def __init__ (self, surface): "Creates the dialog." # call superclass Widget.__init__ (self) # create the widget manager so that it manages our canvas and then paints out its stuff on # the root window self.wm = WidgetManager (surface, self) self.surface = surface # register ourselves as a paintable object to the widget manager. This should insure that we # get repainted too self.wm.register ( self ) # create all widgets self.createWidgets () # flags used for indicating what we've done self.state = REJECTED # no background self.background = None self.tile = 0
def __init__ (self): "Creates the dialog." # create a new surface matching the display self.surface = sdl.surface_new ( 0, properties.window_size_x, properties.window_size_y, properties.window_depth, (0,0,0,0) ).convert_display () # load the fonts too self.titlefont = pygame.font.Font ( properties.titlefont, 24 ) self.smallfont = pygame.font.Font ( properties.textfont, 16 ) self.tinyfont = pygame.font.Font ( properties.tinyfont, 12 ) # create the labels for the rebel and union units # rebellabels = self.createLabels ( organization.REBEL ) # unionlabels = self.createLabels ( organization.UNION ) # loop over all lables we got # for index in range ( len (rebellabels) ): # # get the current label # indent, labels = rebellabels[index] # # # do we have one or more labels? # if len (labels) == 1: # # we have only one label, it is a highlevel organization of some kind. Get the label # label = labels [0] # # # blit the label # self.surface.blit ( label, (0, 0, label.get_width(), label.get_height()), # (50 + indent * 50, 100 + index * label.get_height(), label.get_width(), # label.get_height() ) ) # else: # # it is a tuple of labels for a unit # name, type, men, guns = labels # # # blit the labels # self.surface.blit ( name, (0, 0, name.get_width(), name.get_height()), # (50 + indent * 50, 100 + index * name.get_height(), name.get_width(), # name.get_height() ) ) # self.surface.blit ( type, (0, 0, type.get_width(), type.get_height()), # (100 + indent * 50, 100 + index * type.get_height(), type.get_width(), # type.get_height() ) ) # self.surface.blit ( men, (0, 0, men.get_width(), men.get_height()), # (150 + indent * 50, 100 + index * men.get_height(), men.get_width(), # men.get_height() ) ) # self.surface.blit ( guns, (0, 0, guns.get_width(), guns.get_height()), # (200 + indent * 50, 100 + index * guns.get_height(), guns.get_width(), # guns.get_height() ) ) # # create the widget manager self.wm = WidgetManager (self.surface) # create all widgets self.createWidgets () # blit out or full surface to the main surface # scenario.sdl.blit ( self.surface, (0, 0, properties.window_size_x, properties.window_size_y ) # (0, 0, properties.window_size_x, properties.window_size_y ) ) # update the whole screen scenario.sdl.update_rect ( (0, 0, properties.window_size_x, properties.window_size_y ) )
class InfoUnits: """ This class is used as a dialog for showing the 'order of battle', i.e. which units participate in the battle from the rebel and union sides. The full organizations are shown along with all available stats for all units. """ def __init__ (self): "Creates the dialog." # create a new surface matching the display self.surface = sdl.surface_new ( 0, properties.window_size_x, properties.window_size_y, properties.window_depth, (0,0,0,0) ).convert_display () # load the fonts too self.titlefont = pygame.font.Font ( properties.titlefont, 24 ) self.smallfont = pygame.font.Font ( properties.textfont, 16 ) self.tinyfont = pygame.font.Font ( properties.tinyfont, 12 ) # create the labels for the rebel and union units # rebellabels = self.createLabels ( organization.REBEL ) # unionlabels = self.createLabels ( organization.UNION ) # loop over all lables we got # for index in range ( len (rebellabels) ): # # get the current label # indent, labels = rebellabels[index] # # # do we have one or more labels? # if len (labels) == 1: # # we have only one label, it is a highlevel organization of some kind. Get the label # label = labels [0] # # # blit the label # self.surface.blit ( label, (0, 0, label.get_width(), label.get_height()), # (50 + indent * 50, 100 + index * label.get_height(), label.get_width(), # label.get_height() ) ) # else: # # it is a tuple of labels for a unit # name, type, men, guns = labels # # # blit the labels # self.surface.blit ( name, (0, 0, name.get_width(), name.get_height()), # (50 + indent * 50, 100 + index * name.get_height(), name.get_width(), # name.get_height() ) ) # self.surface.blit ( type, (0, 0, type.get_width(), type.get_height()), # (100 + indent * 50, 100 + index * type.get_height(), type.get_width(), # type.get_height() ) ) # self.surface.blit ( men, (0, 0, men.get_width(), men.get_height()), # (150 + indent * 50, 100 + index * men.get_height(), men.get_width(), # men.get_height() ) ) # self.surface.blit ( guns, (0, 0, guns.get_width(), guns.get_height()), # (200 + indent * 50, 100 + index * guns.get_height(), guns.get_width(), # guns.get_height() ) ) # # create the widget manager self.wm = WidgetManager (self.surface) # create all widgets self.createWidgets () # blit out or full surface to the main surface # scenario.sdl.blit ( self.surface, (0, 0, properties.window_size_x, properties.window_size_y ) # (0, 0, properties.window_size_x, properties.window_size_y ) ) # update the whole screen scenario.sdl.update_rect ( (0, 0, properties.window_size_x, properties.window_size_y ) ) def createWidgets (self): "Creates all widgets for the dialog." # create the buttons for the next and previous buttons self.wm.register ( Button ( properties.path_dialogs + "butt-back-moff.png", properties.path_dialogs + "butt-back-mover.png", (850, 30 ), {widget.MOUSEBUTTONUP : self.prevScreen } ) ) # labels self.wm.register ( Label (self.titlefont, "Scenario order of battle ", (10,10), color=(255, 0, 0)) ) unionlabel = Label (self.smallfont, "Union brigades", (50, 80), color=(255, 