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"""SimpleTerminalPy — 按键校准向导 + 按键功能说明。
玩家第一次启动时,按提示依次按下掌机上的物理按键,
程序记录每个按键对应的 (事件类型, 值),保存为 key_map.json。
后续启动直接读取,无需再次校准。
交互规则:
- 短按(松手) = 确认当前键
- 长按 3 秒 = 放弃校准,退出程序,不保存任何数据
- 重复按键 = 提示 already set,等待换一个键
"""
import json
import os
import time
import sdl2
from PIL import Image, ImageDraw, ImageFont
from config import VERSION, KBD_DEVICE
# ── 校准顺序 ────────────────────────────────────────────
CALIBRATE_KEYS = [
"up", "down", "left", "right",
"a", "b", "x", "y",
"menu", "select", "start",
"l1", "r1", "l2", "r2",
]
KEY_LABELS = {
"up": "UP", "down": "DOWN", "left": "LEFT", "right": "RIGHT",
"a": "A", "b": "B", "x": "X", "y": "Y",
"menu": "MENU", "select": "SELECT", "start": "START",
"l1": "L1", "r1": "R1", "l2": "L2", "r2": "R2",
}
LONG_PRESS_SECONDS = 3.0
class KeyCalibrator:
"""校准向导 — 在 SDL 窗口上渲染提示,等待玩家按键。"""
def __init__(self, renderer, width: int, height: int,
keymap_path: str):
self.renderer = renderer # sdl2.SDL_Renderer
self.width = width
self.height = height
self.keymap_path = keymap_path
# 已收集的按键: {name: (type, value)}
self.keymap: dict[str, tuple] = {}
self.current_idx = 0
self.finished = False
self.aborted = False
# 长按检测
self._pending: tuple | None = None # 当前被按下的 (type, value)
self._pending_time = 0.0
self._confirmed = False # 已确认(松手后落盘)
# 确认后的冷却期 — 防止同一物理键的多通道事件
# (如 menu 同时产生 btn:8 和 key:XXX)立即占用下一个校准项
self._ignore_until = 0.0
# 字体
try:
self.font_big = ImageFont.truetype(
"/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 28)
self.font_mid = ImageFont.truetype(
"/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 18)
except OSError:
self.font_big = ImageFont.load_default()
self.font_mid = ImageFont.load_default()
# ── 主流程 ──────────────────────────────────────────
def run(self) -> dict | None:
"""执行校准。成功返回 keymap dict,放弃返回 None。"""
while not self.finished and not self.aborted:
self._poll_events()
self._render()
time.sleep(0.016)
if self.aborted:
return None
return dict(self.keymap)
# ── 事件处理 ────────────────────────────────────────
def _poll_events(self):
event = sdl2.SDL_Event()
now = time.monotonic()
while sdl2.SDL_PollEvent(event):
etype = event.type
if etype == sdl2.SDL_QUIT:
self.aborted = True
return
elif etype == sdl2.SDL_JOYBUTTONDOWN:
self._on_press(("btn", event.jbutton.button,
event.jbutton.which), now)
elif etype == sdl2.SDL_JOYBUTTONUP:
self._on_release(("btn", event.jbutton.button,
event.jbutton.which), now)
elif etype == sdl2.SDL_JOYHATMOTION:
val = event.jhat.value
which = event.jhat.which
if val != 0: # 按下方向
self._on_press(("hat", val, which), now)
else: # 回到中心
self._on_release_hat(which, now)
elif etype == sdl2.SDL_KEYDOWN:
sym = event.key.keysym.sym
# 忽略修饰键本身
if sym in (sdl2.SDLK_LSHIFT, sdl2.SDLK_RSHIFT,
sdl2.SDLK_LCTRL, sdl2.SDLK_RCTRL,
sdl2.SDLK_LALT, sdl2.SDLK_RALT,
sdl2.SDLK_CAPSLOCK):
continue
# SDL2 键盘事件无 which 字段,key 通道用固定设备 ID
self._on_press(("key", sym, KBD_DEVICE), now)
elif etype == sdl2.SDL_KEYUP:
self._on_release(("key", event.key.keysym.sym,
KBD_DEVICE), now)
elif etype == sdl2.SDL_CONTROLLERBUTTONDOWN:
self._on_press(("cbtn", event.cbutton.button,
event.cbutton.which), now)
elif etype == sdl2.SDL_CONTROLLERBUTTONUP:
self._on_release(("cbtn", event.cbutton.button,
event.cbutton.which), now)
# 长按检测
if self._pending is not None and not self._confirmed:
if now - self._pending_time >= LONG_PRESS_SECONDS:
# 长按 3 秒 → 放弃校准
self.aborted = True
def _on_press(self, ev: tuple, now: float):
"""按键按下:记录为 pending,等待松手确认或长按放弃。"""
if now < self._ignore_until:
# 冷却期内忽略 — 同一物理键的多通道事件
print(f"[CALIB] ignored (cooldown): {ev}")
return
if self._pending is not None:
return # 已有 pending,忽略新的
