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/usr/share/games/freevial/src/common/events.py is in freevial 1.3-2.

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# -*- coding: utf-8 -*-

#
# Freevial
# Common event-related classes and functions
#
# Copyright (C) 2007, 2008 The Freevial Team
#
# By Carles Oriol i Margarit <carles@kumbaworld.com>
# By Siegfried-Angel Gevatter Pujals <siggi.gevatter@gmail.com>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program.  If not, see <http://www.gnu.org/licenses/>.
#

import sys
import re
import pygame

from freevialglob import screenshot, if2


mouseButtons = {
		'primary': 1,
		'secondary': 2,
		'middle': 3,
	}

# Aliases for PS2 remotes
joystick_aliases = {
		0: pygame.K_RETURN,
		1: pygame.K_ESCAPE,
		2: pygame.K_RETURN,
		3: pygame.K_s,
		4: pygame.K_F2,
		5: pygame.K_a,
		6: pygame.K_F1,
		7: pygame.K_F3,
		8: pygame.K_SPACE,
		9: pygame.K_ESCAPE,
		12: pygame.K_UP,
		13: pygame.K_RIGHT,
		14: pygame.K_DOWN,
		15: pygame.K_LEFT,
	}

class EventHandle:
	"""
	
	This class takes a pygame event and creates an object with convenient
	methods to identify it.
	
	"""
	
	global mouseButtons
	
	def __init__(self, event, do_base_actions = True):
		
		if event.type == pygame.JOYBUTTONDOWN:
			event = self._convert_joystick_event(event)
		
		self.event = event
		# The following line should be deprecated when eventLoop improves.
		self.type = event.type
		self.handled = False
		
		if do_base_actions and self.base_actions():
			self.handled = True
	
	
	def _convert_joystick_event(self, event):
		
		if joystick_aliases.get(event.button):
			return pygame.event.Event(pygame.KEYUP, { 'key': joystick_aliases[ event.button ], 'unicode': u's', 'mod': 0 })
	
	
	def _getKey(self, key):
		
		if type(key) is str:
			
			if key[:2] != 'K_':
				key = 'K_' + key
			
			key = getattr(pygame, key)
		
		return key
	
	
	def _isKeyEvent(self):
		
		return hasattr(self.event, 'key') 
	
	
	def _isStateEvent(self):
		
		return hasattr(self.event, 'state') 
	
	
	def _hasKey(self, keynames):
		
		if not self._isKeyEvent():
			return False
		
		if len(keynames) == 1 and type(keynames[0]) is tuple:
			keynames = keynames[0]
		
		for key in keynames:
			
			if self.event.key == self._getKey(key):
				return True
		
		return False
	
	
	def isKey(self, *keynames):
		
		return self._hasKey(keynames)
	
	
	def isUp(self):
		
		return self.event.type == pygame.KEYUP 
	
	
	def isDown(self):

		return self.event.type == pygame.KEYDOWN
	
	
	def isClick(self, request = 0):
		
		if type(request) is not int:
			request = mouseButtons[ request ]
		
		return self.event.type == pygame.MOUSEBUTTONDOWN and (self.event.button == request or request == 0) 
	
	
	def isRelease(self, request = 0):
		
		if type(request) is not int:
			request = mouseButtons[ request ]
		
		return self.event.type == pygame.MOUSEBUTTONUP and (self.event.button == request or request == 0) 
		
	
	def keyUp(self, *keynames):
		
		if not self.isUp():
			return False
		
		if len(keynames) == 0:
			return True
		
		return self.isKey(*keynames)
	
	
	def keyDown(self, *keynames):
		
		if not self.isDown():
			return False
		
		if len(keynames) == 0:
			return True
		
		return self.isKey(keynames)
	
	
	def isWindowMinimize(self):
		
		return self._isStateEvent() and self.event.state == 6 and self.event.gain == 0
	
	def isWindowRestore(self):
		