255, 0) ) self.wm.register ( unionlabel ) # create the label summarizing the units of the union side unionlabel = self.createSummary ( organization.UNION, 200, 83 ) self.wm.register ( unionlabel ) # create labels for all union brigades and store the coordinate of the last used y-position lasty = self.createBrigadeLabels ( organization.UNION, 80 + unionlabel.getHeight () + 30 ); rebellabel = Label (self.smallfont, "Rebel brigades", (50, lasty + 30), color=(255, 255, 0)) self.wm.register ( rebellabel ) # create the label summarizing the units of the rebel side rebellabel = self.createSummary ( organization.REBEL, 200, lasty + 30 + 3 ) self.wm.register ( rebellabel ) # create labels for all rebel brigades unionBrigades = self.createBrigadeLabels ( organization.REBEL, lasty + 30 + rebellabel.getHeight () + 30 ); def createBrigadeLabels (self, owner, starty): """Creates labels for all brigades owned by 'owner'.""" index = starty # loop over all brigades owned by the correct player for brigade in scenario.brigades [owner].values (): # render a label and register it label = Label (self.smallfont, brigade.getName (), (150, index), color=(255, 0, 255)) # register label so that it gets managed self.wm.register ( label ) # also create a label with info about the brigade # increment the index index += label.getHeight () + 20 # we're done, return the last index we used return index def createSummary (self, owner, x, y): "Creates a summary label for all the units of the specified owner." companies = [] # first get all companies of all the brigades for brigade in scenario.brigades [ owner ].values (): companies = companies + brigade.getCompanies () # now set some counters counts = { unit.INFANTRY: 0, unit.CAVALRY: 0, unit.ARTILLERY: 0 } guns = 0 # loop over all companies for company in companies: # add the men to the proper counter counts [company.getType ()] += company.getMen () guns += company.getGuns () # now create a suitable label labeltext = "infantry: " + str (counts[unit.INFANTRY]) + ", cavalry: " + str (counts[unit.CAVALRY]) labeltext += ", artillery (men/guns): " + str (counts[unit.ARTILLERY]) + "/" + str (guns) # create and return the label return Label ( self.tinyfont, labeltext, (x,y), color=(255, 255, 255)) def run (self): """Executes the dialog and runs its internal loop until a key is pressed. When that happens this dialog is terminated and the method returns.""" # loop forever while 1: # get next event event = sdl.events_wait () # see wether the widget manager wants to handle it if event != -1: # handle event and get the return code that tells us wehter it was handled or not returncode = self.wm.handle ( event ) # is the event loop done? if returncode == widget.DONE: return def prevScreen (self, event): """Callback triggered when the user clicks the 'Previous' button. This method simply cancels the event loop for this dialog's widget manager. Basically this dialog quits.""" # we're done return widget.DONE # loop forever while 1: # get next event event = sdl.events_wait () # see wether the widegt manager wants to handle it if event != -1 and self.wm.handle ( event ): # it's handled, nothing to see here folks continue # did we gert anything? if event != -1 and event.get_type () == sdl.KEYDOWN: # we're done here, go away return
from tkinter import * from window_manager import Window from widget_manager import WidgetManager # Define window root = Tk() root.resizable(False, False) root.geometry('800x350') # Initialise ui definitions class wind = Window(root) clr_mgr = WidgetManager(root) # Run application root.mainloop()
def __init__(self, screen): self.sel = selectors.DefaultSelector() self.screen = screen self.is_running = False #curses.raw() # disable special keys and stuff (such as ctrl-c) self.screen.nodelay(True) # disable blocking on getch() curses.curs_set(False) # hide cursor curses.mousemask(curses.ALL_MOUSE_EVENTS) # enable mouse interaction curses.nonl() # don't translate KEY_RETURN into '\r\n' self.screen.clear() # create server for remote control self.mi = ManagementInterface(1234, self.sel) log.info("local address: {}".format(self.mi.get_local_addresses())) self.mi.register_handler('quit', self.exit_app_by_packet) self.mi.register_handler('reset', lambda _: self.reset()) self.mi.register_handler('show_popup', self.show_popup_from_packet) self.mi.register_handler('ping', lambda _: None) # dummy command self.widget_mgr = WidgetManager(self) # register key handler self.sel.register(sys.stdin, selectors.EVENT_READ, self.handle_input) with open('puzzle.cfg', 'r') as puzzle_cfg: cfg = json.load(puzzle_cfg) log.info("using configuration: {}".format(cfg)) h, w = screen.getmaxyx() self.puzzle = Crossword(self, Vector(10, 1), Vector(w - 10, h - 2), cfg) self.widget_mgr.add(self.puzzle) self.widget_mgr.focus = self.puzzle self.puzzle.resize_to_contents() # center in middle of screen (also take progress bar into account) ps = self.puzzle.size() self.puzzle.move(Vector(int((w - ps.x) / 2), int((h - ps.y + 4) / 2))) self.progress_bar = ProgressBar(self, self.puzzle.pos() - Vector(0, 4), Vector(self.puzzle.size().x, 4), 'Lösungsfortschritt:') self.puzzle.progress_bar = self.progress_bar self.puzzle.solved_callback = self.on_crossword_solved self.door_panel = DoorPanel(self) self.door_panel.center_in(self.screen) self.widget_mgr.add(self.door_panel) self.door_panel.visible = False #self.widget_mgr.focus = self.door_panel self.shooting_range = ShootingRange(self) self.widget_mgr.add(self.shooting_range) self.sel.register(self.shooting_range.target.shots_queue_available, selectors.EVENT_READ, self.handle_shot) self.widget_mgr.focus = self.shooting_range """