self._pending = ev
self._pending_time = now
self._confirmed = False
def _on_release(self, ev: tuple, now: float):
"""按键松开:确认当前键(仅当 UP 与 pending 匹配)。"""
if self._pending is None:
return
# UP 事件必须与 pending 是同一个键,否则忽略
# (防止抖动/重复事件或误触其他键导致跳过校准项)
if self._pending != ev:
return
# 检查是否长按放弃(这里兜底:如果 3 秒后才松手)
if now - self._pending_time >= LONG_PRESS_SECONDS:
self.aborted = True
self._pending = None
return
# 确认该键
self._confirmed = True
self._pending = None
self._assign_key(ev, now)
def _on_release_hat(self, which: int, now: float):
"""Hat 回到中心:确认当前 hat 方向。"""
if self._pending is None:
return
# 只处理 hat 通道的 pending
if self._pending[0] != "hat" or self._pending[2] != which:
return
if now - self._pending_time >= LONG_PRESS_SECONDS:
self.aborted = True
self._pending = None
return
self._confirmed = True
ev = self._pending
self._pending = None
self._assign_key(ev, now)
def _assign_key(self, ev: tuple, now: float):
"""把按下的键分配给当前校准项。"""
current = CALIBRATE_KEYS[self.current_idx]
# 检查重复
for name, assigned in self.keymap.items():
if assigned == ev:
# 已分配 — 提示 already set,不推进
print(f"[CALIB] {ev} already set as {name}, "
f"press {current} again")
return
# 分配
self.keymap[current] = ev
print(f"[CALIB] {current} = {ev}")
self.current_idx += 1
# 确认后进入冷却期(300ms)— 防止同一物理键的
# 第二个通道事件(如 menu 的 btn+key 双事件)占用下一项
self._ignore_until = now + 0.3
if self.current_idx >= len(CALIBRATE_KEYS):
self.finished = True
self._save()
def _save(self):
"""保存 keymap 到 JSON 文件。"""
payload = {
"keys": {name: {"type": t, "value": v, "device": d}
for name, (t, v, d) in self.keymap.items()},
}
try:
with open(self.keymap_path, "w") as f:
json.dump(payload, f, indent=2)
print(f"[CALIB] Saved keymap → {self.keymap_path}")
except OSError as e:
print(f"[CALIB] Failed to save keymap: {e}")
# ── 渲染 ────────────────────────────────────────────
def _render(self):
"""渲染校准画面到 SDL。
全部使用英文文本 — 避免掌机缺少 CJK 字体导致空白。
"""
img = Image.new("RGBA", (self.width, self.height), (10, 10, 20, 255))
draw = ImageDraw.Draw(img)
# 标题
draw.text((self.width // 2, 40), "KEY SETUP",
font=self.font_big, fill=(255, 255, 255, 255),
anchor="mm")
# 当前按键提示
if self.finished:
draw.text((self.width // 2, self.height // 2),
"DONE!",
font=self.font_big, fill=(100, 255, 100, 255),
anchor="mm")
else:
current = CALIBRATE_KEYS[self.current_idx]
label = KEY_LABELS.get(current, current)
progress = f"({self.current_idx + 1}/{len(CALIBRATE_KEYS)})"
draw.text((self.width // 2, self.height // 2 - 20),
f"Press [{label}] {progress}",
font=self.font_big, fill=(255, 255, 100, 255),
anchor="mm")
# 只显示上一个已分配的按键(第一个按键时不显示)
if self.current_idx > 0:
prev_name = CALIBRATE_KEYS[self.current_idx - 1]
prev_spec = self.keymap.get(prev_name)
if prev_spec is not None:
t = prev_spec[0]
v = prev_spec[1]
draw.text((self.width // 2, self.height // 2 + 60),
f"{KEY_LABELS.get(prev_name, prev_name)}"
f" = {t}:{v}",
font=self.font_mid,
fill=(150, 150, 150, 255),
anchor="mm")
# 底部提示
draw.text((self.width // 2, self.height - 30),
"Short press = confirm | Hold 3s = abort",
font=self.font_mid, fill=(150, 150, 150, 255),
anchor="mm")
# 上传显示
rgba = img.tobytes()
texture = sdl2.SDL_CreateTexture(
self.renderer,
sdl2.SDL_PIXELFORMAT_RGBA32,
sdl2.SDL_TEXTUREACCESS_STREAMING,
self.width, self.height,
)
sdl2.SDL_UpdateTexture(texture, None, rgba, self.width * 4)
sdl2.SDL_RenderClear(self.renderer)
sdl2.SDL_RenderCopy(self.renderer, texture, None, None)
sdl2.SDL_RenderPresent(self.renderer)
sdl2.SDL_DestroyTexture(texture)
# ── 便捷入口 ────────────────────────────────────────────
def load_keymap(path: str) -> dict | None:
"""从 JSON 加载 keymap。文件不存在或损坏返回 None。
返回 {name: (type, value, device)} — 兼容旧格式(无 device)。
"""
