Exemplo n.º 1
0
class View:
    def __init__(self, config, impl, state=None):
        global ROOT

        # setup faces from the configuration in case the user customized them
        faces.load_from_config(config['ui']['faces'])

        self._agent = None
        self._render_cbs = []
        self._config = config
        self._canvas = None
        self._frozen = False
        self._lock = Lock()
        self._voice = Voice(lang=config['main']['lang'])
        self._implementation = impl
        self._layout = impl.layout()
        self._width = self._layout['width']
        self._height = self._layout['height']
        self._state = State(state={
            'channel': LabeledValue(color=BLACK, label='CH', value='00', position=self._layout['channel'],
                                    label_font=fonts.Bold,
                                    text_font=fonts.Medium),
            'aps': LabeledValue(color=BLACK, label='APS', value='0 (00)', position=self._layout['aps'],
                                label_font=fonts.Bold,
                                text_font=fonts.Medium),

            'uptime': LabeledValue(color=BLACK, label='UP', value='00:00:00', position=self._layout['uptime'],
                                   label_font=fonts.Bold,
                                   text_font=fonts.Medium),

            'line1': Line(self._layout['line1'], color=BLACK),
            'line2': Line(self._layout['line2'], color=BLACK),

            'face': Text(value=faces.SLEEP, position=self._layout['face'], color=BLACK, font=fonts.Huge),

            'friend_face': Text(value=None, position=self._layout['friend_face'], font=fonts.Bold, color=BLACK),
            'friend_name': Text(value=None, position=self._layout['friend_name'], font=fonts.BoldSmall,
                                color=BLACK),

            'name': Text(value='%s>' % 'pwnagotchi', position=self._layout['name'], color=BLACK, font=fonts.Bold),

            'status': Text(value=self._voice.default(),
                           position=self._layout['status']['pos'],
                           color=BLACK,
                           font=self._layout['status']['font'],
                           wrap=True,
                           # the current maximum number of characters per line, assuming each character is 6 pixels wide
                           max_length=self._layout['status']['max']),

            'shakes': LabeledValue(label='PWND ', value='0 (00)', color=BLACK,
                                   position=self._layout['shakes'], label_font=fonts.Bold,
                                   text_font=fonts.Medium),
            'mode': Text(value='AUTO', position=self._layout['mode'],
                         font=fonts.Bold, color=BLACK),
        })

        if state:
            for key, value in state.items():
                self._state.set(key, value)

        plugins.on('ui_setup', self)

        if config['ui']['fps'] > 0.0:
            _thread.start_new_thread(self._refresh_handler, ())
            self._ignore_changes = ()
        else:
            logging.warning("ui.fps is 0, the display will only update for major changes")
            self._ignore_changes = ('uptime', 'name')

        ROOT = self

    def set_agent(self, agent):
        self._agent = agent

    def has_element(self, key):
        self._state.has_element(key)

    def add_element(self, key, elem):
        self._state.add_element(key, elem)

    def remove_element(self, key):
        self._state.remove_element(key)

    def width(self):
        return self._width

    def height(self):
        return self._height

    def on_state_change(self, key, cb):
        self._state.add_listener(key, cb)

    def on_render(self, cb):
        if cb not in self._render_cbs:
            self._render_cbs.append(cb)

    def _refresh_handler(self):
        delay = 1.0 / self._config['ui']['fps']
        while True:
            try:
                name = self._state.get('name')
                self.set('name', name.rstrip('█').strip() if '█' in name else (name + ' █'))
                self.update()
            except Exception as e:
                logging.warning("non fatal error while updating view: %s" % e)

            time.sleep(delay)

    def set(self, key, value):
        self._state.set(key, value)

    def get(self, key):
        return self._state.get(key)

    def on_starting(self):
        self.set('status', self._voice.on_starting() + ("\n(v%s)" % pwnagotchi.__version__))
        self.set('face', faces.AWAKE)
        self.update()

    def on_ai_ready(self):
        self.set('mode', '  AI')
        self.set('face', faces.HAPPY)
        self.set('status', self._voice.on_ai_ready())
        self.update()