class Application: def __init__(self, screen): self.sel = selectors.DefaultSelector() self.screen = screen self.is_running = False #curses.raw() # disable special keys and stuff (such as ctrl-c) self.screen.nodelay(True) # disable blocking on getch() curses.curs_set(False) # hide cursor curses.mousemask(curses.ALL_MOUSE_EVENTS) # enable mouse interaction curses.nonl() # don't translate KEY_RETURN into '\r\n' self.screen.clear() # create server for remote control self.mi = ManagementInterface(1234, self.sel) log.info("local address: {}".format(self.mi.get_local_addresses())) self.mi.register_handler('quit', self.exit_app_by_packet) self.mi.register_handler('reset', lambda _: self.reset()) self.mi.register_handler('show_popup', self.show_popup_from_packet) self.mi.register_handler('ping', lambda _: None) # dummy command self.widget_mgr = WidgetManager(self) # register key handler self.sel.register(sys.stdin, selectors.EVENT_READ, self.handle_input) with open('puzzle.cfg', 'r') as puzzle_cfg: cfg = json.load(puzzle_cfg) log.info("using configuration: {}".format(cfg)) h, w = screen.getmaxyx() self.puzzle = Crossword(self, Vector(10, 1), Vector(w - 10, h - 2), cfg) self.widget_mgr.add(self.puzzle) self.widget_mgr.focus = self.puzzle self.puzzle.resize_to_contents() # center in middle of screen (also take progress bar into account) ps = self.puzzle.size() self.puzzle.move(Vector(int((w - ps.x) / 2), int((h - ps.y + 4) / 2))) self.progress_bar = ProgressBar(self, self.puzzle.pos() - Vector(0, 4), Vector(self.puzzle.size().x, 4), 'Lösungsfortschritt:') self.puzzle.progress_bar = self.progress_bar self.puzzle.solved_callback = self.on_crossword_solved self.door_panel = DoorPanel(self) self.door_panel.center_in(self.screen) self.widget_mgr.add(self.door_panel) self.door_panel.visible = False #self.widget_mgr.focus = self.door_panel self.shooting_range = ShootingRange(self) self.widget_mgr.add(self.shooting_range) self.sel.register(self.shooting_range.target.shots_queue_available, selectors.EVENT_READ, self.handle_shot) self.widget_mgr.focus = self.shooting_range """ self.widget_mgr.show_popup('Dies ist der Titel', "asdfa sfasdfdsaf;dsa kfsa;dkfjdsa;if jsa;ifjsa dfijdsfoisdhaf " +'%'*40+ " uhsaif usahd end of first line\nsecond line here\nand a third " + "#"*250, lambda b: log.info('selected {}'.format(b)), ['foo', 'bar', 'baz']) """ def __del__(self): self.exit() def handle_input(self, stdin): k = self.screen.getch() if k >= 0: if k == curses.KEY_F1 or k == curses.KEY_F2: self.widget_mgr.show_single_popup( 'Hilfe', 'TODO: Hier sollte wohl etwas Hilfe zum Puzzle (bzw. einfach zur Bedienung) hinkommen.' ) elif k == curses.KEY_F12: self.show_about() elif k == curses.KEY_F11 or k == curses.KEY_F9: self.show_admin_screen() else: if not self.widget_mgr.handle_input(k): log.info("unhandled key '{}'".format(k)) def handle_shot(self, _): self.shooting_range.target.shots_queue_available.clear() while not self.shooting_range.target.shots_queue.empty(): self.shooting_range.handle_shot( self.shooting_range.target.shots_queue.get()) def show_about(self): self.widget_mgr.show_single_popup( 'Kreuzworträtsel', """Geschrieben von Samuel Bryner Diese Software ist frei verfügbar unter der GPL. Quellcode unter https://github.com/iliis/crossword """) def show_admin_screen(self): self.widget_mgr.show_single_popup( 'Admin', 'Serial Port: {}\n\n'.format(self.shooting_range.target.ser.name) + 'Local Address:\n{}\n'.format('\n'.join( ' - {}'.format(a) for a in self.mi.get_local_addresses())) + 'Local Port: {}\n'.format(self.mi.port) + 'Remote Control Connections:\n{}\n'.format('\n'.join( ' - {}'.format(c.getpeername()) for c in self.mi.connections)), callback=self._admin_screen_cb, buttons=['CLOSE', 'AUTOFILL', 'RESET ALL', 'EXIT APP']) def _admin_screen_cb(self, button): if button == 'EXIT APP': log.info("Exiting application through admin panel.") self.exit() elif button == 'RESET ALL': self.reset() elif button == 'AUTOFILL': self.puzzle.autofill() def exit_app_by_packet(self, packet): log.info("Exiting application trough remote command.") self.exit() def exit(self): self.is_running = False self.shooting_range.target.is_running = False def show_popup_from_packet(self, packet): if not 'title' in packet or not 'text' in packet: raise ValueError( "Invalid command: missing 'title' or 'text' field.") if 'buttons' in packet: buttons = packet['buttons'] else: buttons = ['OK'] self.widget_mgr.show_single_popup(packet['title'], packet['text'], buttons=buttons) def on_crossword_solved(self, _): self.puzzle.visible = False self.door_panel.visible = True self.widget_mgr.focus = self.door_panel def reset(self): log.info("Resetting application!") self.screen.clear() self.puzzle.reset() self.door_panel.reset() self.door_panel.visible = False self.widget_mgr.focus = self.puzzle def run(self): #ser.write(b'crossword running') self.is_running = True while self.is_running: self.widget_mgr.render() events = self.sel.select() for key, mask in events: callback = key.data callback(key.fileobj)
class Dialog(Widget): """ This class is used as a baseclass for dialogs. A dialog is a window with widgets that occupies the whole or part of the screen. Currently only whole screen dialogs are supported. This class contains the main widget manager to which widgets are added. Subclasses could override the method createWidgets() to create their own widgets, but that is not mandatory. It also contains the main event loop which is started using the method run(). The event loop handles events from all registered widgets and calls their callbacks. A dialog can have a background. It is set using setBackground() and can be either painted once or tiled over the entire screen. """ # define a shared cache cache = {} def __init__ (self, surface): "Creates the dialog." # call superclass Widget.