Difficult-Rocket/Difficult_Rocket/api/screen.py
shenjack f9eeafe322
好活!
readme update

看起来更像 Dear ImGui 一些(looks more like Dear ImGui

and some intersting feature to the button

remove debug

确认一下action

404 修改

writing theme

looks good

better?

a ?

alpha=255 not 256

looks better

try new pyglet first

看起来好一些

sync pyglet

水一手

这波必须得水一手了,要不然commit太少了(确信

丢点正经东西上去

顺手继承一下Options

补充docs

坏了,忘记水commit了(

至少我能早睡了(

这里还能水一点来着(

试试再说

reee

保证能跑(

同步lib not dr 的修改

忘记带上 None了

还是加上一个额外的判断参数吧

刷点commit也不错

先更新一下依赖版本

水commit啦

理论可行,实践开始!

构建参数喜加一

reeeee

更新一下 pyproject 的依赖

fix typing

looks better

水一个(

测试?

sync pyglet to master

A | Try use rust-cache

looks good?

what?

C | sync pyglet

A | 添加了一个 Button Draw Theme

A | Magic Number (确信)

A | 尽量不继承Options

sync pyglet

A | Add theme

A | Add more Theme information

Enhance | Theme

sync pyglet

Add | add unifont

Enhance | use os.walk in font loading

Enhance | Use i18n in font loading

Enhance | doc

sync pyglet

Add | add 3.12 build option to build_rs

Fix | Button position have a z

sync pyglet

A | Logger.py 启动!

sync pyglet

Changed | Bump pyo3 to 0.20.0

add logger.py update

logger!

Add | more logger!