    def on_manual_mode(self, last_session):
        self.set('mode', 'MANU')
        self.set('face', faces.SAD if (last_session.epochs > 3 and last_session.handshakes == 0) else faces.HAPPY)
        self.set('status', self._voice.on_last_session_data(last_session))
        self.set('epoch', "%04d" % last_session.epochs)
        self.set('uptime', last_session.duration)
        self.set('channel', '-')
        self.set('aps', "%d" % last_session.associated)
        self.set('shakes', '%d (%s)' % (last_session.handshakes, \
                                        utils.total_unique_handshakes(self._config['bettercap']['handshakes'])))
        self.update()

    def is_normal(self):
        return self._state.get('face') not in (
            faces.INTENSE,
            faces.COOL,
            faces.BORED,
            faces.HAPPY,
            faces.EXCITED,
            faces.MOTIVATED,
            faces.DEMOTIVATED,
            faces.SMART,
            faces.SAD,
            faces.LONELY)

    def on_keys_generation(self):
        self.set('face', faces.AWAKE)
        self.set('status', self._voice.on_keys_generation())
        self.update()

    def on_normal(self):
        self.set('face', faces.AWAKE)
        self.set('status', self._voice.on_normal())
        self.update()

    def on_free_channel(self, channel):
        self.set('face', faces.SMART)
        self.set('status', self._voice.on_free_channel(channel))
        self.update()

    def on_reading_logs(self, lines_so_far=0):
        self.set('face', faces.SMART)
        self.set('status', self._voice.on_reading_logs(lines_so_far))
        self.update()

    def wait(self, secs, sleeping=True):
        was_normal = self.is_normal()
        part = secs / 10.0

        for step in range(0, 10):
            # if we weren't in a normal state before going
            # to sleep, keep that face and status on for
            # a while, otherwise the sleep animation will
            # always override any minor state change before it
            if was_normal or step > 5:
                if sleeping:
                    if secs > 1:
                        self.set('face', faces.SLEEP)
                        self.set('status', self._voice.on_napping(int(secs)))
                    else:
                        self.set('face', faces.SLEEP2)
                        self.set('status', self._voice.on_awakening())
                else:
                    self.set('status', self._voice.on_waiting(int(secs)))
                    good_mood = self._agent.in_good_mood()
                    if step % 2 == 0:
                        self.set('face', faces.LOOK_R_HAPPY if good_mood else faces.LOOK_R)
                    else:
                        self.set('face', faces.LOOK_L_HAPPY if good_mood else faces.LOOK_L)

            time.sleep(part)
            secs -= part

        self.on_normal()

    def on_shutdown(self):
        self.set('face', faces.SLEEP)
        self.set('status', self._voice.on_shutdown())
        self.update(force=True)
        self._frozen = True

    def on_bored(self):
        self.set('face', faces.BORED)
        self.set('status', self._voice.on_bored())
        self.update()

    def on_sad(self):
        self.set('face', faces.SAD)
        self.set('status', self._voice.on_sad())
        self.update()

    def on_angry(self):
        self.set('face', faces.ANGRY)
        self.set('status', self._voice.on_angry())
        self.update()

    def on_motivated(self, reward):
        self.set('face', faces.MOTIVATED)
        self.set('status', self._voice.on_motivated(reward))
        self.update()

    def on_demotivated(self, reward):
        self.set('face', faces.DEMOTIVATED)
        self.set('status', self._voice.on_demotivated(reward))
        self.update()

    def on_excited(self):
        self.set('face', faces.EXCITED)
        self.set('status', self._voice.on_excited())
        self.update()

    def on_assoc(self, ap):
        self.set('face', faces.INTENSE)
        self.set('status', self._voice.on_assoc(ap))
        self.update()

    def on_deauth(self, sta):
        self.set('face', faces.COOL)
        self.set('status', self._voice.on_deauth(sta))
        self.update()

    def on_miss(self, who):
        self.set('face', faces.SAD)
        self.set('status', self._voice.on_miss(who))
        self.update()

    def on_lonely(self):
        self.set('face', faces.LONELY)
        self.set('status', self._voice.on_lonely())
        self.update()

    def on_handshakes(self, new_shakes):
        self.set('face', faces.HAPPY)
        self.set('status', self._voice.on_handshakes(new_shakes))
        self.update()

    def on_unread_messages(self, count, total):
        self.set('face', faces.EXCITED)
        self.set('status', self._voice.on_unread_messages(count, total))
        self.update()
        time.sleep(5.0)

    def on_rebooting(self):
        self.set('face', faces.BROKEN)
        self.set('status', self._voice.on_rebooting())
        self.update()

    def on_custom(self, text):
        self.set('face', faces.DEBUG)
        self.set('status', self._voice.custom(text))
        self.update()