__init__ (self) # create the widget manager so that it manages our canvas and then paints out its stuff on # the root window self.wm = WidgetManager (surface, self) self.surface = surface # register ourselves as a paintable object to the widget manager. This should insure that we # get repainted too self.wm.register ( self ) # create all widgets self.createWidgets () # flags used for indicating what we've done self.state = REJECTED # no background self.background = None self.tile = 0 def createWidgets (self): "Creates all widgets for the dialog. Override in subclasses." pass def setBackground (self, image, tile=0): """Sets a background for the entire dialog. The background is loaded from the passed 'filename'. It is painted either only once or tiled, depending on the setting for 'tile'. A value of 1 will tile the image, any other value will draw the background once centered.""" self.background = image # store the tiling value self.tile = tile # we're dirty now self.dirty = 1 def getWidth (self): "Returns the width of the dialog." return 0 def getHeight (self): "Returns the height of the widget." return 0 def getGeometry (self): """Returns the geometry of the widget. This is a tuple containing the x, y, width and height of the dialog. Not currently meaningful.""" return ( self.position [0], self.position [1], 0, 0 ) def isInside (self,position): """Checks wether the passed point is inside the dialog. Returns 1 if inside and 0 if outside. A point on the border of the widget is considered to be inside. Currently always returns 0.""" # not inside return 0 def paint (self, destination, force=0): """Method that paints the dialog. This method will simply blit out the background if one has been set. Override if custom painting is needed.""" # are we dirty or not? if self.background == None or ( self.dirty == 0 and force == 0 ): # not dirty, or no background nothing to do here return 0 # get the dimensions of the background width, height = self.background.get_size () # should we tile or not? if self.tile: # perform tiling of the background for y in range ( self.surface.get_height() / height + 1 ): for x in range ( self.surface.get_width() / width + 1 ): # what height should be used? if y * height > self.surface.get_height: # use only the missing part heighty = (( y + 1 ) * height) - self.surface.get_height() else: # full height of icon heighty = height # what width should be used? if x * width > self.surface.get_width(): # use only the missing part widthx = (( x + 1 ) * width) - self.surface.get_width() else: # full width of icon widthx = width # blit it all out destination.blit ( self.background, (x * width, y * height ) ) else: # no tiling, just blurt it out once destination.blit ( self.background, self.position ) self.dirty = 0 # we did something, make sure the widget manager knows that return 1 def run (self): """Executes the dialog and runs its internal loop until a callback returns widget.DONE. When that dialog is terminated this method also returns.""" # loop forever while 1: # repaint the stuff if needed self.wm.paint () # get next event event = pygame.event.wait() # see wether the widget manager wants to handle it if event != -1: # handle event and get the return code that tells us wehter it was handled or not returncode = self.wm.handle ( event ) # is the event loop done? if returncode == widget.DONE: # disable the timer self.disableTimer () return self.state def handleEvent(self, event): # repaint the stuff if needed self.wm.paint () # see wether the widget manager wants to handle it if event != -1: # handle event and get the return code that tells us wehter it was handled or not returncode = self.wm.handle ( event ) # is the event loop done? if returncode == widget.DONE: # disable the timer self.disableTimer () return self.state else: return -1 else: return -1 def accept (self): """Accepts the dialog. Will close it and return from it's event loop with the return status 'dialog.ACCEPTED'.""" # we're accepting the dialog self.state = ACCEPTED return widget.DONE def reject (self, trigger, event): """Accepts the dialog. Will close it and return from it's event loop with the return status 'dialog.REJECTED'.""" # we're cancelling the dialog self.state = REJECTED return widget.DONE def messagebox (self, message): # failed to init network connection, show a messagebox messagebox.Messagebox ( message ) # repaint the stuff if needed self.wm.paint (force=1, clear=1) def enableTimer (self, ms): """Enables timer events. Calling this method will make the method timer() get called every 'ms' milliseconds. Call disableTimer() to disable the timer.""" # just call the method, make no checks pygame.time.set_timer ( USEREVENT, ms ) def disableTimer (self): """Disables timer events.""" # just call the method, make no checks pygame.time.set_timer ( USEREVENT, 0 ) # remove all old stale events that may have been left in the queue pygame.event.get ( [USEREVENT] ) def timer (self): """Callback triggered when the dialog has enabled timers and a timer fires. This should be overridden by subclasses to provide the needed code.""" # by default we're handled return widget.HANDLED
def __init__(self, screen): self.sel = selectors.DefaultSelector() self.screen = screen self.is_running = False # optionally pass different configuration file (useful for debugging) if len(sys.argv) > 1: app_cfg_path = sys.argv[1] else: app_cfg_path = os.path.join( os.path.dirname(os.path.realpath(__file__)), 'app.cfg') with open(app_cfg_path, 'r') as app_cfg: self.cfg = json.load(app_cfg) log.info("using application configuration: {}".format(self.cfg)) if not self.cfg['cheats']: # ignore CTRL+Z/V keybinding log.info("disabling SIGINT") signal.signal(signal.SIGINT, signal.SIG_IGN) #curses.raw() # disable special keys and stuff (such as ctrl-c) self.screen.nodelay(True) # disable blocking on getch() curses.curs_set(False) # hide cursor curses.mousemask(curses.ALL_MOUSE_EVENTS) # enable mouse interaction curses.nonl() # don't translate KEY_RETURN into '\r\n' self.screen.clear() # make sure display is big enough H, W = self.screen.getmaxyx() log.info("Screen Size: {} cols by {} rows".format(W, H)) if W < 102 or H < 39: raise Exception( "Screen is too small: {} rows by {} columns, but we need at least 39 by 102.