		return self._isStateEvent() and self.event.state == 4 and self.event.gain == 1
	
	def isWindowFocusLose(self):
		
		return self._isStateEvent() and self.event.state == 1 and self.event.gain == 0
	
	def isWindowFocusGain(self):
		
		return self._isStateEvent() and self.event.state == 1 and self.event.gain == 1
	
	def isQuit(self):
		
		return  self.event.type == pygame.QUIT
	
	def str(self):
		
		return if2(self._isKeyEvent(), printKey(self.event.key), '')
	
	def is_user_action(self):
		
		return self.event.type in (pygame.KEYUP, pygame.KEYDOWN,
			pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, pygame.JOYBUTTONDOWN)
	
	def base_actions(self):
		
		if self.isQuit():
			sys.exit()
		
		elif self.keyDown('PRINT'):
			screenshot(pygame.display.get_surface())
			return True
		
		elif self.isWindowFocusLose() or self.isWindowFocusGain():
			# Those aren't interesting, skip them.
			# We could also do some CPU saving here, but this would produce
			# bad synchronization between the music and the images.
			return True
		
		elif self.keyUp('F11'):
			pygame.display.toggle_fullscreen()
			return True
		
		elif self.isWindowMinimize():
			pauseGameUntilRestore()
			return True
		
		else:
			return False


def eventLoop():
	"""
	
	Generator which runs through the event loop, takes care of global
	events and yields the unhandled event objects.
	
	This function may be expanded in the future to add support for
	external events (which could come from DBUS or other sources).
	
	"""
	
	for event in pygame.event.get():
		eventhandle = EventHandle(event)
		if eventhandle.handled: continue
		yield eventhandle

def waitForMouseRelease():

	while pygame.mouse.get_pressed()[0] + pygame.mouse.get_pressed()[1] + pygame.mouse.get_pressed()[2] != 0:
		pygame.event.wait() 


def pauseGameUntilRestore():
	
	while True:
		for event in pygame.event.get():
			if EventHandle(event).isWindowRestore():
				return False
		
		# Sleep for 10 milliseconds.
		# This has no visible effect but will drastically reduce CPU usage.
		pygame.time.wait(10)


aobert = atancat = adieresi = acirc = False
accents = [u"aeiou", u"àèìòù", u"áéíóú", u"äëïöü", u"âêîôû" ]

def printKey(tecla):
	""" Translates a pygame Key object for on-game printing of it's value. """

	global aobert, atancat, adieresi, acirc, accents
	
	keyname = pygame.key.name(tecla)
	
	if keyname == 'space': 
		return ' '
	
	if keyname == 'world 71':
		if pygame.key.get_mods() & pygame.KMOD_SHIFT:
			return u'Ç'
		else:
			return u'ç'
	
	if keyname == 'tab':
		return '    '
	
	if len(keyname) == 3 and keyname[:1] == '[' and keyname[2:] == ']':
		keyname = keyname[1:2]
	
	pos = accents[0].find(keyname)
	if pos != -1:
		if aobert: keyname = accents[1][pos]
		if atancat: keyname = accents[2][pos]
		if adieresi: keyname = accents[3][pos]
		if acirc: keyname = accents[4][pos]
	
	if pygame.key.get_mods() & pygame.KMOD_SHIFT:
		keyname = keyname.upper()
	
	if tecla == 314:
		if pygame.key.get_mods() & pygame.KMOD_SHIFT:
			atancat = True
		elif pygame.key.get_mods() & pygame.KMOD_CTRL:
			adieresi = True
		elif pygame.key.get_mods() & pygame.KMOD_ALT:
			acirc = True
		else:
			aobert = True
	else:
		aobert = atancat = adieresi = acirc = False
	
	if not re.search(u"^[a-zA-Z0-9,.+'-/*àèìòùáéíóúäëïöüâêîôû ]$", keyname):
		return ''
	
	return keyname