Source code for arcade.sections

from __future__ import annotations

from typing import TYPE_CHECKING, Optional, List, Iterable, Union, Set, Generator
import math

from pyglet.event import EVENT_HANDLED, EVENT_UNHANDLED

from arcade import SimpleCamera, get_window

if TYPE_CHECKING:
    from arcade import View

__all__ = [
    "Section",
    "SectionManager"
]


[docs] class Section: """ A Section represents a rectangular portion of the viewport Events are dispatched to the section based on it's position on the screen. :param left: the left position of this section :param bottom: the bottom position of this section :param width: the width of this section :param height: the height of this section :param name: the name of this section :param Union[bool, Iterable] accept_keyboard_keys: whether or not this section captures keyboard keys through. keyboard events. If the param is an iterable means the keyboard keys that are captured in press/release events: for example: [arcade.key.UP, arcade.key.DOWN] will only capture this two keys :param Union[bool, Iterable] accept_mouse_events: whether or not this section captures mouse events. If the param is an iterable means the mouse events that are captured. for example: ['on_mouse_press', 'on_mouse_release'] will only capture this two events. :param prevent_dispatch: a list of event names that will not be dispatched to subsequent sections. You can pass None (default) or {True} to prevent the dispatch of all events. :param prevent_dispatch_view: a list of event names that will not be dispatched to the view. You can pass None (default) or {True} to prevent the dispatch of all events to the view. :param local_mouse_coordinates: if True the section mouse events will receive x, y coordinates section related to the section dimensions and position (not related to the screen) :param enabled: if False the section will not capture any events :param modal: if True the section will be a modal section: will prevent updates and event captures on other sections. Will also draw last (on top) but capture events first. :param draw_order: The order this section will have when on_draw is called. The lower the number the earlier this will get draw. This can be different from the event capture order or the on_update order which is defined by the insertion order. """ def __init__(self, left: int, bottom: int, width: int, height: int, *, name: Optional[str] = None, accept_keyboard_keys: Union[bool, Iterable] = True, accept_mouse_events: Union[bool, Iterable] = True, prevent_dispatch: Optional[Iterable] = None, prevent_dispatch_view: Optional[Iterable] = None, local_mouse_coordinates: bool = False, enabled: bool = True, modal: bool = False, draw_order: int = 1): # name of the section self.name: Optional[str] = name # parent view: set by the SectionManager. Protected, you should not change section.view manually self._view: Optional["View"] = None # section options self._enabled: bool = enabled # enables or disables this section # prevent the following sections from receiving input events and updating self._modal: bool = modal # set draw_order: the lower the number the earlier this section will get draw self._draw_order: int = draw_order # if True 'update' and 'on_update' will not trigger in this section self.block_updates: bool = False # arcade keyboard keys to accept. self.accept_keyboard_keys: Union[bool, Iterable] = accept_keyboard_keys # arcade moouse events to accept. self.accept_mouse_events: Union[bool, Iterable] = accept_mouse_events # prevents events to propagate self.prevent_dispatch: Iterable = prevent_dispatch or {True} # prevents events to propagate to the view self.prevent_dispatch_view: Iterable = prevent_dispatch_view or {True} # mouse coordinates relative to section self.local_mouse_coordinates: bool = local_mouse_coordinates # section position into the current viewport # if screen is resized it's upto the user to move or resize each section (section will receive on_resize event) self._left: int = left self._bottom: int = bottom self._width: int = width self._height: int = height self._right: int = left + width self._top: int = bottom + height # section event capture dimensions # if section is modal, capture all events on the screen self._ec_left: int = 0 if self._modal else self._left self._ec_right: int = self.window.width if self._modal else self._right self._ec_bottom: int = 0 if self._modal else self._bottom self._ec_top: int = self.window.height if self._modal else self._top # optional section camera self.camera: Optional[SimpleCamera] = None def __repr__(self): name = f'Section {self.name}' if self.name else 'Section' dimensions = (self.left, self.right, self.top, self.bottom) return f'{name} at {dimensions} ' @property def view(self): """ The view this section is set on """ return self._view @property def section_manager(self) -> Optional["SectionManager"]: """ Returns the section manager """ return self._view.section_manager if self._view else None @property def enabled(self) -> bool: """ Enables or disables this section """ return self._enabled @enabled.setter def enabled(self, value: bool): if value is self._enabled: return self._enabled = value if value: self.on_show_section() else: self.on_hide_section() @property def modal(self) -> bool: """ Returns the modal state (Prevent the following sections from receiving input events and updating) """ return self._modal @property def draw_order(self) -> int: """ Returns