Changement de la methode de mise a jour des inputs

This commit is contained in:
Tipragot 2023-10-24 17:08:39 +02:00
parent 7e1f80636d
commit 7a21731bfa

View file

@ -18,43 +18,37 @@ class PygamePlugin(Plugin):
pygame.init() pygame.init()
# Initialisation des ressources # Initialisation des ressources
world.set(Display(pygame.display.set_mode((640, 480)))) world.set(Display(pygame.display.set_mode((640, 480))), Keyboard(), Mouse())
world.set(Keyboard(set(), set(), set()))
world.set(Mouse(set(), set(), set(), Vec2(0.0, 0.0)))
@staticmethod @staticmethod
def _check_events(world: World) -> None: def _check_events(world: World) -> None:
keys = world[Keyboard]._keys.copy() keyboard = world[Keyboard]
keys_pressed: set[str] = set() keyboard._pressed.clear()
keys_released: set[str] = set() keyboard._released.clear()
buttons = world[Mouse]._buttons.copy() mouse = world[Mouse]
buttons_pressed: set[int] = set() mouse._pressed.clear()
buttons_released: set[int] = set() mouse._released.clear()
mouse_position = world[Mouse]._position
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
world[Game].stop() world[Game].stop()
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
key_name = pygame.key.name(event.key) key_name = pygame.key.name(event.key)
keys.add(key_name) keyboard._keys.add(key_name)
keys_pressed.add(key_name) keyboard._pressed.add(key_name)
elif event.type == pygame.KEYUP: elif event.type == pygame.KEYUP:
key_name = pygame.key.name(event.key) key_name = pygame.key.name(event.key)
keys.remove(key_name) keyboard._keys.remove(key_name)
keys_released.add(key_name) keyboard._released.add(key_name)
elif event.type == pygame.MOUSEBUTTONDOWN: elif event.type == pygame.MOUSEBUTTONDOWN:
buttons.add(event.button) mouse._buttons.add(event.button)
buttons_pressed.add(event.button) mouse._pressed.add(event.button)
elif event.type == pygame.MOUSEBUTTONUP: elif event.type == pygame.MOUSEBUTTONUP:
buttons.remove(event.button) mouse._buttons.remove(event.button)
buttons_released.add(event.button) mouse._released.add(event.button)
elif event.type == pygame.MOUSEMOTION: elif event.type == pygame.MOUSEMOTION:
mouse_position = Vec2(float(event.pos[0]), float(event.pos[1])) mouse._position = Vec2(float(event.pos[0]), float(event.pos[1]))
world.set(Keyboard(keys, keys_pressed, keys_released))
world.set(Mouse(buttons, buttons_pressed, buttons_released, mouse_position))
@staticmethod @staticmethod
def _terminate_pygame(world: World) -> None: def _terminate_pygame(world: World) -> None:
@ -106,10 +100,10 @@ class Keyboard:
Ressource qui représente les entrées utilisateurs sur le clavier à la frame actuelle. Ressource qui représente les entrées utilisateurs sur le clavier à la frame actuelle.
""" """
def __init__(self, keys: set[str], pressed: set[str], released: set[str]) -> None: def __init__(self) -> None:
self._keys = keys self._keys: set[str] = set()
self._pressed = pressed self._pressed: set[str] = set()
self._released = released self._released: set[str] = set()
def is_key_pressed(self, key_name: str) -> bool: def is_key_pressed(self, key_name: str) -> bool:
""" """
@ -153,13 +147,11 @@ class Mouse:
Ressource qui représente l'état de la souris à la frame actuelle. Ressource qui représente l'état de la souris à la frame actuelle.
""" """
def __init__( def __init__(self) -> None:
self, buttons: set[int], pressed: set[int], released: set[int], position: Vec2 self._buttons: set[int] = set()
) -> None: self._pressed: set[int] = set()
self._buttons = buttons self._released: set[int] = set()
self._pressed = pressed self._position: Vec2 = Vec2(0.0, 0.0)
self._released = released
self._position = position
def is_button_pressed(self, button: int) -> bool: def is_button_pressed(self, button: int) -> bool:
""" """