1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353
|
# Copyright 2000-2004 Michael Hudson-Doyle <micahel@gmail.com>
#
# All Rights Reserved
#
#
# Permission to use, copy, modify, and distribute this software and
# its documentation for any purpose is hereby granted without fee,
# provided that the above copyright notice appear in all copies and
# that both that copyright notice and this permission notice appear in
# supporting documentation.
#
# THE AUTHOR MICHAEL HUDSON DISCLAIMS ALL WARRANTIES WITH REGARD TO
# THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
# AND FITNESS, IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL,
# INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
# RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
# CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
# CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
# the pygame console is currently thoroughly broken.
# there's a fundamental difference from the UnixConsole: here we're
# the terminal emulator too, in effect. This means, e.g., for pythoni
# we really need a separate process (or thread) to monitor for ^C
# during command execution and zap the executor process. Making this
# work on non-Unix is expected to be even more entertaining.
from pygame.locals import *
from pyrepl.console import Console, Event
from pyrepl import pygame_keymap
import pygame
import types
lmargin = 5
rmargin = 5
tmargin = 5
bmargin = 5
try:
bool
except NameError:
def bool(x):
return not not x
modcolors = {K_LCTRL:1,
K_RCTRL:1,
K_LMETA:1,
K_RMETA:1,
K_LALT:1,
K_RALT:1,
K_LSHIFT:1,
K_RSHIFT:1}
class colors:
fg = 250,240,230
bg = 5, 5, 5
cursor = 230, 0, 230
margin = 5, 5, 15
class FakeStdout:
def __init__(self, con):
self.con = con
def write(self, text):
self.con.write(text)
def flush(self):
pass
class FakeStdin:
def __init__(self, con):
self.con = con
def read(self, n=None):
# argh!
raise NotImplementedError
def readline(self, n=None):
from reader import Reader
try:
# this isn't quite right: it will clobber any prompt that's
# been printed. Not sure how to get around this...
return Reader(self.con).readline()
except EOFError:
return ''
class PyGameConsole(Console):
"""Attributes:
(keymap),
(fd),
screen,
height,
width,
"""
def __init__(self):
self.pygame_screen = pygame.display.set_mode((800, 600))
pygame.font.init()
pygame.key.set_repeat(500, 30)
self.font = pygame.font.Font(
"/usr/X11R6/lib/X11/fonts/TTF/luximr.ttf", 15)
self.fw, self.fh = self.fontsize = self.font.size("X")
self.cursor = pygame.Surface(self.fontsize)
self.cursor.fill(colors.cursor)
self.clear()
self.curs_vis = 1
self.height, self.width = self.getheightwidth()
pygame.display.update()
pygame.event.set_allowed(None)
pygame.event.set_allowed(KEYDOWN)
def install_keymap(self, keymap):
"""Install a given keymap.
keymap is a tuple of 2-element tuples; each small tuple is a
pair (keyspec, event-name). The format for keyspec is
modelled on that used by readline (so read that manual for
now!)."""
self.k = self.keymap = pygame_keymap.compile_keymap(keymap)
def char_rect(self, x, y):
return self.char_pos(x, y), self.fontsize
def char_pos(self, x, y):
return (lmargin + x*self.fw,
tmargin + y*self.fh + self.cur_top + self.scroll)
def paint_margin(self):
s = self.pygame_screen
c = colors.margin
s.fill(c, [0, 0, 800, tmargin])
s.fill(c, [0, 0, lmargin, 600])
s.fill(c, [0, 600 - bmargin, 800, bmargin])
s.fill(c, [800 - rmargin, 0, lmargin, 600])
def refresh(self, screen, cxy):
self.screen = screen
self.pygame_screen.fill(colors.bg,
[0, tmargin + self.cur_top + self.scroll,
800, 600])
self.paint_margin()
line_top = self.cur_top
width, height = self.fontsize
self.cxy = cxy
cp = self.char_pos(*cxy)
if cp[1] < tmargin:
self.scroll = - (cy*self.fh + self.cur_top)
self.repaint()
elif cp[1] + self.fh > 600 - bmargin:
self.scroll += (600 - bmargin) - (cp[1] + self.fh)
self.repaint()
if self.curs_vis:
self.pygame_screen.blit(self.cursor, self.char_pos(*cxy))
for line in screen:
if 0 <= line_top + self.scroll <= (600 - bmargin - tmargin - self.fh):
if line:
ren = self.font.render(line, 1, colors.fg)
self.pygame_screen.blit(ren, (lmargin,
tmargin + line_top + self.scroll))
line_top += self.fh
pygame.display.update()
def prepare(self):
self.cmd_buf = ''
self.k = self.keymap
self.height, self.width = self.getheightwidth()
self.curs_vis = 1
self.cur_top = self.pos[0]
self.event_queue = []
def restore(self):
pass
def blit_a_char(self, linen, charn):
line = self.screen[linen]
if charn < len(line):
text = self.font.render(line[charn], 1, colors.fg)
self.pygame_screen.blit(text, self.char_pos(charn, linen))
def move_cursor(self, x, y):
cp = self.char_pos(x, y)
if cp[1] < tmargin or cp[1] + self.fh > 600 - bmargin:
self.event_queue.append(Event('refresh', '', ''))
else:
if self.curs_vis:
cx, cy = self.cxy
self.pygame_screen.fill(colors.bg, self.char_rect(cx, cy))
self.blit_a_char(cy, cx)
self.pygame_screen.blit(self.cursor, cp)
self.blit_a_char(y, x)
pygame.display.update()
self.cxy = (x, y)
def set_cursor_vis(self, vis):
self.curs_vis = vis
if vis:
self.move_cursor(*self.cxy)
else:
cx, cy = self.cxy
self.pygame_screen.fill(colors.bg, self.char_rect(cx, cy))
self.blit_a_char(cy, cx)
pygame.display.update()
def getheightwidth(self):
"""Return (height, width) where height and width are the height
and width of the terminal window in characters."""