if not os.path.exists(path):
return None
try:
with open(path, "r") as f:
payload = json.load(f)
keys = payload.get("keys", {})
result = {}
for name, spec in keys.items():
t = spec["type"]
v = spec["value"]
d = spec.get("device", -1) # 旧格式没有 device → -1
# key 通道统一归一为 KBD_DEVICE(旧校准存的真实 which 值
# 在 SDL2 键盘事件中不存在,且无法区分设备)
if t == "key":
d = KBD_DEVICE
result[name] = (t, v, d)
return result
except (OSError, ValueError, KeyError, TypeError):
return None
# ── 按键功能说明 ──────────────────────────────────────────
# 3 列 16 行表格:行=每个按键,列=OSK 开启/关闭时的效果
KEY_GUIDE_ROWS = [
("UP", "move cursor", "arrow up"),
("DOWN", "move cursor", "arrow down"),
("LEFT", "move cursor", "arrow left"),
("RIGHT", "move cursor", "arrow right"),
("A", "press key", "Enter"),
("B", "Backspace", "Ctrl+C"),
("X", "hide OSK", "show OSK"),
("Y", "move OSK", "-"),
("MENU", "quit", "quit"),
("SELECT", "Tab", "Tab"),
("START", "Enter", "Enter"),
("L1", "shift", "-"),
("R1", "sticky mod", "-"),
("L2", "arrow left", "scroll up"),
("R2", "arrow right", "scroll down"),
("L1+R1", "delete keymap", "delete keymap"),
]
class KeyHelpScreen:
"""按键功能说明画面 — 3 列 16 行表格,按任意键继续。"""
def __init__(self, renderer, width: int, height: int):
self.renderer = renderer
self.width = width
self.height = height
# 等宽字体(表格对齐)
try:
self.font = ImageFont.truetype(
"/usr/share/fonts/truetype/dejavu/DejaVuSansMono.ttf", 15)
except OSError:
self.font = ImageFont.load_default()
def run(self):
"""展示说明画面,等待任意按键后返回。"""
while True:
if self._poll_any_key():
return
self._render()
time.sleep(0.016)
def _poll_any_key(self) -> bool:
"""检测任意输入事件(按钮/方向/键盘/手柄)。"""
event = sdl2.SDL_Event()
while sdl2.SDL_PollEvent(event):
t = event.type
if t == sdl2.SDL_QUIT:
return True
if t == sdl2.SDL_JOYBUTTONDOWN:
return True
if t == sdl2.SDL_JOYHATMOTION and event.jhat.value != 0:
return True
if t == sdl2.SDL_KEYDOWN:
return True
if t == sdl2.SDL_CONTROLLERBUTTONDOWN:
return True
return False
def _render(self):
"""渲染说明表格到 SDL。"""
img = Image.new("RGBA", (self.width, self.height), (10, 10, 20, 255))
draw = ImageDraw.Draw(img)
# 标题
draw.text((self.width // 2, 24), "KEY GUIDE",
font=self.font, fill=(255, 255, 255, 255), anchor="mm")
# 表头
head_y = 52
draw.text((self.width // 2 - 240, head_y), "KEY",
font=self.font, fill=(255, 255, 100, 255), anchor="mm")
draw.text((self.width // 2 - 40, head_y), "OSK ON",
font=self.font, fill=(100, 255, 100, 255), anchor="mm")
draw.text((self.width // 2 + 210, head_y), "OSK OFF",
font=self.font, fill=(100, 200, 255, 255), anchor="mm")
# 16 行按键(行高 22,为底部版权信息留空间)
row_y = head_y + 26
for key, on_desc, off_desc in KEY_GUIDE_ROWS:
draw.text((self.width // 2 - 240, row_y), key,
font=self.font, fill=(255, 255, 255, 255), anchor="mm")
draw.text((self.width // 2 - 40, row_y), on_desc,
font=self.font, fill=(200, 200, 200, 255), anchor="mm")
draw.text((self.width // 2 + 210, row_y), off_desc,
font=self.font, fill=(200, 200, 200, 255), anchor="mm")
row_y += 22
# 版权信息(两行,版本号从 config.VERSION 读取)
draw.text((self.width // 2, self.height - 38),
f"SimpleTerminalPy v{VERSION} © 2026 Masha (MIT)",
font=self.font, fill=(150, 150, 150, 255), anchor="mm")
draw.text((self.width // 2, self.height - 16),
"based on SimpleTerminal (haoict) / benob",
font=self.font, fill=(130, 130, 130, 255), anchor="mm")
# 上传显示
rgba = img.tobytes()
texture = sdl2.SDL_CreateTexture(
self.renderer,
sdl2.SDL_PIXELFORMAT_RGBA32,
sdl2.SDL_TEXTUREACCESS_STREAMING,
self.width, self.height,
)
sdl2.SDL_UpdateTexture(texture, None, rgba, self.width * 4)
sdl2.SDL_RenderClear(self.renderer)
sdl2.SDL_RenderCopy(self.renderer, texture, None, None)
sdl2.SDL_RenderPresent(self.renderer)
sdl2.SDL_DestroyTexture(texture)