the draw order state The lower the number the earlier this section will get draw """ return self._draw_order @draw_order.setter def draw_order(self, value: int) -> None: """ Sets this section draw order The lower the number the earlier this section will get draw """ self._draw_order = value if self.section_manager is not None: self.section_manager.sort_sections_draw_order() @property def left(self) -> int: """ Left edge of this section """ return self._left @left.setter def left(self, value: int): self._left = value self._right = value + self._width self._ec_left = 0 if self._modal else value self._ec_right = self.window.width if self._modal else self._right @property def bottom(self) -> int: """ The bottom edge of this section """ return self._bottom @bottom.setter def bottom(self, value: int): self._bottom = value self._top = value + self._height self._ec_bottom = 0 if self._modal else value self._ec_top = self.window.height if self._modal else self._top @property def width(self) -> int: """ The width of this section """ return self._width @width.setter def width(self, value: int): self._width = value self._right = value + self._left self._ec_right = self.window.width if self._modal else self._right @property def height(self) -> int: """ The height of this section """ return self._height @height.setter def height(self, value: int): self._height = value self._top = value + self._bottom self._ec_top = self.window.height if self._modal else self._top @property def right(self) -> int: """ Right edge of this section """ return self._right @right.setter def right(self, value: int): self._right = value self._left = value - self._width self._ec_right = self.window.width if self._modal else value self._ec_left = 0 if self._modal else self._left @property def top(self) -> int: """ Top edge of this section """ return self._top @top.setter def top(self, value: int): self._top = value self._bottom = value - self._height self._ec_top = self.window.height if self._modal else value self._ec_bottom = 0 if self._modal else self._bottom @property def window(self): """ The view window """ if getattr(self, '_view', None) is None or self._view is None: return get_window() else: return self._view.window
[docs] def overlaps_with(self, section: "Section") -> bool: """ Checks if this section overlaps with another section """ return not (self.right < section.left or self.left > section.right or self.top < section.bottom or self.bottom > section.top)
[docs] def mouse_is_on_top(self, x: int, y: int) -> bool: """ Check if the current mouse position is on top of this section """ test_x = self._left <= x <= self._right test_y = self._bottom <= y <= self._top return test_x and test_y
[docs] def should_receive_mouse_event(self, x: int, y: int) -> bool: """ Check if the current section should receive a mouse event at a given position """ test_x = self._ec_left <= x <= self._ec_right test_y = self._ec_bottom <= y <= self._ec_top return test_x and test_y
[docs] def get_xy_screen_relative(self, section_x: int, section_y: int): """ Returns screen coordinates from section coordinates """ return self.left + section_x, self.bottom + section_y
[docs] def get_xy_section_relative(self, screen_x: int, screen_y: int): """ returns section coordinates from screen coordinates """ return screen_x - self.left, screen_y - self.bottom
# Following methods are just the usual view methods # + on_mouse_enter / on_mouse_leave / on_show_section / on_hide_section
[docs] def on_draw(self): pass
[docs] def on_update(self, delta_time: float): pass
[docs] def on_resize(self, width: int, height: int): pass
[docs] def on_mouse_press(self, x: int, y: int, button: int, modifiers: int): pass
[docs] def on_mouse_release(self, x: int, y: int, button: int, modifiers: int): pass
[docs] def on_mouse_motion(self, x: int, y: int, dx: int, dy: int): pass
[docs] def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int): pass
[docs] def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, _buttons: int, _modifiers: int): self.on_mouse_motion(x, y, dx, dy)
[docs] def on_mouse_enter(self, x: int, y: int): pass
[docs] def on_mouse_leave(self, x: int, y: int): pass
[docs] def on_key_press(self, symbol: int, modifiers: int): pass
[docs] def on_key_release(self, _symbol: int, _modifiers: int): pass
[docs] def on_show_section(self): pass
[docs] def on_hide_section(self): pass
[docs] class SectionManager: """ This manages the different Sections a View has. Actions such as dispatching the events to the correct Section, draw order, etc. """ def __init__(self, view: "View"): self.view: "View" = view # the view this section manager belongs to # store sections in update/event order and in draw order # a list of the current sections for this in update/event order self._sections: List[Section] = [] # the list of current sections in draw order self._sections_draw: List[Section] = [] # generic camera to reset after a custom camera is use # this camera is set to the whole viewport self.camera: SimpleCamera = SimpleCamera(viewport=(0, 0, self.view.window.width, self.view.window.height)) # Holds the section the mouse is currently on top self.mouse_over_sections: List[Section] = [] # True will call view.on_draw before sections on_draw, False after, None will not call view on_draw self.view_draw_first: Optional[bool] = True # True will call view.on_update before sections on_update, False after, None will not call view on_update self.view_update_first: Optional[bool] = True # True will call view.on_resize before sections on_resize, False after, None will not call view on_resize self.view_resize_first: Optional[bool] = True # Events that the section manager should handle (instead of the View) if sections are present in a View self.managed_events: Set = { 'on_mouse_motion', 'on_mouse_drag', 'on_mouse_press', 'on_mouse_release', 'on_mouse_scroll', 'on_mouse_enter', 'on_mouse_leave', 'on_key_press', 'on_key_release', 'on_draw', 'on_update', 'on_resize'} @property def sections(self) -> List[Section]: """ Property that returns the list of sections """ return self._sections @property def has_sections(self) -> bool: """ Returns true if this section manager has sections """ return bool(self._sections) @property def is_current_view(self) -> bool: """ Returns if this section manager view is the current on the view window a.k.a.: is the view that is currently being shown """ return self.view.window.current_view is self.view
[docs] def disable(self) -> None: """ Disable all sections Disabling a section will trigger section.on_hide_section """ for section in self._sections: section.enabled = False
[docs] def enable(self) -> None: """ Enables all sections Enabling a section will trigger section.on_show_section """ for section in self._sections: section.enabled = True
[docs] def get_section_by_name(self, name: str) -> Optional[Section]: """ Returns the first section with the given name :param name: the name of the section you want :return: the first section with the provided name. None otherwise """ for section in self._sections: if section.name == name: return section return None
[docs] def add_section(self, section: "Section", at_index: Optional[int] = None, at_draw_order: Optional[int] = None) -> None: """ Adds a section to this Section Manager Will trigger section.on_show_section if section is enabled :param section: the section to add to this section manager :param at_index: inserts the section at that index for event capture and update events. If None at the end :param at_draw_order: inserts the section in a specific draw order. Overwrites section.draw_order """ if not isinstance(section, Section): raise ValueError('You can only add Section instances') section._view = self.view # modify view param from section if at_index is None: self._sections.append(section) else: self._sections.insert(at_index, section) # keep sections order updated in the lists of sections to draw self.sort_section_event_order() if at_draw_order is None: self.sort_sections_draw_order() else: section.draw_order = at_draw_order # this will trigger self.sort_section_draw_order # trigger on_show_section if the view is the current one and section is enabled: if self.is_current_view and section.enabled: section.on_show_section()
[docs] def remove_section(self, section: Section) -> None: """ Removes a section from this section manager :param section: the section to remove """ # trigger on_hide_section if the view is the current one and section is enabled if self.is_current_view and section.enabled: section.on_hide_section() section._view = None self._sections.remove(section) # keep sections order updated in the lists of sections self.sort_section_event_order() self.sort_sections_draw_order()
[docs] def sort_section_event_order(self) -> None: """ This will sort sections on event capture order (and update) based on insertion order and section.modal """ # modals go first self._sections.sort(key=lambda s: 0 if s.modal else 1)
[docs] def sort_sections_draw_order(self) -> None: """ This will sort sections on draw order based on section.draw_order and section.modal """ # modals go last self._sections_draw = sorted(self._sections, key=lambda s: math.inf if s.modal else s.draw_order)
[docs] def clear_sections(self) -> None: """ Removes all sections and calls on_hide_section for each one if enabled """ for section in self._sections: if section.enabled: section.on_hide_section() section._view = None self._sections = [] self._sections_draw = []
[docs] def on_update(self, delta_time: float) -> None: """ Called on each event loop. :param delta_time: the delta time since this method was called last time """ modal_present = False if self.view_update_first is True: self.view.on_update(delta_time) for section in self._sections: if section.enabled and not section.block_updates and not modal_present: section.on_update(delta_time) if section.modal: modal_present = True if self.view_update_first is False: self.view.on_update(delta_time)
[docs] def on_draw(self) -> None: """ Called on each event loop to draw It automatically calls camera.use() for each section that has a camera and resets the camera effects by calling the default SectionManager camera afterwards if needed. The SectionManager camera defaults to a camera that has the viewport and projection for the whole screen """ if self.view_draw_first is True: self.view.on_draw() for section in self._sections_draw: # iterate over sections_draw if not section.enabled: continue if section.camera: # use the camera of the current section before section.on_draw section.camera.use() section.on_draw() if section.camera: # reset to the default camera after the section is drawn self.camera.use() if self.view_draw_first is False: self.view.on_draw()
