| Conditions | 41 |
| Total Lines | 100 |
| Code Lines | 83 |
| Lines | 0 |
| Ratio | 0 % |
| Changes | 0 | ||
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
Complex classes like pygameui.Application.Application.processEvent() often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
| 1 | # |
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| 78 | def processEvent(self, evt): |
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| 79 | if evt.type == pygame.VIDEOEXPOSE: |
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| 80 | self.performFullUpdate() |
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| 81 | # |
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| 82 | if not pygame.key.get_focused(): |
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| 83 | return Const.NoEvent |
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| 84 | elif evt.type == Const.TIMEREVENT: |
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| 85 | # tooltips |
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| 86 | self.mouseOverCount += 1 |
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| 87 | if self.mouseOverCount == self.mouseOverThreshold: |
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| 88 | # show tooltip |
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| 89 | if self.mouseOverWidget: |
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| 90 | self.tooltip.title = self.mouseOverWidget.tooltipTitle |
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| 91 | self.tooltip.text = self.mouseOverWidget.tooltip |
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| 92 | self.tooltip.rect = pygame.Rect(pygame.mouse.get_pos(), (100, 100)) |
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| 93 | # cursor |
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| 94 | self.cursorCount += 1 |
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| 95 | if self.cursorCount == 5: |
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| 96 | self.cursorOn = not self.cursorOn |
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| 97 | self.cursorCount = 0 |
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| 98 | if self.focusedWidget: |
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| 99 | self.focusedWidget.onCursorChanged() |
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| 100 | # keyboard repeat |
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| 101 | if self.keyEvt: |
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| 102 | self.keyCount += 1 |
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| 103 | if self.keyCount == 6: |
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| 104 | self.processEvent(self.keyEvt) |
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| 105 | self.keyCount = 4 |
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| 106 | return Const.NoEvent |
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| 107 | elif evt.type == pygame.MOUSEBUTTONDOWN: |
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| 108 | # mouse wheel |
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| 109 | if evt.button == 4 or evt.button == 5: |
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| 110 | # TODO find window to deliver mouse wheel events to |
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| 111 | if self.focusedWindow: |
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| 112 | if self.focusedWindow.rect.collidepoint(evt.pos): |
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| 113 | if evt.button == 4: |
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| 114 | return self.focusedWindow.processMWUp(evt) |
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| 115 | elif evt.button == 5: |
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| 116 | return self.focusedWindow.processMWDown(evt) |
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| 117 | else: |
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| 118 | return evt |
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| 119 | return Const.NoEvent |
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| 120 | # TODO double click |
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| 121 | # check if focused window is top level one |
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| 122 | if self.focusedWindow != self.windows[-1]: |
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| 123 | window = self.focusedWindow |
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| 124 | self.focusWindowAt(evt) |
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| 125 | # consume event, when focus has been changed |
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| 126 | if self.focusedWindow != window: |
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| 127 | return Const.NoEvent |
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| 128 | # left and right mouse button |
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| 129 | if self.focusedWindow: |
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| 130 | if self.focusedWindow.rect.collidepoint(evt.pos): |
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| 131 | if evt.button == 1: |
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| 132 | return self.focusedWindow.processMB1Down(evt) |
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| 133 | elif evt.button == 3: |
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| 134 | return self.focusedWindow.processMB3Down(evt) |
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| 135 | elif self.focusedWindow.modal: |
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| 136 | return Const.NoEvent |
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| 137 | elif self.focusedWindow.looseFocusClose: |
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| 138 | self.focusedWindow.hide() |
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| 139 | return self.focusWindowAt(evt) |
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| 140 | else: |
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| 141 | return self.focusWindowAt(evt) |
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| 142 | else: |
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| 143 | return self.focusWindowAt(evt) |
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| 144 | return evt |
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| 145 | elif evt.type == pygame.MOUSEBUTTONUP: |
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| 146 | # left and right mouse button |
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| 147 | if self.focusedWindow and self.focusedWindow.rect.collidepoint(evt.pos): |
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| 148 | if evt.button == 1: |
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| 149 | return self.focusedWindow.processMB1Up(evt) |
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| 150 | elif evt.button == 3: |
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| 151 | return self.focusedWindow.processMB3Up(evt) |
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| 152 | return evt |
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| 153 | elif evt.type == pygame.MOUSEMOTION: |
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| 154 | if self.mouseOverCount < self.mouseOverThreshold: |
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| 155 | # just moving across widget does not trigger tooltip |
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| 156 | self.mouseOverCount = 0 |
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| 157 | self.cursorPos = evt.pos |
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| 158 | if self.focusedWindow: |
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| 159 | return self.focusedWindow.processMMotion(evt) |
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| 160 | return evt |
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| 161 | elif evt.type == pygame.KEYDOWN: |
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| 162 | self.keyEvt = evt |
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| 163 | self.keyCount = 0 |
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| 164 | if self.focusedWidget: |
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| 165 | evt = self.focusedWidget.processKeyDown(evt) |
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| 166 | if evt != Const.NoEvent and self.focusedWindow: |
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| 167 | evt = self.focusedWindow.processKeyDown(evt) |
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| 168 | return evt |
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| 169 | elif evt.type == pygame.KEYUP: |
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| 170 | self.keyEvt = None |
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| 171 | if self.focusedWidget: |
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| 172 | evt = self.focusedWidget.processKeyUp(evt) |
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| 173 | if evt != Const.NoEvent and self.focusedWindow: |
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| 174 | evt = self.focusedWindow.processKeyUp(evt) |
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| 175 | return evt |
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| 176 | else: |
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| 177 | return evt |
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| 178 | |||
| 347 |