return ((600 - tmargin - bmargin)/self.fh,
(800 - lmargin - rmargin)/self.fw)
def tr_event(self, pyg_event):
shift = bool(pyg_event.mod & KMOD_SHIFT)
ctrl = bool(pyg_event.mod & KMOD_CTRL)
meta = bool(pyg_event.mod & (KMOD_ALT|KMOD_META))
try:
return self.k[(pyg_event.unicode, meta, ctrl)], pyg_event.unicode
except KeyError:
try:
return self.k[(pyg_event.key, meta, ctrl)], pyg_event.unicode
except KeyError:
return "invalid-key", pyg_event.unicode
def get_event(self, block=1):
"""Return an Event instance. Returns None if |block| is false
and there is no event pending, otherwise waits for the
completion of an event."""
while 1:
if self.event_queue:
return self.event_queue.pop(0)
elif block:
pyg_event = pygame.event.wait()
else:
pyg_event = pygame.event.poll()
if pyg_event.type == NOEVENT:
return
if pyg_event.key in modcolors:
continue
k, c = self.tr_event(pyg_event)
self.cmd_buf += c.encode('ascii', 'replace')
self.k = k
if not isinstance(k, types.DictType):
e = Event(k, self.cmd_buf, [])
self.k = self.keymap
self.cmd_buf = ''
return e
def beep(self):
# uhh, can't be bothered now.
# pygame.sound.something, I guess.
pass
def clear(self):
"""Wipe the screen"""
self.pygame_screen.fill(colors.bg)
#self.screen = []
self.pos = [0, 0]
self.grobs = []
self.cur_top = 0
self.scroll = 0
def finish(self):
"""Move the cursor to the end of the display and otherwise get
ready for end. XXX could be merged with restore? Hmm."""
if self.curs_vis:
cx, cy = self.cxy
self.pygame_screen.fill(colors.bg, self.char_rect(cx, cy))
self.blit_a_char(cy, cx)
for line in self.screen:
self.write_line(line, 1)
if self.curs_vis:
self.pygame_screen.blit(self.cursor,
(lmargin + self.pos[1],
tmargin + self.pos[0] + self.scroll))
pygame.display.update()
def flushoutput(self):
"""Flush all output to the screen (assuming there's some
buffering going on somewhere)"""
# no buffering here, ma'am (though perhaps there should be!)
pass
def forgetinput(self):
"""Forget all pending, but not yet processed input."""
while pygame.event.poll().type <> NOEVENT:
pass
def getpending(self):
"""Return the characters that have been typed but not yet
processed."""
events = []
while 1:
event = pygame.event.poll()
if event.type == NOEVENT:
break
events.append(event)
return events
def wait(self):
"""Wait for an event."""
raise Exception, "erp!"
def repaint(self):
# perhaps we should consolidate grobs?
self.pygame_screen.fill(colors.bg)
self.paint_margin()
for (y, x), surf, text in self.grobs:
if surf and 0 < y + self.scroll:
self.pygame_screen.blit(surf, (lmargin + x,
tmargin + y + self.scroll))
pygame.display.update()
def write_line(self, line, ret):
charsleft = (self.width*self.fw - self.pos[1])/self.fw
while len(line) > charsleft:
self.write_line(line[:charsleft], 1)
line = line[charsleft:]
if line:
ren = self.font.render(line, 1, colors.fg, colors.bg)
self.grobs.append((self.pos[:], ren, line))
self.pygame_screen.blit(ren,
(lmargin + self.pos[1],
tmargin + self.pos[0] + self.scroll))
else:
self.grobs.append((self.pos[:], None, line))
if ret:
self.pos[0] += self.fh
if tmargin + self.pos[0] + self.scroll + self.fh > 600 - bmargin:
self.scroll = 600 - bmargin - self.pos[0] - self.fh - tmargin
self.repaint()
self.pos[1] = 0
else:
self.pos[1] += self.fw*len(line)
def write(self, text):
lines = text.split("\n")
if self.curs_vis:
self.pygame_screen.fill(colors.bg,
(lmargin + self.pos[1],
tmargin + self.pos[0] + self.scroll,
self.fw, self.fh))
for line in lines[:-1]:
self.write_line(line, 1)
self.write_line(lines[-1], 0)
if self.curs_vis:
self.pygame_screen.blit(self.cursor,
(lmargin + self.pos[1],
tmargin + self.pos[0] + self.scroll))
pygame.display.update()
def flush(self):
pass
|