Refactor key handling and add keybindings configuration for game actions

This commit is contained in:
2025-08-19 18:59:06 +02:00
parent 4099b6f72e
commit 1269913275
6 changed files with 79 additions and 20 deletions
+14 -12
View File
@@ -68,7 +68,7 @@ class GameWindow:
self.white_flash_opacity = 255
# Input handling
self.key_down, self.key_up, self.axis_scroll = key_callback
self.trigger = key_callback
self.button_cursor = [0, 0]
self.buttons = {}
@@ -379,27 +379,29 @@ class GameWindow:
for event in events:
if event.type == sdl2.SDL_QUIT:
self.running = False
elif event.type == sdl2.SDL_KEYDOWN and self.key_down:
elif event.type == sdl2.SDL_KEYDOWN:
# print in file keycode
keycode = event.key.keysym.sym
open("keycode.txt", "a").write(f"{keycode}\n")
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
# Check for Right Ctrl key to trigger white flash
if event.key.keysym.sym == sdl2.SDLK_RCTRL:
self.trigger_white_flash()
else:
self.key_down(key)
elif event.type == sdl2.SDL_KEYUP and self.key_up:
self.trigger(f"keydown_{key}")
elif event.type == sdl2.SDL_KEYUP:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_up(key)
self.trigger(f"keyup_{key}")
elif event.type == sdl2.SDL_MOUSEMOTION:
self.key_down("mouse", coords=(event.motion.x, event.motion.y))
self.trigger(f"mousemove_{event.motion.x}, {event.motion.y}")
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
key = event.jbutton.button
self.key_down(key)
self.trigger(f"joybuttondown_{key}")
elif event.type == sdl2.SDL_JOYBUTTONUP:
key = event.jbutton.button
self.key_up(key)
self.trigger(f"joybuttonup_{key}")
elif event.type == sdl2.SDL_JOYHATMOTION:
hat = event.jhat.hat
value = event.jhat.value
self.trigger(f"joyhatmotion_{hat}_{value}")
# Present the rendered frame
self.renderer.present()