[docs] def on_resize(self, width: int, height: int) -> None: """ Called when the window is resized. :param width: the new width of the screen :param height: the new height of the screen """ self.camera.resize(width, height) # resize the default camera if self.view_resize_first is True: self.view.on_resize(width, height) # call resize on the view for section in self.sections: if section.enabled: section.on_resize(width, height) if self.view_resize_first is False: self.view.on_resize(width, height) # call resize on the view
[docs] def disable_all_keyboard_events(self) -> None: """ Removes the keyboard event handling from all sections """ for section in self.sections: section.accept_keyboard_keys = False
[docs] def get_first_section(self, x: int, y: int, *, event_capture: bool = True) -> Optional[Section]: """ Returns the first section based on x,y position :param x: the x axis coordinate :param y: the y axis coordinate :param event_capture: True will use event capture dimensions, False will use section draw size :return: a section if match the params otherwise None """ for section in self._sections: if section.enabled: if event_capture is True and section.should_receive_mouse_event(x, y): return section if event_capture is False and section.mouse_is_on_top(x, y): return section return None
[docs] def get_sections(self, x: int, y: int, *, event_capture: bool = True) -> Generator[Section, None, None]: """ Returns a list of sections based on x,y position :param x: the x axis coordinate :param y: the y axis coordinate :param event_capture: True will use event capture dimensions, False will use section draw size :return: a generator with the sections that match the params """ for section in self._sections: if section.enabled: if event_capture is True and section.should_receive_mouse_event(x, y): yield section if event_capture is False and section.mouse_is_on_top(x, y): yield section
[docs] def dispatch_mouse_event(self, event: str, x: int, y: int, *args, current_section: Optional[Section] = None, **kwargs) -> Optional[bool]: """ Generic method to dispatch mouse events to the correct Sections :param event: the mouse event name to dispatch :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param current_section: the section this mouse event should be delivered to. If None, will retrive all sections that should recieve this event based on x, y coordinates :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ sections: Union[list, Generator] if current_section: # affected section is already pre-computed sections = [current_section] else: # get the sections from mouse position sections = self.get_sections(x, y) prevent_dispatch = EVENT_UNHANDLED prevent_dispatch_view = EVENT_UNHANDLED for section in sections: if prevent_dispatch is EVENT_HANDLED: break mouse_events_allowed = section.accept_mouse_events if mouse_events_allowed is False: continue if mouse_events_allowed is True or event in mouse_events_allowed: # event allowed # get the method to call from the section method = getattr(section, event, None) if method: if section.local_mouse_coordinates: position = section.get_xy_section_relative(x, y) else: position = x, y # call the section method prevent_dispatch = method(*position, *args, **kwargs) # mark prevent dispatch as handled if section is modal prevent_dispatch = EVENT_HANDLED if section.modal else prevent_dispatch # check if section prevents dispatching this event any further in the section stack if prevent_dispatch is EVENT_HANDLED or any( test in section.prevent_dispatch for test in [True, event]): # prevent_dispatch attributte from section only affects if # the method is implemented in the same section prevent_dispatch = EVENT_HANDLED if any(test in section.prevent_dispatch_view for test in [True, event]): # check if the section prevents dispatching events to the view prevent_dispatch_view = EVENT_HANDLED if prevent_dispatch_view is EVENT_UNHANDLED: # call the method from the view. method = getattr(self.view, event, None) # get the method from the view if method: # call the view method prevent_dispatch_view = method(x, y, *args, **kwargs) return prevent_dispatch_view or prevent_dispatch
[docs] def dispatch_keyboard_event(self, event: str, *args, **kwargs) -> Optional[bool]: """ Generic method to dispatch keyboard events to the correct sections :param event: the keyboard event name to dispatch :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ propagate_to_view = True prevent_dispatch = EVENT_UNHANDLED for section in self.sections: if prevent_dispatch: break if not section.enabled: continue keys_allowed = section.accept_keyboard_keys if keys_allowed is False: continue if keys_allowed is True or args[0] in keys_allowed or args in keys_allowed: if any(test in section.prevent_dispatch_view for test in [True, event]): propagate_to_view = False # get the method to call from the section method = getattr(section, event, None) if method: # call the section method prevent_dispatch = method(*args, **kwargs) if prevent_dispatch is EVENT_HANDLED or any( test in section.prevent_dispatch for test in [True, event]): # prevent_dispatch attributte from section only affect # if the method is implemented in the same section prevent_dispatch = EVENT_HANDLED if section.modal: # if this section is modal, then avoid passing any event # to more sections return prevent_dispatch if propagate_to_view is False: return prevent_dispatch method = getattr(self.view, event, None) # get the method from the view if method: # call the view method return method(*args, **kwargs) or prevent_dispatch return EVENT_UNHANDLED