    @contextmanager
    def block_update(self, *args, **kwargs):
        self._lock.acquire()
        try:
            self.update(*args, with_lock=False, **kwargs)
            yield self
        finally:
            self._lock.release()

    def update(self, force=False, new_data={}, with_lock=True):
        for key, val in new_data.items():
            self.set(key, val)

        maybe_lock = self._lock if with_lock else nullcontext()

        with maybe_lock:
            if self._frozen:
                return

            state = self._state
            changes = state.changes(ignore=self._ignore_changes)
            min_changes = 2 if self._config['ui']['fps'] == 0.0 else 0
            if force or len(changes) > min_changes:
                logging.debug("Update screen because %s", 'it was forced.' if force else f"{changes} triggered it.")
                self._canvas = Image.new('1', (self._width, self._height), WHITE)
                drawer = ImageDraw.Draw(self._canvas)

                plugins.on('ui_update', self)

                for key, lv in state.items():
                    lv.draw(self._canvas, drawer)

                if self._config['ui']['web']['dark']:
                    print(self._canvas.mode)
                    self._canvas = ImageOps.invert(self._canvas.convert('L')).convert('1')

                web.update_frame(self._canvas)

                for cb in self._render_cbs:
                    cb(self._canvas)

                self._state.reset()
Exemplo n.º 2
0
class View(object):
    def __init__(self, config, impl, state=None):
        global ROOT

        # setup faces from the configuration in case the user customized them
        faces.load_from_config(config['ui']['faces'])

        self._agent = None
        self._render_cbs = []
        self._config = config
        self._canvas = None
        self._frozen = False
        self._lock = Lock()
        self._voice = Voice(lang=config['main']['lang'])
        self._implementation = impl
        self._layout = impl.layout()
        self._width = self._layout['width']
        self._height = self._layout['height']
        self._state = State(
            state={
                'channel':
                LabeledValue(color=BLACK,
                             label='CH',
                             value='00',
                             position=self._layout['channel'],
                             label_font=fonts.Bold,
                             text_font=fonts.Medium),
                'aps':
                LabeledValue(color=BLACK,
                             label='APS',
                             value='0 (00)',
                             position=self._layout['aps'],
                             label_font=fonts.Bold,
                             text_font=fonts.Medium),
                'uptime':
                LabeledValue(color=BLACK,
                             label='UP',
                             value='00:00:00',
                             position=self._layout['uptime'],
                             label_font=fonts.Bold,
                             text_font=fonts.Medium),
                'line1':
                Line(self._layout['line1'], color=BLACK),
                'line2':
                Line(self._layout['line2'], color=BLACK),
                'face':
                Text(value=faces.SLEEP,
                     position=self._layout['face'],
                     color=BLACK,
                     font=fonts.Huge),
                'friend_face':
                Text(value=None,
                     position=self._layout['friend_face'],
                     font=fonts.Bold,
                     color=BLACK),
                'friend_name':
                Text(value=None,
                     position=self._layout['friend_name'],
                     font=fonts.BoldSmall,
                     color=BLACK),
                'name':
                Text(value='%s>' % 'pwnagotchi',
                     position=self._layout['name'],
                     color=BLACK,
                     font=fonts.Bold),
                'status':
                Text(
                    value=self._voice.default(),
                    position=self._layout['status']['pos'],
                    color=BLACK,
                    font=self._layout['status']['font'],
                    wrap=True,
                    # the current maximum number of characters per line, assuming each character is 6 pixels wide
                    max_length=self._layout['status']['max']),
                'shakes':
                LabeledValue(label='PWND ',
                             value='0 (00)',
                             color=BLACK,
                             position=self._layout['shakes'],
                             label_font=fonts.Bold,
                             text_font=fonts.Medium),
                'mode':
                Text(value='AUTO',
                     position=self._layout['mode'],
                     font=fonts.Bold,
                     color=BLACK),
            })

        if state:
            for key, value in state.items():
                self._state.set(key, value)

        plugins.on('ui_setup', self)

        if config['ui']['fps'] > 0.0:
            _thread.start_new_thread(self._refresh_handler, ())
            self._ignore_changes = ()
        else:
            logging.warning(
                "ui.fps is 0, the display will only update for major changes")
            self._ignore_changes = ('uptime', 'name')

