pygame.init()
size = width, height = 1024, 600
-
-helpers.draw_lock.acquire()
screen = pygame.display.set_mode(size)
-mapping = helpers.Mapping(screen)
+screen.fill((250, 250, 250))
+
+draw_lock = helpers.Lock("draw")
-action_surface = pygame.Surface((600, 250)).convert()
-action_surface.fill((0,0,0))
+mapping = helpers.Mapping(screen, draw_lock)
helpers.parse_config(mapping)
-helpers.draw_lock.release()
mapping.draw()
-helpers.draw_lock.acquire()
-screen.blit(action_surface, (10, 330))
-
+draw_lock.acquire()
pygame.display.flip()
-helpers.draw_lock.release()
+draw_lock.release()
contexts = [
'normal'
context = 'normal'
+#### Normal workflow ####
while 1:
event = pygame.event.wait()
event.type == pygame.KEYDOWN and
event.mod == 4160 and
event.key == pygame.K_c):
+ for thread in threading.enumerate():
+ if thread.getName()[0:2] != "MS":
+ continue
+ thread.join()
+
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
key = mapping.find_by_key_num(event.key)
if key is not None:
- threading.Thread(target=key.do_actions).start()
+ threading.Thread(name = "MSKeyAction", target=key.do_actions).start()
elif event.type == pygame.MOUSEBUTTONUP:
key = mapping.find_by_collidepoint(pygame.mouse.get_pos())
if key is not None:
- key.list_actions(action_surface)
+ threading.Thread(name = "MSClic", target=key.list_actions, args = [screen]).start()
+ draw_lock.acquire()
pygame.display.flip()
+ draw_lock.release()
+#### In Ipython ####
+# for thread in threading.enumerate():
+# if thread.getName()[0:2] != "MS":
+# continue
+# thread.join()