation_speed=3.2
                else:
                    for n in range(10):
                        if event.key == pygame.__dict__["K_"+str(n)]:
                            nf=n-1
                            if nf<0:
                                nf=9
                            NEXT_CRITICAL_ACTION="changetosession"+str(nf)
                            current_text_tag="cambio sessione"
                last_time_text=time.time()