        ROOT = self

    def set_agent(self, agent):
        self._agent = agent

    def has_element(self, key):
        self._state.has_element(key)

    def add_element(self, key, elem):
        self._state.add_element(key, elem)

    def remove_element(self, key):
        self._state.remove_element(key)

    def width(self):
        return self._width

    def height(self):
        return self._height

    def on_state_change(self, key, cb):
        self._state.add_listener(key, cb)

    def on_render(self, cb):
        if cb not in self._render_cbs:
            self._render_cbs.append(cb)

    def _refresh_handler(self):
        delay = 1.0 / self._config['ui']['fps']
        # logging.info("view refresh handler started with period of %.2fs" % delay)

        while True:
            name = self._state.get('name')
            self.set(
                'name',
                name.rstrip('█').strip() if '█' in name else (name + ' █'))
            self.update()
            time.sleep(delay)

    def set(self, key, value):
        self._state.set(key, value)

    def get(self, key):
        return self._state.get(key)

    def on_starting(self):
        self.set('status', self._voice.on_starting())
        self.set('face', faces.AWAKE)

    def on_ai_ready(self):
        self.set('mode', '  AI')
        self.set('face', faces.HAPPY)
        self.set('status', self._voice.on_ai_ready())
        self.update()

    def on_manual_mode(self, last_session):
        self.set('mode', 'MANU')
        self.set(
            'face', faces.SAD if
            (last_session.epochs > 3
             and last_session.handshakes == 0) else faces.HAPPY)
        self.set('status', self._voice.on_last_session_data(last_session))
        self.set('epoch', "%04d" % last_session.epochs)
        self.set('uptime', last_session.duration)
        self.set('channel', '-')
        self.set('aps', "%d" % last_session.associated)
        self.set('shakes', '%d (%s)' % (last_session.handshakes, \
                                        utils.total_unique_handshakes(self._config['bettercap']['handshakes'])))
        self.set_closest_peer(last_session.last_peer, last_session.peers)
        self.update()

    def is_normal(self):
        return self._state.get('face') not in (faces.INTENSE, faces.COOL,
                                               faces.BORED, faces.HAPPY,
                                               faces.EXCITED, faces.MOTIVATED,
                                               faces.DEMOTIVATED, faces.SMART,
                                               faces.SAD, faces.LONELY)

    def on_keys_generation(self):
        self.set('face', faces.AWAKE)
        self.set('status', self._voice.on_keys_generation())
        self.update()

    def on_normal(self):
        self.set('face', faces.AWAKE)
        self.set('status', self._voice.on_normal())
        self.update()

    def set_closest_peer(self, peer, num_total):
        if peer is None:
            self.set('friend_face', None)
            self.set('friend_name', None)
        else:
            # ref. https://www.metageek.com/training/resources/understanding-rssi-2.html
            if peer.rssi >= -67:
                num_bars = 4
            elif peer.rssi >= -70:
                num_bars = 3
            elif peer.rssi >= -80:
                num_bars = 2
            else:
                num_bars = 1

            name = '▌' * num_bars
            name += '│' * (4 - num_bars)
            name += ' %s %d (%d)' % (peer.name(), peer.pwnd_run(),
                                     peer.pwnd_total())

            if num_total > 1:
                if num_total > 9000:
                    name += ' of over 9000'
                else:
                    name += ' of %d' % num_total

            self.set('friend_face', peer.face())
            self.set('friend_name', name)
        self.update()

    def on_new_peer(self, peer):
        face = ''
        # first time they met, neutral mood
        if peer.first_encounter():
            face = random.choice((faces.AWAKE, faces.COOL))
        # a good friend, positive expression
        elif peer.is_good_friend(self._config):
            face = random.choice((faces.MOTIVATED, faces.FRIEND, faces.HAPPY))
        # normal friend, neutral-positive
        else:
            face = random.choice((faces.EXCITED, faces.HAPPY, faces.SMART))