\n" .format(H, W) + "Try a smaller font size or increasing the resolution of your terminal emulator." ) # create server for remote control self.mi = ManagementInterface(1234, self.sel) log.info("local address: {}".format(self.mi.get_local_addresses())) self.mi.register_handler('quit', self.exit_app_by_packet) self.mi.register_handler('shutdown', self.shutdown) self.mi.register_handler('reset', lambda _: self.reset()) self.mi.register_handler('show_popup', self.show_popup_from_packet) self.mi.register_handler('ping', lambda _: None) # dummy command self.mi.register_handler('set_time', lambda p: self.set_timeout(p['timeout'])) self.mi.register_handler('show_shooting_range', lambda _: self.show_shooting_range()) self.mi.register_handler( 'get_time', lambda p: self.mi.reply_success(p, self.remaining_time())) self.mi.register_handler('restore_saved_state', self.restore_backup_by_packet) self.mi.register_handler('memory_dump', lambda p: self.memory_dump()) self.mi.register_handler('wakeup', lambda p: self.wakeup_screen()) self.mi.new_connection_handler = self.new_connection_handler self.widget_mgr = WidgetManager(self) self.TIMEOUT = self.cfg["game_timeout"] #60*60 self.timeout_timer = WaitableTimer(self.sel, self.TIMEOUT, self.on_timeout) self.set_timeout(self.TIMEOUT) # register key handler self.sel.register(sys.stdin, selectors.EVENT_READ, self.handle_input) puzzle_filename = os.path.join( os.path.dirname(os.path.realpath(__file__)), 'puzzle.cfg') with open(puzzle_filename, 'r', encoding="utf-8") as puzzle_cfg: pcfg = json.load(puzzle_cfg) log.info("using puzzle configuration: {}".format(pcfg)) h, w = screen.getmaxyx() self.puzzle = Crossword(self, Vector(10, 1), Vector(w - 10, h - 2), pcfg) self.widget_mgr.show(self.puzzle) self.puzzle.resize_to_contents() H, W = self.puzzle.screen.getmaxyx() log.info("Puzzle Size: {} x {}".format(W, H)) # center in middle of screen (also take progress bar into account) ps = self.puzzle.size() try: self.puzzle.move( Vector(int((w - ps.x) / 2), int((h - ps.y + 6) / 2))) except Exception as e: raise Exception( "Failed to move curses window. This can happen if your screen is too small!\nMaybe you forgot to switch to fullscreen?" ) self.progress_bar = ProgressBar(self, self.puzzle.pos() - Vector(0, 5), Vector(self.puzzle.size().x, 5), 'Lösungsfortschritt:') self.puzzle.progress_bar = self.progress_bar self.puzzle.solved_callback = self.on_crossword_solved self.door_panel = DoorPanel(self) self.door_panel.center_in(self.screen) self.door_panel.visible = False #self.widget_mgr.add(self.door_panel) self.shooting_range = ShootingRange(self) self.shooting_range.first_shot_callback = self.show_shooting_range self.shooting_range.closed_callback = self.on_shooting_range_closed if self.shooting_range.target is None: self.widget_mgr.show_popup( "Hallo", "Konnte keine Verbindung zum Reddot-Target aufbauen. " "Schiessstand ist deaktiviert.") else: self.sel.register(self.shooting_range.target.shots_queue_available, selectors.EVENT_READ, self.handle_shot) self.sel.register(self.shooting_range.target.has_raised_exception, selectors.EVENT_READ, self.handle_exception_in_reddot_target) self.final_screen = FinalScreen(self) self.check_for_backup() self.periodic_backup_timer = WaitableTimer(self.sel, 10, self.on_periodic_backup) self.periodic_backup_timer.start()
class Application: def __init__(self, screen): self.sel = selectors.DefaultSelector() self.screen = screen self.is_running = False # optionally pass different configuration file (useful for debugging) if len(sys.argv) > 1: app_cfg_path = sys.argv[1] else: app_cfg_path = os.path.join( os.path.dirname(os.path.realpath(__file__)), 'app.cfg') with open(app_cfg_path, 'r') as app_cfg: self.cfg = json.load(app_cfg) log.info("using application configuration: {}".format(self.cfg)) if not self.cfg['cheats']: # ignore CTRL+Z/V keybinding log.info("disabling SIGINT") signal.signal(signal.SIGINT, signal.SIG_IGN) #curses.raw() # disable special keys and stuff (such as ctrl-c) self.screen.nodelay(True) # disable blocking on getch() curses.curs_set(False) # hide cursor curses.mousemask(curses.ALL_MOUSE_EVENTS) # enable mouse interaction curses.nonl() # don't translate KEY_RETURN into '\r\n' self.screen.clear() # make sure display is big enough H, W = self.screen.getmaxyx() log.info("Screen Size: {} cols by {} rows".format(W, H)) if W < 102 or H < 39: raise Exception( "Screen is too small: {} rows by {} columns, but we need at least 39 by 102.\n" .format(H, W) + "Try a smaller font size or increasing the resolution of your terminal emulator." ) # create server for remote control self.mi = ManagementInterface(1234, self.sel) log.info("local address: {}".format(self.mi.get_local_addresses())) self.mi.register_handler('quit', self.exit_app_by_packet) self.mi.register_handler('shutdown', self.shutdown) self.mi.register_handler('reset', lambda _: self.reset()) self.mi.register_handler('show_popup', self.show_popup_from_packet) self.mi.register_handler('ping', lambda _: None) # dummy command self.mi.register_handler('set_time', lambda p: self.set_timeout(p['timeout'])) self.mi.register_handler('show_shooting_range', lambda _: self.show_shooting_range()) self.mi.register_handler( 'get_time', lambda p: self.mi.reply_success(p, self.remaining_time())) self.mi.register_handler('restore_saved_state', self.restore_backup_by_packet) self.mi.register_handler('memory_dump', lambda p: self.memory_dump()) self.mi.register_handler('wakeup', lambda p: self.wakeup_screen()) self.mi.new_connection_handler = self.new_connection_handler self.widget_mgr = WidgetManager(self) self.TIMEOUT = self.cfg["game_timeout"] #60*60 self.timeout_timer = WaitableTimer(self.sel, self.TIMEOUT, self.on_timeout) self.set_timeout(self.TIMEOUT) # register key handler self.sel.register(sys.stdin, selectors.EVENT_READ, self.handle_input) puzzle_filename = os.path.join( os.path.dirname(os.path.realpath(__file__)), 'puzzle.cfg') with open(puzzle_filename, 'r', encoding="utf-8") as puzzle_cfg: pcfg = json.load(puzzle_cfg) log.info("using puzzle configuration: {}".format(pcfg)) h, w = screen.getmaxyx() self.puzzle = Crossword(self, Vector(10, 1), Vector(w - 10, h - 2), pcfg) self.widget_mgr.show(self.puzzle) self.puzzle.resize_to_contents() H, W = self.puzzle.screen.getmaxyx() log.info("Puzzle Size: {} x {}".format(W, H)) # center in middle of screen (also take progress bar into account) ps = self.puzzle.size() try: self.puzzle.move( Vector(int((w - ps.x) / 2), int((h - ps.y + 6) / 2))) except Exception as e: raise Exception( "Failed to move curses window. This can happen if your screen is too small!