Thun/joy/vui/core.py

202 lines
5.4 KiB
Python

from sys import stderr
from traceback import format_exc
import pygame
from joy.joy import run
from joy.utils.stack import stack_to_string
COMMITTER = 'Joy <auto-commit@example.com>'
BLACK = FOREGROUND = 0, 0, 0
GREY = 127, 127, 127
WHITE = BACKGROUND = 255, 255, 255
BLUE = 100, 100, 255
GREEN = 70, 200, 70
MOUSE_EVENTS = frozenset({
pygame.MOUSEMOTION,
pygame.MOUSEBUTTONDOWN,
pygame.MOUSEBUTTONUP
})
ARROW_KEYS = frozenset({
pygame.K_UP,
pygame.K_DOWN,
pygame.K_LEFT,
pygame.K_RIGHT
})
TASK_EVENTS = tuple(range(pygame.USEREVENT, pygame.NUMEVENTS))
AVAILABLE_TASK_EVENTS = set(TASK_EVENTS)
ALLOWED_EVENTS = [pygame.QUIT, pygame.KEYUP, pygame.KEYDOWN]
ALLOWED_EVENTS.extend(MOUSE_EVENTS)
ALLOWED_EVENTS.extend(TASK_EVENTS)
# Message status codes... dunno if this is a good idea or not...
ERROR = -1
PENDING = 0
SUCCESS = 1
# messaging support
class Message(object):
def __init__(self, sender):
self.sender = sender
class CommandMessage(Message):
def __init__(self, sender, command):
Message.__init__(self, sender)
self.command = command
class ModifyMessage(Message):
def __init__(self, sender, subject, **details):
Message.__init__(self, sender)
self.subject = subject
self.details = details
class OpenMessage(Message):
def __init__(self, sender, name):
Message.__init__(self, sender)
self.name = name
self.content_id = self.thing = None
self.status = PENDING
self.traceback = None
class PersistMessage(Message):
def __init__(self, sender, content_id, **details):
Message.__init__(self, sender)
self.content_id = content_id
self.details = details
class ShutdownMessage(Message): pass
# Joy Interpreter & Context
class World(object):
def __init__(self, stack_id, stack_holder, dictionary, notify, log):
self.stack_holder = stack_holder
self.dictionary = dictionary
self.notify = notify
self.stack_id = stack_id
self.log = log.lines
self.log_id = log.content_id
def handle(self, message):
if (isinstance(message, ModifyMessage)
and message.subject is self.stack_holder
):
self._log_lines('', '%s <-' % self.format_stack())
if not isinstance(message, CommandMessage):
return
c, s, d = message.command, self.stack_holder[0], self.dictionary
self._log_lines('', '-> %s' % (c,))
self.stack_holder[0], _, self.dictionary = run(c, s, d)
mm = ModifyMessage(self, self.stack_holder, content_id=self.stack_id)
self.notify(mm)
def _log_lines(self, *lines):
self.log.extend(lines)
self.notify(ModifyMessage(self, self.log, content_id=self.log_id))
def format_stack(self):
try:
return stack_to_string(self.stack_holder[0])
except:
print >> stderr, format_exc()
return str(self.stack_holder[0])
def push(sender, item, notify, stack_name='stack.pickle'):
om = OpenMessage(sender, stack_name)
notify(om)
if om.status == SUCCESS:
om.thing[0] = item, om.thing[0]
notify(ModifyMessage(sender, om.thing, content_id=om.content_id))
return om.status
def open_viewer_on_string(sender, content, notify):
push(sender, content, notify)
notify(CommandMessage(sender, 'good_viewer_location open_viewer'))
# main loop
class TheLoop(object):
FRAME_RATE = 24
def __init__(self, display, clock):
self.display = display
self.clock = clock
self.tasks = {}
self.running = False
def install_task(self, F, milliseconds):
try:
task_event_id = AVAILABLE_TASK_EVENTS.pop()
except KeyError:
raise RuntimeError('out of task ids')
self.tasks[task_event_id] = F
pygame.time.set_timer(task_event_id, milliseconds)
return task_event_id
def remove_task(self, task_event_id):
assert task_event_id in self.tasks, repr(task_event_id)
pygame.time.set_timer(task_event_id, 0)
del self.tasks[task_event_id]
AVAILABLE_TASK_EVENTS.add(task_event_id)
def __del__(self):
for task_event_id in self.tasks:
pygame.time.set_timer(task_event_id, 0)
def run_task(self, task_event_id):
task = self.tasks[task_event_id]
try:
task()
except:
traceback = format_exc()
self.remove_task(task_event_id)
print >> stderr, traceback
print >> stderr, 'TASK removed due to ERROR', task
open_viewer_on_string(self, traceback, self.display.broadcast)
def loop(self):
self.running = True
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE:
self.running = False
elif event.type in self.tasks:
self.run_task(event.type)
else:
self.display.dispatch_event(event)
pygame.display.update()
self.clock.tick(self.FRAME_RATE)
self.display.broadcast(ShutdownMessage(self))