Add | lib-not-dr

some lib-not-dr
2023-11-20 20:12:56 +08:00

498 lines
18 KiB
Python

# -------------------------------
# Difficult Rocket
# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
# All rights reserved
# -------------------------------
from typing import List, TYPE_CHECKING, TypeVar
from os import PathLike
# from pyglet.window import Window
from pyglet.event import EventDispatcher
# Difficult Rocket function
from Difficult_Rocket.api.types import Options
from Difficult_Rocket.command.api import CommandText
if TYPE_CHECKING:
from Difficult_Rocket.client import ClientWindow
else:
ClientWindow = TypeVar("ClientWindow")
class BaseScreen(EventDispatcher, Options):
"""
DR 的 页面API
"""
name: str = 'BaseScreen'
def __init__(self, main_window: ClientWindow):
super().__init__()
self.focus = False
self.window_pointer = main_window
if TYPE_CHECKING:
def on_command(self, command: CommandText, window: ClientWindow):
"""
命令输入事件
"""
def on_message(self, message: CommandText, window: ClientWindow):
"""
消息输入事件
"""
def draw_update(self, tick: float, window: ClientWindow):
"""
画面更新
"""
def draw_batch(self, window: ClientWindow):
"""
画面绘制
"""
"""
Pyglet 定义的事件
"""
def on_activate(self, window: ClientWindow):
"""The window was activated.
This event can be triggered by clicking on the title bar, bringing
it to the foreground; or by some platform-specific method.
When a window is "active" it has the keyboard focus.
:event:
"""
def on_close(self, window: ClientWindow):
"""The user attempted to close the window.
This event can be triggered by clicking on the "X" control box in
the window title bar, or by some other platform-dependent manner.
The default handler sets `has_exit` to ``True``. In pyglet 1.1, if
`pyglet.app.event_loop` is being used, `close` is also called,
closing the window immediately.
:event:
"""
def on_context_lost(self, window: ClientWindow):
"""The window's GL context was lost.
When the context is lost no more GL methods can be called until it
is recreated. This is a rare event, triggered perhaps by the user
switching to an incompatible video mode. When it occurs, an
application will need to reload all objects (display lists, texture
objects, shaders) as well as restore the GL state.
:event:
"""
def on_context_state_lost(self, window: ClientWindow):
"""The state of the window's GL context was lost.
pyglet may sometimes need to recreate the window's GL context if
the window is moved to another video device, or between fullscreen
or windowed mode. In this case it will try to share the objects
(display lists, texture objects, shaders) between the old and new
contexts. If this is possible, only the current state of the GL
context is lost, and the application should simply restore state.
:event:
"""
def on_deactivate(self, window: ClientWindow):
"""The window was deactivated.
This event can be triggered by clicking on another application
window. When a window is deactivated it no longer has the
keyboard focus.
:event:
"""
# def on_draw(self, dt: float, window: ClientWindow): # TODO: wait for pyglet 2.1
def on_draw(self, window: ClientWindow):
"""The window contents must be redrawn.
The `EventLoop` will dispatch this event when the window
should be redrawn. This will happen during idle time after
any window events and after any scheduled functions were called.
The window will already have the GL context, so there is no
need to call `switch_to`. The window's `flip` method will
be called after this event, so your event handler should not.
You should make no assumptions about the window contents when
this event is triggered; a resize or expose event may have
invalidated the framebuffer since the last time it was drawn.
.. versionadded:: 1.1
:event:
"""
def on_expose(self, window: ClientWindow):
"""A portion of the window needs to be redrawn.
This event is triggered when the window first appears, and any time
the contents of the window is invalidated due to another window
obscuring it.
There is no way to determine which portion of the window needs
redrawing. Note that the use of this method is becoming
increasingly uncommon, as newer window managers composite windows
automatically and keep a backing store of the window contents.
:event:
"""
def on_file_drop(self, x: int, y: int, paths: List[PathLike] , window: ClientWindow):
"""File(s) were dropped into the window, will return the position of the cursor and
a list of paths to the files that were dropped.
.. versionadded:: 1.5.1
:event:
"""
def on_hide(self, window: ClientWindow):
"""The window was hidden.
This event is triggered when a window is minimised
or hidden by the user.
:event:
"""
def on_key_press(self, symbol: int, modifiers: int, window: ClientWindow):
"""A key on the keyboard was pressed (and held down).
Since pyglet 1.1 the default handler dispatches the :py:meth:`~pyglet.window.Window.on_close`
event if the ``ESC`` key is pressed.
:Parameters:
`symbol` : int
The key symbol pressed.
`modifiers` : int
Bitwise combination of the key modifiers active.
:event:
"""
def on_key_release(self, symbol: int, modifiers: int, window: ClientWindow):
"""A key on the keyboard was released.
:Parameters:
`symbol` : int
The key symbol pressed.
`modifiers` : int
Bitwise combination of the key modifiers active.
:event:
"""
def on_mouse_motion(self, x: int, y: int, dx: int, dy: int, window: ClientWindow):
"""The mouse was moved with no buttons held down.
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
`dx` : int
Relative X position from the previous mouse position.
`dy` : int
Relative Y position from the previous mouse position.
:event:
"""
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: ClientWindow):
"""The mouse was moved with one or more mouse buttons pressed.
This event will continue to be fired even if the mouse leaves
the window, so long as the drag buttons are continuously held down.
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
`dx` : int
Relative X position from the previous mouse position.
`dy` : int
Relative Y position from the previous mouse position.
`buttons` : int
Bitwise combination of the mouse buttons currently pressed.
`modifiers` : int
Bitwise combination of any keyboard modifiers currently
active.
:event:
"""
def on_mouse_press(self, x: int, y: int, button: int, modifiers: int, window: ClientWindow):
"""A mouse button was pressed (and held down).
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
`button` : int
The mouse button that was pressed.
`modifiers` : int
Bitwise combination of any keyboard modifiers currently
active.
:event:
"""