\nMaybe you forgot to switch to fullscreen?" ) self.progress_bar = ProgressBar(self, self.puzzle.pos() - Vector(0, 5), Vector(self.puzzle.size().x, 5), 'Lösungsfortschritt:') self.puzzle.progress_bar = self.progress_bar self.puzzle.solved_callback = self.on_crossword_solved self.door_panel = DoorPanel(self) self.door_panel.center_in(self.screen) self.door_panel.visible = False #self.widget_mgr.add(self.door_panel) self.shooting_range = ShootingRange(self) self.shooting_range.first_shot_callback = self.show_shooting_range self.shooting_range.closed_callback = self.on_shooting_range_closed if self.shooting_range.target is None: self.widget_mgr.show_popup( "Hallo", "Konnte keine Verbindung zum Reddot-Target aufbauen. " "Schiessstand ist deaktiviert.") else: self.sel.register(self.shooting_range.target.shots_queue_available, selectors.EVENT_READ, self.handle_shot) self.sel.register(self.shooting_range.target.has_raised_exception, selectors.EVENT_READ, self.handle_exception_in_reddot_target) self.final_screen = FinalScreen(self) self.check_for_backup() self.periodic_backup_timer = WaitableTimer(self.sel, 10, self.on_periodic_backup) self.periodic_backup_timer.start() def __del__( self ): # TODO: this should be implemented using a context manager ('with') self.mi.delete() del self.mi self.exit() def set_timeout(self, seconds): if seconds <= 0: log.warn( "set timeout called with invalid timeout '{}', setting timeout to one second." .format(seconds)) seconds = 1 # netagive or zero timeouts are not allowed self.TIMEOUT = seconds self.time_ends = time.time() + self.TIMEOUT self.timeout_timer.reset( self.TIMEOUT ) # stop any running timer (if any) and set new timeout self.timeout_timer.start() def on_timeout(self): log.info("main application timeout!") self.mi.send_packet({ 'event': 'main_timeout', }) self.widget_mgr.remove(self.puzzle) self.widget_mgr.remove(self.shooting_range) self.widget_mgr.remove(self.door_panel) self.widget_mgr.show(self.final_screen) self.screen.clear() self.screen.refresh() self.widget_mgr.show_popup( "Zeit Abgelaufen", "Ihre Zeit ist leider rum. Bitte begeben Sie sich zum Ausgang.\nFreundlichst, Ihre Spielleitung" ) self.widget_mgr.render() self.clear_backup() def show_static_crossword(self): log.info("showing crossword again") self.widget_mgr.remove_all() self.widget_mgr.show(self.puzzle) def handle_input(self, stdin): k = self.screen.get_wch() if k == curses.KEY_F1: self.show_help() elif k == curses.KEY_F12: self.show_about() elif k == curses.KEY_F9: if self.cfg["cheats"]: self.show_admin_screen() else: self.widget_mgr.show_input("Management", "Passwort:", self.show_admin_screen, True) else: if not self.widget_mgr.handle_input(k): log.info("unhandled key '{}'".format(k)) def handle_shot(self, _): self.shooting_range.target.shots_queue_available.clear() while not self.shooting_range.target.shots_queue.empty(): self.shooting_range.handle_shot( self.shooting_range.target.shots_queue.get()) def show_about(self): self.widget_mgr.show_popup( 'Kreuzworträtsel', """Geschrieben von Samuel Bryner: Diese Software ist frei verfügbar unter der GPL. Quellcode unter https://github.com/iliis/crossword """) def show_admin_screen(self, pw=None): if pw == self.cfg["admin_pw"] or self.cfg["cheats"]: ser_port = "not connected" if self.shooting_range.target is not None: ser_port = self.shooting_range.target.ser.name self.widget_mgr.show_popup( 'Admin', 'Version {}\nLast Update: {}\n\n'.format( get_version(), get_version_date()) + 'Serial Port: {}\n\n'.format(ser_port) + 'Local Address:\n{}\n'.format('\n'.join( ' - {}'.format(a) for a in self.mi.get_local_addresses())) + 'Local Port: {}\n\n'.format(self.mi.port) + 'Remote Control Connections:\n{}\n'.format('\n'.join( ' - {}'.format(c.getpeername()) for c in self.mi.connections)), callback=self._admin_screen_cb, buttons=[ 'CLOSE', 'LOAD BACKUP', 'AUTOFILL', 'SHOW SRANGE', 'RESET ALL', 'EXIT APP' ]) else: self.widget_mgr.show_popup( 'Passwort Falsch', 'Die Management-Konsole ist nur für die Spielleitung gedacht, sorry.' ) def _admin_screen_cb(self, button): if button == 'EXIT APP': log.info("Exiting application through admin panel.") self.exit() elif button == 'RESET ALL': self.reset() elif button == 'AUTOFILL': self.puzzle.autofill() elif button == 'SHOW SRANGE': self.show_shooting_range() elif button == 'LOAD BACKUP': if not self.restore_backup(): self.widget_mgr.show_popup( 'Backup wiederhestellen fehlgeschlagen', 'Konnte kein Backup laden. Kontrollier das log für weitere Fehler. Gibt es überhaupt ein Backup?' ) elif button == 'CLOSE': pass # just ignore else: raise ValueError("Unknown button pressed in admin panel: '" + str(button) + "'.") def exit_app_by_packet(self, packet): log.info("Exiting application trough remote command.") self.exit() def exit(self): self.is_running = False # if something fails, shooting_range is not yet created, thus we # trigger another exception when trying to set this variable. To # protect against this, let's check if the member variable exists # before accessing it if hasattr( self, 'shooting_range') and self.shooting_range.target is not None: self.shooting_range.target.is_running = False self.backup_state() self.mi.close() self.mi = None def show_popup_from_packet(self, packet): if