From aeccd5d6d8883a0bebdf93066b80ea347f9deca5 Mon Sep 17 00:00:00 2001 From: pepgw5kj2 Date: Fri, 5 Dec 2025 09:04:13 +0800 Subject: [PATCH] Delete 'pydot/core/input.py' --- pydot/core/input.py | 93 --------------------------------------------- 1 file changed, 93 deletions(-) delete mode 100644 pydot/core/input.py diff --git a/pydot/core/input.py b/pydot/core/input.py deleted file mode 100644 index 89667bf..0000000 --- a/pydot/core/input.py +++ /dev/null @@ -1,93 +0,0 @@ -from pygame import key, mouse -from collections import defaultdict - - -class Input: - _instance = None - _initialized = False - - def __new__(cls): - if cls._instance is None: - cls._instance = super(Input, cls).__new__(cls) - return cls._instance - - def __init__(self): - if not self._initialized: - self.action_map = defaultdict(list) - self.action_states = defaultdict(bool) - self.action_previous_states = defaultdict(bool) - - self._initialized = True - - def add_action_bind(self, action: str, key_code): - if key_code not in self.action_map[action]: - self.action_map[action].append(key_code) - - def remove_action_bind(self, action: str, key_code): - if key_code in self.action_map[action]: - self.action_map[action].remove(key_code) - - def get_action_list(self, action: str): - return self.action_map[action] - - def is_key_pressed(self, key_code): - pressed_keys = key.get_pressed() - return pressed_keys[key_code] - - def is_mouse_button_pressed(self, button): - pressed_buttons = mouse.get_pressed() - if button < len(pressed_buttons): - return pressed_buttons[button] - return False - - def get_mouse_position(self): - return mouse.get_pos() - - def is_action_pressed(self, action: str): - for key_code in self.action_map[action]: - if self.is_key_pressed(key_code): - return True - return False - - def is_action_just_pressed(self, action: str): - current_state = self.is_action_pressed(action) - previous_state = self.action_previous_states[action] - - self.action_previous_states[action] = current_state - - return current_state and not previous_state - - def is_action_just_released(self, action: str): - current_state = self.is_action_pressed(action) - previous_state = self.action_previous_states[action] - - self.action_previous_states[action] = current_state - - return not current_state and previous_state - - def get_action_strength(self, action: str): - return 1.0 if self.is_action_pressed(action) else 0.0 - - def get_action_raw_strength(self, action: str): - return self.get_action_strength(action) - - def get_axis(self, negative_action: str, positive_action: str): - axis_value = 0.0 - if self.is_action_pressed(positive_action): - axis_value += 1.0 - if self.is_action_pressed(negative_action): - axis_value -= 1.0 - return axis_value - - def get_vector(self, negative_x: str, positive_x: str, - negative_y: str, positive_y: str): - x = self.get_axis(negative_x, positive_x) - y = self.get_axis(negative_y, positive_y) - return (x, y) - - def update(self): - for action in self.action_map: - self.action_previous_states[action] = self.is_action_pressed(action) - - -