def on_mouse_release(self, x: int, y: int, button: int, modifiers: int, window: ClientWindow):
"""A mouse button was released.
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
`button` : int
The mouse button that was released.
`modifiers` : int
Bitwise combination of any keyboard modifiers currently
active.
:event:
"""
def on_mouse_scroll(self, x: int, y: int, scroll_x: float, scroll_y: float, window: ClientWindow):
"""The mouse wheel was scrolled.
Note that most mice have only a vertical scroll wheel, so
`scroll_x` is usually 0. An exception to this is the Apple Mighty
Mouse, which has a mouse ball in place of the wheel which allows
both `scroll_x` and `scroll_y` movement.
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
`scroll_x` : float
Amount of movement on the horizontal axis.
`scroll_y` : float
Amount of movement on the vertical axis.
:event:
"""
def on_mouse_enter(self, x: int, y: int, window: ClientWindow):
"""The mouse was moved into the window.
This event will not be triggered if the mouse is currently being
dragged.
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
:event:
"""
def on_mouse_leave(self, x: int, y: int, window: ClientWindow):
"""The mouse was moved outside of the window.
This event will not be triggered if the mouse is currently being
dragged. Note that the coordinates of the mouse pointer will be
outside of the window rectangle.
:Parameters:
`x` : int
Distance in pixels from the left edge of the window.
`y` : int
Distance in pixels from the bottom edge of the window.
:event:
"""
def on_move(self, x: int, y: int, window: ClientWindow):
"""The window was moved.
:Parameters:
`x` : int
Distance from the left edge of the screen to the left edge
of the window.
`y` : int
Distance from the top edge of the screen to the top edge of
the window. Note that this is one of few methods in pyglet
which use a Y-down coordinate system.
:event:
"""
def on_refresh(self, dt, window: ClientWindow):
"""The window contents must be redrawn.
The `EventLoop` will dispatch this event when the window
should be redrawn.
The window will already have the GL context, so there is no
need to call `switch_to`. The window's `flip` method will
be called after this event, so your event handler should not.
You should make no assumptions about the window contents when
this event is triggered; a resize or expose event may have
invalidated the framebuffer since the last time it was drawn.
.. versionadded:: 2.0
:event:
"""
def on_resize(self, width: int, height: int, window: ClientWindow):
"""The window was resized.
The window will have the GL context when this event is dispatched;
there is no need to call `switch_to` in this handler.
:Parameters:
`width` : int
The new width of the window, in pixels.
`height` : int
The new height of the window, in pixels.
:event:
"""
def on_show(self, window: ClientWindow):
"""The window was shown.
This event is triggered when a window is restored after being
minimised, hidden, or after being displayed for the first time.
:event:
"""
def on_text(self, text: str, window: ClientWindow):
"""The user input some text.
Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before
:py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key
is held down (key repeating); or called without key presses if
another input method was used (e.g., a pen input).
You should always use this method for interpreting text, as the
key symbols often have complex mappings to their unicode
representation which this event takes care of.
:Parameters:
`text` : unicode
The text entered by the user.
:event:
"""
def on_text_motion(self, motion: int, window: ClientWindow):
"""The user moved the text input cursor.
Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before
:py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key
is help down (key repeating).
You should always use this method for moving the text input cursor
(caret), as different platforms have different default keyboard
mappings, and key repeats are handled correctly.
The values that `motion` can take are defined in
:py:mod:`pyglet.window.key`:
* MOTION_UP
* MOTION_RIGHT
* MOTION_DOWN
* MOTION_LEFT
* MOTION_NEXT_WORD
* MOTION_PREVIOUS_WORD
* MOTION_BEGINNING_OF_LINE
* MOTION_END_OF_LINE
* MOTION_NEXT_PAGE
* MOTION_PREVIOUS_PAGE
* MOTION_BEGINNING_OF_FILE
* MOTION_END_OF_FILE
* MOTION_BACKSPACE
* MOTION_DELETE
:Parameters:
`motion` : int
The direction of motion; see remarks.
:event:
"""
def on_text_motion_select(self, motion: int, window: ClientWindow):
"""The user moved the text input cursor while extending the
selection.
Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before
:py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key
is help down (key repeating).
You should always use this method for responding to text selection
events rather than the raw :py:meth:`~pyglet.window.Window.on_key_press`, as different platforms
have different default keyboard mappings, and key repeats are
handled correctly.
The values that `motion` can take are defined in :py:mod:`pyglet.window.key`:
* MOTION_UP
* MOTION_RIGHT
* MOTION_DOWN
* MOTION_LEFT
* MOTION_NEXT_WORD
* MOTION_PREVIOUS_WORD
* MOTION_BEGINNING_OF_LINE
* MOTION_END_OF_LINE
* MOTION_NEXT_PAGE
* MOTION_PREVIOUS_PAGE
* MOTION_BEGINNING_OF_FILE
* MOTION_END_OF_FILE
:Parameters:
`motion` : int
The direction of selection motion; see remarks.
:event:
"""
BaseScreen.register_event_type('on_key_press')
BaseScreen.register_event_type('on_key_release')
BaseScreen.register_event_type('on_text')
BaseScreen.register_event_type('on_text_motion')
BaseScreen.register_event_type('on_text_motion_select')
BaseScreen.register_event_type('on_mouse_motion')
BaseScreen.register_event_type('on_mouse_drag')
BaseScreen.register_event_type('on_mouse_press')
BaseScreen.register_event_type('on_mouse_release')
BaseScreen.register_event_type('on_mouse_scroll')
BaseScreen.register_event_type('on_mouse_enter')
BaseScreen.register_event_type('on_mouse_leave')
BaseScreen.register_event_type('on_close')
BaseScreen.register_event_type('on_expose')
BaseScreen.register_event_type('on_resize')
BaseScreen.register_event_type('on_move')
BaseScreen.register_event_type('on_activate')
BaseScreen.register_event_type('on_deactivate')
BaseScreen.register_event_type('on_show')
BaseScreen.register_event_type('on_hide')
BaseScreen.register_event_type('on_context_lost')
BaseScreen.register_event_type('on_context_state_lost')
BaseScreen.register_event_type('on_file_drop')
BaseScreen.register_event_type('on_draw')
BaseScreen.register_event_type('on_refresh')