not 'title' in packet or not 'text' in packet: raise ValueError( "Invalid command: missing 'title' or 'text' field.") if 'buttons' in packet: buttons = packet['buttons'] else: buttons = ['OK'] self.widget_mgr.show_popup(packet['title'], packet['text'], buttons=buttons) def on_crossword_solved(self, _): self.widget_mgr.remove(self.puzzle) self.widget_mgr.show(self.door_panel) self.backup_state() def show_shooting_range(self): if self.shooting_range.target is not None: if self.shooting_range.state == ShootingRangeState.NOT_WORKING: raise Exception( "Cannot start shooting range: Target is not working.") else: self.widget_mgr.show(self.shooting_range) def on_shooting_range_closed(self, _): self.widget_mgr.remove(self.shooting_range) # convert bonus point to time self.set_timeout(self.remaining_time_in_seconds() + self.shooting_range.points_to_bonus_time()) self.mi.send_packet({ 'event': 'shooting_range_timeout', 'bonus_time': self.shooting_range.points_to_bonus_time(), 'total_points': self.shooting_range.total_points(), 'remaining_time': self.remaining_time_in_seconds() }) self.backup_state() def handle_exception_in_reddot_target(self, _): self.shooting_range.target.has_raised_exception.clear() exc, info = self.shooting_range.target.cached_exception raise exc from None def remaining_time_in_seconds(self): return max(math.ceil(self.time_ends - time.time()), 0) def remaining_time(self): return time_format(self.remaining_time_in_seconds()) def shutdown(self, packet): log.info("Shutting down PC!!") subprocess.call(["sudo", "halt"]) def show_help(self): self.widget_mgr.show_popup( 'Hilfe', 'Für jeden Verbrecher gibt es ein Rätsel. Löse die Rätsel und trage die Lösungsworte hier im Kreuzworträtsel ein um auszubrechen. ' 'Pfeiltasten auf der Tastatur benutzen zum navigieren. Sobald alles korrekt ausgefüllt ist erscheint die Türsteuerung. ' 'Bei Fragen oder wenn Ihr einen Tipp braucht einfach mit dem Telefon anrufen: Kurbeln und Höhrer ans Ohr halten.' ) def reset(self): log.info("Resetting application!") self.screen.clear() self.puzzle.reset() self.door_panel.reset() self.shooting_range.reset() self.widget_mgr.remove_all() self.TIMEOUT = self.cfg["game_timeout"] self.set_timeout(self.TIMEOUT) self.widget_mgr.show(self.puzzle) def run(self): #ser.write(b'crossword running') self.is_running = True while self.is_running: self.widget_mgr.render() events = self.sel.select() for key, mask in events: callback = key.data callback(key.fileobj) def on_periodic_backup(self): self.backup_state() self.periodic_backup_timer.reset() self.periodic_backup_timer.start() def backup_state(self): state = { # Q: store this as an absolute timestamp, so time continues? # A: No, don't count time it took to restart app, that's not the players fault 'time_remaining': self.remaining_time_in_seconds(), # TODO: puzzle state backup/restore should be handled in Crossword class itself 'puzzle_input': [''.join(line) for line in self.puzzle.puzzle_input], 'puzzle_solved': self.door_panel.visible } with open('state_backup.cfg', 'w') as state_file: json.dump(state, state_file) log.info("wrote state to backup file: {}".format(state)) def clear_backup(self): if os.path.exists("state_backup.cfg"): log.info("deleting state backup") os.remove("state_backup.cfg") def load_backup(self): if not os.path.isfile('state_backup.cfg'): log.error("cannot restore state from backup: file does not exist") return None try: with open('state_backup.cfg', 'r') as state_file: return json.load(state_file) except: return None def restore_backup_by_packet(self, packet): if self.restore_backup(): return self.mi.reply_success(packet) else: return self.mi.reply_failure( packet, "Could not restore state. Maybe there is no backup?") def restore_backup(self): state = self.load_backup() if state is None: return False # don't restore a completed game if state["time_remaining"] <= 0: return False self.set_timeout(state["time_remaining"]) if state["puzzle_solved"]: self.widget_mgr.remove(self.puzzle) self.widget_mgr.show(self.door_panel) self.widget_mgr.render(clear=True) else: # TODO: puzzle state backup/restore should be handled in Crossword class itself self.puzzle.puzzle_input = [[c for c in line] for line in state["puzzle_input"]] self.puzzle.notify_state_update('restore') log.warning("Restored state from backup. Remaining time: {}".format( self.remaining_time_in_seconds())) self.mi.send_packet({ 'event': 'backup_restored', 'remaining_time': self.remaining_time_in_seconds(), }) return True def is_backup_different(self): """ Check if there is anything in the backup to be interesting. """ if not os.path.exists('state_backup.cfg'): return False # no backup -> nothing interesting backup = self.load_backup() if not backup: log.error( "Failed to load backup even though file exists?! This should not happen." ) return False if backup["time_remaining"] <= 0: return False if backup["puzzle_solved"]: return True # check crossword puzzle for line_backup, line_puzzle in zip(backup["puzzle_input"], self.puzzle.puzzle_input): if [c for c in line_backup] != line_puzzle: return True # nothing to restore from backup return False def check_for_backup(self): # check if backup contains anything interesting if self.is_backup_different(): # if so, ask if you want to restore it self.widget_mgr.show_popup( 'Wiederherstellen?', 'Offenbar wurde das Spiel unterbrochen und nicht korrekt zu Ende gespielt.\n' 'Dies sollte nicht passieren, bitte melden Sie diesen Vorfall der Spielleitung.