        self.set('face', face)
        self.set('status', self._voice.on_new_peer(peer))
        self.update()
        time.sleep(3)

    def on_lost_peer(self, peer):
        self.set('face', faces.LONELY)
        self.set('status', self._voice.on_lost_peer(peer))
        self.update()

    def on_free_channel(self, channel):
        self.set('face', faces.SMART)
        self.set('status', self._voice.on_free_channel(channel))
        self.update()

    def wait(self, secs, sleeping=True):
        was_normal = self.is_normal()
        part = secs / 10.0

        for step in range(0, 10):
            # if we weren't in a normal state before going
            # to sleep, keep that face and status on for
            # a while, otherwise the sleep animation will
            # always override any minor state change before it
            if was_normal or step > 5:
                if sleeping:
                    if secs > 1:
                        self.set('face', faces.SLEEP)
                        self.set('status', self._voice.on_napping(int(secs)))
                    else:
                        self.set('face', faces.SLEEP2)
                        self.set('status', self._voice.on_awakening())
                else:
                    self.set('status', self._voice.on_waiting(int(secs)))
                    good_mood = self._agent.in_good_mood()
                    if step % 2 == 0:
                        self.set(
                            'face',
                            faces.LOOK_R_HAPPY if good_mood else faces.LOOK_R)
                    else:
                        self.set(
                            'face',
                            faces.LOOK_L_HAPPY if good_mood else faces.LOOK_L)

            time.sleep(part)
            secs -= part

        self.on_normal()

    def on_shutdown(self):
        self.set('face', faces.SLEEP)
        self.set('status', self._voice.on_shutdown())
        self.update(force=True)
        self._frozen = True

    def on_bored(self):
        self.set('face', faces.BORED)
        self.set('status', self._voice.on_bored())
        self.update()

    def on_sad(self):
        self.set('face', faces.SAD)
        self.set('status', self._voice.on_sad())
        self.update()

    def on_motivated(self, reward):
        self.set('face', faces.MOTIVATED)
        self.set('status', self._voice.on_motivated(reward))
        self.update()

    def on_demotivated(self, reward):
        self.set('face', faces.DEMOTIVATED)
        self.set('status', self._voice.on_demotivated(reward))
        self.update()

    def on_excited(self):
        self.set('face', faces.EXCITED)
        self.set('status', self._voice.on_excited())
        self.update()

    def on_assoc(self, ap):
        self.set('face', faces.INTENSE)
        self.set('status', self._voice.on_assoc(ap))
        self.update()

    def on_deauth(self, sta):
        self.set('face', faces.COOL)
        self.set('status', self._voice.on_deauth(sta))
        self.update()

    def on_miss(self, who):
        self.set('face', faces.SAD)
        self.set('status', self._voice.on_miss(who))
        self.update()

    def on_grateful(self):
        self.set('face', faces.GRATEFUL)
        self.set('status', self._voice.on_grateful())
        self.update()

    def on_lonely(self):
        self.set('face', faces.LONELY)
        self.set('status', self._voice.on_lonely())
        self.update()

    def on_handshakes(self, new_shakes):
        self.set('face', faces.HAPPY)
        self.set('status', self._voice.on_handshakes(new_shakes))
        self.update()

    def on_unread_messages(self, count, total):
        self.set('face', faces.EXCITED)
        self.set('status', self._voice.on_unread_messages(count, total))
        self.update()
        time.sleep(5.0)

    def on_rebooting(self):
        self.set('face', faces.BROKEN)
        self.set('status', self._voice.on_rebooting())
        self.update()

    def on_custom(self, text):
        self.set('face', faces.DEBUG)
        self.set('status', self._voice.custom(text))
        self.update()

    def update(self, force=False, new_data={}):
        for key, val in new_data.items():
            self.set(key, val)

        with self._lock:
            if self._frozen:
                return

            changes = self._state.changes(ignore=self._ignore_changes)
            if force or len(changes):
                self._canvas = Image.new('1', (self._width, self._height),
                                         WHITE)
                drawer = ImageDraw.Draw(self._canvas)

                plugins.on('ui_update', self)

                for key, lv in self._state.items():
                    lv.draw(self._canvas, drawer)

                for cb in self._render_cbs:
                    cb(self._canvas)

                self._state.reset()