Restructure event handling

Events start in the Interface. The interface gets first crack at any incoming
events. If the interface doesn't handle the event, it is given to the
engine. The engine has an EngineEventHandler that yields actions just
like the event handler prior to this change.

The interface's event handler passes events to each window in the
interface. Windows can choose to handle events however they like, and
they return a bool indicating whether the event was fully handled.
This commit is contained in:
Eryn Wells 2023-03-07 21:29:05 -08:00
parent ee1c6f2222
commit 003aedf30e
6 changed files with 197 additions and 116 deletions

View file

@ -1,65 +1,26 @@
# Eryn Wells <eryn@erynwells.me>
'''Defines event handling mechanisms.'''
from typing import Optional, TYPE_CHECKING
import tcod
import tcod.event as tev
from . import log
from .actions.action import Action
from .actions.game import ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
from .geometry import Direction, Point
from .actions.game import BumpAction, ExitAction, RegenerateRoomsAction, WaitAction
from .geometry import Direction
if TYPE_CHECKING:
from .engine import Engine
class EventHandler(tcod.event.EventDispatch[Action]):
'''Abstract event handler class'''
class EngineEventHandler(tev.EventDispatch[Action]):
'''Handles event on behalf of the game engine, dispatching Actions back to the engine.'''
def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine
def handle_events(self, context: tcod.context.Context):
'''Wait for events and handle them.'''
for event in tcod.event.wait():
context.convert_event(event)
self.handle_event(event)
def handle_event(self, event: tcod.event.Event):
'''
Handle an event by transforming it into an Action and processing it until it is completed. If the Action
succeeds, also process actions from other Entities.
Parameters
----------
event : tcod.event.Event
The event to handle
'''
action = self.dispatch(event)
# Unhandled event. Ignore it.
if not action:
log.EVENTS.debug('Unhandled event: %s', event)
return
self.engine.process_input_action(action)
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
return ExitAction()
class MainGameEventHandler(EventHandler):
'''
Handler of `tcod` events for the main game.
Receives input from the player and dispatches actions to the game engine to interat with the hero and other objects
in the game.
'''
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
def ev_keydown(self, event: tev.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
hero = self.engine.hero
@ -84,8 +45,6 @@ class MainGameEventHandler(EventHandler):
action = BumpAction(hero, Direction.NorthEast)
case tcod.event.KeySym.y:
action = BumpAction(hero, Direction.NorthWest)
case tcod.event.KeySym.ESCAPE:
action = ExitAction()
case tcod.event.KeySym.SPACE:
action = RegenerateRoomsAction()
case tcod.event.KeySym.PERIOD:
@ -94,22 +53,16 @@ class MainGameEventHandler(EventHandler):
return action
def ev_mousemotion(self, event: tcod.event.MouseMotion) -> Optional[Action]:
mouse_point = Point(event.tile.x, event.tile.y)
if not self.engine.map.tile_is_in_bounds(mouse_point):
mouse_point = None
self.engine.update_mouse_point(mouse_point)
def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
return ExitAction()
class GameOverEventHandler(EventHandler):
class GameOverEventHandler(tev.EventDispatch[Action]):
'''When the game is over (the hero dies, the player quits, etc), this event handler takes over.'''
def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
action: Optional[Action] = None
def __init__(self, engine: 'Engine'):
super().__init__()
self.engine = engine
sym = event.sym
match sym:
case tcod.event.KeySym.ESCAPE:
action = ExitAction()
return action
def ev_quit(self, event: tev.Quit) -> Optional[Action]:
return ExitAction()