[docs] def on_mouse_press(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ Triggers the on_mouse_press event on the appropiate sections or view :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_mouse_event('on_mouse_press', x, y, *args, **kwargs)
[docs] def on_mouse_release(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ Triggers the on_mouse_release event on the appropiate sections or view :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_mouse_event('on_mouse_release', x, y, *args, **kwargs)
[docs] def dispatch_mouse_enter_leave_events(self, event_origin: str, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ This helper method will dispatch mouse enter / leave events to sections based on 'on_mouse_motion' and 'on_mouse_drag' events. Will also dispatch the event (event_origin) that called this method :param event_origin: the mouse event name that called this method. This event will be called here. :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ before_sections = self.mouse_over_sections current_sections = list(self.get_sections(x, y)) # consume the generator prevent_dispatch_origin = EVENT_UNHANDLED # prevent dispatch for the origin mouse event prevent_dispatch_el = EVENT_UNHANDLED # prevent dispatch for enter/leave events for section in before_sections: if section not in current_sections: if prevent_dispatch_el is EVENT_HANDLED: break # dispatch on_mouse_leave to before_section prevent_dispatch_el = self.dispatch_mouse_event('on_mouse_leave', x, y, current_section=section) prevent_dispatch_el = EVENT_UNHANDLED for section in current_sections: if section not in before_sections: if prevent_dispatch_el is EVENT_UNHANDLED: # dispatch on_mouse_enter to current_section prevent_dispatch_el = self.dispatch_mouse_event('on_mouse_enter', x, y, current_section=section) if prevent_dispatch_origin is EVENT_UNHANDLED: prevent_dispatch_origin = self.dispatch_mouse_event(event_origin, x, y, *args, **kwargs) # at the end catch the sections the mouse is moving over self.mouse_over_sections = current_sections return prevent_dispatch_origin # note: the result from mouse enter/leave events is ignored here
[docs] def on_mouse_motion(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ This method dispatches the on_mouse_motion and also calculates if on_mouse_enter/leave should be fired :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_mouse_enter_leave_events('on_mouse_motion', x, y, *args, **kwargs)
[docs] def on_mouse_drag(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ This method dispatches the on_mouse_drag and also calculates if on_mouse_enter/leave should be fired :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_mouse_enter_leave_events('on_mouse_drag', x, y, *args, **kwargs)
[docs] def on_mouse_scroll(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ Triggers the on_mouse_scroll event on the appropiate sections or view :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_mouse_event('on_mouse_scroll', x, y, *args, **kwargs)
[docs] def on_mouse_enter(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ Triggered when the mouse enters the window space Will trigger on_mouse_enter on the appropiate sections or view :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ current_sections = list(self.get_sections(x, y)) # consume the generator # set the sections the mouse is over self.mouse_over_sections = current_sections prevent_dispatch = EVENT_UNHANDLED for section in current_sections: if prevent_dispatch is EVENT_HANDLED: break prevent_dispatch = self.dispatch_mouse_event('on_mouse_enter', x, y, *args, **kwargs, current_section=section) return prevent_dispatch
[docs] def on_mouse_leave(self, x: int, y: int, *args, **kwargs) -> Optional[bool]: """ Triggered when the mouse leaves the window space Will trigger on_mouse_leave on the appropiate sections or view :param x: the x axis coordinate :param y: the y axis coordinate :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ prevent_dispatch = EVENT_UNHANDLED for section in self.mouse_over_sections: if prevent_dispatch is EVENT_HANDLED: break prevent_dispatch = self.dispatch_mouse_event('on_mouse_leave', x, y, *args, **kwargs, current_section=section) # clear the sections the mouse is over as it's out of the screen self.mouse_over_sections = [] return prevent_dispatch
[docs] def on_key_press(self, *args, **kwargs) -> Optional[bool]: """ Triggers the on_key_press event on the appropiate sections or view :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_keyboard_event('on_key_press', *args, **kwargs)
[docs] def on_key_release(self, *args, **kwargs) -> Optional[bool]: """ Triggers the on_key_release event on the appropiate sections or view :param args: any other position arguments that should be deliverd to the dispatched event :param kwargs: any other keyword arguments that should be delivered to the dispatched event :return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns """ return self.dispatch_keyboard_event('on_key_release', *args, **kwargs)
[docs] def on_show_view(self) -> None: """ Called when the view is shown The View.on_show_view is called before this by the Window.show_view method """ for section in self.sections: if section.enabled: section.on_show_section()
[docs] def on_hide_view(self) -> None: """ Called when the view is hide The View.on_hide_view is called before this by the Window.hide_view method """ for section in self.sections: if section.enabled: section.on_hide_section()