\n\n' 'Möchten Sie Ihren den vorherigen Zustand wieder rekonstruieren? Andernfalls müssen Sie mit dem Kreuzworträtsel von vorne beginnen.', callback=self._check_backup_popup_cb, buttons=['WIEDERHERSTELLEN', 'NEUES SPIEL']) def _check_backup_popup_cb(self, button): if button == 'WIEDERHERSTELLEN': self.restore_backup() def new_connection_handler(self, connection): # notify newly connected clients about the current state of things # (these will notify *all* clients, but that shouldn't be a problem) self.widget_mgr.send_stack_update(force=True) self.puzzle.notify_state_update("new_connection") def get_screen_width(self): H, W = self.screen.getmaxyx() return W # from https://stackoverflow.com/a/9567831 def memory_dump(self): log.info("collecting garbage...") gc.collect() log.info("dumping memory to 'memory_dump.pickle'...") xs = [] for obj in gc.get_objects(): i = id(obj) size = sys.getsizeof(obj, 0) # referrers = [id(o) for o in gc.get_referrers(obj) if hasattr(o, '__class__')] referents = [ id(o) for o in gc.get_referents(obj) if hasattr(o, '__class__') ] cls = None if hasattr(obj, '__class__'): cls = str(obj.__class__) xs.append({ 'id': i, 'class': cls, 'str': str(obj), 'size': size, 'referents': referents }) with open('memory_dump.pickle', 'wb') as dump: pickle.dump(xs, dump, pickle.HIGHEST_PROTOCOL) log.info("memory dump complete") def wakeup_screen(self): log.info("sending key to wakeup screen") subprocess.check_call(["xdotool", "key", "Up"])
def __init__(self): "Creates the dialog." # create a new surface matching the display self.surface = sdl.surface_new( (properties.window_size_x, properties.window_size_y), 1) self.surface = self.surface.convert() # load the fonts too self.titlefont = pygame.font.Font(properties.titlefont, 24) # create the static labels self.title = self.titlefont.render("Scenario map ", 1, (255, 0, 0)) # blit 'em self.surface.blit(self.title, (10, 10)) # get the map map = scenario.map # get the hexes of the map hexes = scenario.map.getHexes() # create a new surface for it. It must contain the entire map (2x2 pixels per hex) and be a # little wider as every even row is adjusted half a hex to the right self.minimap = sdl.surface_new( (map.getXsize() * 4 + 1, map.getYsize() * 3 + 1), 1) # loop over the hexes in the map for y in range(map.getYsize()): for x in range(map.getXsize()): # get the hex for that position hex = hexes[x][y] # get the miniicon for the hex icon = hex.getMiniIcon() # is this an odd or even row? if y % 2: # odd self.minimap.blit(icon, (x * 4 + 2, y * 3)) else: # even self.minimap.blit(icon, (x * 4, y * 3)) # calculate the x position for the map xpos = properties.window_size_x / 2 - (self.minimap.get_size()[0] / 2) # blit out the created surface self.surface.blit(self.minimap, (xpos, self.title.get_size()[1] + 40)) # create the widget manager self.wm = WidgetManager(self.surface) # create all widgets self.createWidgets() # blit out or full surface to the main surface scenario.sdl.blit(self.surface, (0, 0)) # update the whole screen scenario.sdl.update()
class InfoMap: """ This class is used as a dialog for. """ def __init__(self): "Creates the dialog." # create a new surface matching the display self.surface = sdl.surface_new( (properties.window_size_x, properties.window_size_y), 1) self.surface = self.surface.convert() # load the fonts too self.titlefont = pygame.font.Font(properties.titlefont, 24) # create the static labels self.title = self.titlefont.render("Scenario map ", 1, (255, 0, 0)) # blit 'em self.surface.blit(self.title, (10, 10)) # get the map map = scenario.map # get the hexes of the map hexes = scenario.map.getHexes() # create a new surface for it. It must contain the entire map (2x2 pixels per hex) and be a # little wider as every even row is adjusted half a hex to the right self.minimap = sdl.surface_new( (map.getXsize() * 4 + 1, map.getYsize() * 3 + 1), 1) # loop over the hexes in the map for y in range(map.getYsize()): for x in range(map.getXsize()): # get the hex for that position hex = hexes[x][y] # get the miniicon for the hex icon = hex.getMiniIcon() # is this an odd or even row? if y % 2: # odd self.minimap.blit(icon, (x * 4 + 2, y * 3)) else: # even self.minimap.blit(icon, (x * 4, y * 3)) # calculate the x position for the map xpos = properties.window_size_x / 2 - (self.minimap.get_size()[0] / 2) # blit out the created surface self.surface.blit(self.minimap, (xpos, self.title.get_size()[1] + 40)) # create the widget manager self.wm = WidgetManager(self.surface) # create all widgets self.createWidgets() # blit out or full surface to the main surface scenario.sdl.blit(self.surface, (0, 0)) # update the whole screen scenario.sdl.update() #pygame.display.update () def createWidgets(self): "Creates all widgets for the dialog." # create the buttons for the next and previous buttons self.wm.register( Button(properties.path_dialogs + "butt-back-moff.png", properties.path_dialogs + "butt-back-mover.png", (284, 650), {widget.MOUSEBUTTONUP: self.prevScreen})) self.wm.register( Button(properties.path_dialogs + "butt-forward-moff.png", properties.path_dialogs + "butt-forward-mover.png", (528, 650), {widget.MOUSEBUTTONUP: self.nextScreen})) def run(self): """Executes the dialog and runs its internal loop until a key is pressed. When that happens shows the dialog InfoUnits. When that dialog is terminated this method also returns.""" # loop forever while 1: # get next event event = pygame.event.wait() # see wether the widget manager wants to handle it if event != -1: # handle event and get the return code that tells us wehter it was handled or not returncode = self.wm.handle(event) # is the event loop done? if returncode == widget.DONE: return def nextScreen(self, event): """Callback triggered when the user clicks the 'Next' button. Shows the 'Order of battle' dialog. After the dialog has been shown this dialog is repainted.""" # show the dialog InfoUnits().run() # blit out or full surface to the main surface scenario.sdl.blit(self.surface, (0, 0)) # update the whole screen scenario.sdl.update() #pygame.display.update () # we've handled the event return widget.HANDLED def prevScreen(self, event): """Callback triggered when the user clicks the 'Previous' button. This method simply cancels the event loop for this dialog's widget manager. Basically this dialog quits.""" # we're done return widget.DONE