# -*- coding: utf-8 -*-
#
# Copyright © 2019 Simon Forman
#
# This file is part of Thun
#
# Thun is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Thun is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Thun. If not see <http://www.gnu.org/licenses/>.
#
'''
Text Viewer
=================
'''
import string
import pygame
from joy.utils.stack import expression_to_string
from joy.vui.core import (
ARROW_KEYS,
BACKGROUND as BG,
FOREGROUND as FG,
CommandMessage,
ModifyMessage,
OpenMessage,
SUCCESS,
push,
)
from joy.vui import viewer, font_data
#reload(viewer)
MenuViewer = viewer.MenuViewer
SELECTION_COLOR = 235, 255, 0, 32
SELECTION_KEYS = {
pygame.K_F1,
pygame.K_F2,
pygame.K_F3,
pygame.K_F4,
}
STACK_CHATTER_KEYS = {
pygame.K_F5,
pygame.K_F6,
pygame.K_F7,
pygame.K_F8,
}
def _is_command(display, word):
return display.lookup(word) or word.isdigit() or all(
not s or s.isdigit() for s in word.split('.', 1)
) and len(word) > 1
def format_stack_item(content):
if isinstance(content, tuple):
return '[%s]' % expression_to_string(content)
return str(content)
class Font(object):
IMAGE = pygame.image.load(font_data.data, 'Iosevka12.BMP')
LOOKUP = (string.ascii_letters +
string.digits +
'''@#$&_~|`'"%^=-+*/\\<>[]{}(),.;:!?''')
def __init__(self, char_w=8, char_h=19, line_h=19):
self.char_w = char_w
self.char_h = char_h
self.line_h = line_h
def size(self, text):
return self.char_w * len(text), self.line_h
def render(self, text):
surface = pygame.Surface(self.size(text))
surface.fill(BG)
x = 0
for ch in text:
if not ch.isspace():
try:
i = self.LOOKUP.index(ch)
except ValueError:
# render a lil box...
r = (x + 1, self.line_h / 2 - 3,
self.char_w - 2, self.line_h / 2)
pygame.draw.rect(surface, FG, r, 1)
else:
iy, ix = divmod(i, 26)
ix *= self.char_w
iy *= self.char_h
area = ix, iy, self.char_w, self.char_h
surface.blit(self.IMAGE, (x, 0), area)
x += self.char_w
return surface
def __contains__(self, char):
assert len(char) == 1, repr(char)
return char in self.LOOKUP
FONT = Font()
[docs]class TextViewer(MenuViewer):
MINIMUM_HEIGHT = FONT.line_h + 3
CLOSE_TEXT = FONT.render('close')
GROW_TEXT = FONT.render('grow')
class Cursor(object):
def __init__(self, viewer):
self.v = viewer
self.x = self.y = 0
self.w, self.h = 2, FONT.line_h
self.mem = pygame.Surface((self.w, self.h))
self.can_fade = False
def set_to(self, x, y):
self.fade()
self.x, self.y = x, y
self.draw()
def draw(self):
r = self.x * FONT.char_w, self.screen_y(), self.w, self.h
self.mem.blit(self.v.body_surface, (0, 0), r)
self.v.body_surface.fill(FG, r)
self.can_fade = True
def fade(self):
if self.can_fade:
dest = self.x * FONT.char_w, self.screen_y()
self.v.body_surface.blit(self.mem, dest)
self.can_fade = False
def screen_y(self, row=None):
if row is None: row = self.y
return (row - self.v.at_line) * FONT.line_h
def up(self, _mod):
if self.y:
self.fade()
self.y -= 1
self.x = min(self.x, len(self.v.lines[self.y]))
self.draw()
def down(self, _mod):
if self.y < len(self.v.lines) - 1:
self.fade()
self.y += 1
self.x = min(self.x, len(self.v.lines[self.y]))
self.draw()
self._check_scroll()
def left(self, _mod):
if self.x:
self.fade()
self.x -= 1
self.draw()
elif self.y:
self.fade()
self.y -= 1
self.x = len(self.v.lines[self.y])
self.draw()
self._check_scroll()
def right(self, _mod):
if self.x < len(self.v.lines[self.y]):
self.fade()
self.x += 1
self.draw()
elif self.y < len(self.v.lines) - 1:
self.fade()
self.y += 1
self.x = 0
self.draw()
self._check_scroll()
def _check_scroll(self):
if self.y < self.v.at_line:
self.v.scroll_down()
elif self.y > self.v.at_line + self.v.h_in_lines:
self.v.scroll_up()
def __init__(self, surface):
self.cursor = self.Cursor(self)
MenuViewer.__init__(self, surface)
self.lines = ['']
self.content_id = None
self.at_line = 0
self.bg = BG
self.command = self.command_rect = None
self._sel_start = self._sel_end = None
def resurface(self, surface):
self.cursor.fade()
MenuViewer.resurface(self, surface)
w, h = self.CLOSE_TEXT.get_size()
self.close_rect = pygame.rect.Rect(self.w - 2 - w, 1, w, h)
w, h = self.GROW_TEXT.get_size()
self.grow_rect = pygame.rect.Rect(1, 1, w, h)
self.body_surface = surface.subsurface(self.body_rect)
self.line_w = self.body_rect.w / FONT.char_w + 1
self.h_in_lines = self.body_rect.h / FONT.line_h - 1
self.command_rect = self.command = None
self._sel_start = self._sel_end = None
def handle(self, message):
if super(TextViewer, self).handle(message):
return
if (isinstance(message, ModifyMessage)
and message.subject is self.lines
):
# TODO: check self.at_line
self.draw_body()
# Drawing
def draw_menu(self):
#MenuViewer.draw_menu(self)
self.surface.blit(self.GROW_TEXT, (1, 1))
self.surface.blit(self.CLOSE_TEXT,
(self.w - 2 - self.close_rect.w, 1))
if self.content_id:
self.surface.blit(FONT.render('| ' + self.content_id),
(self.grow_rect.w + FONT.char_w + 3, 1))
self.surface.fill( # light grey background
(196, 196, 196),
(0, 0, self.w - 1, self.MINIMUM_HEIGHT),
pygame.BLEND_MULT
)
def draw_body(self):
MenuViewer.draw_body(self)
ys = xrange(0, self.body_rect.height, FONT.line_h)
ls = self.lines[self.at_line:self.at_line + self.h_in_lines + 2]
for y, line in zip(ys, ls):
self.draw_line(y, line)
def draw_line(self, y, line):
surface = FONT.render(line[:self.line_w])
self.body_surface.blit(surface, (0, y))
def _redraw_line(self, row):
try: line = self.lines[row]
except IndexError: line = ' ' * self.line_w
else:
n = self.line_w - len(line)
if n > 0: line = line + ' ' * n
self.draw_line(self.cursor.screen_y(row), line)
# General Functionality
def focus(self, display):
self.cursor.v = self
self.cursor.draw()
def unfocus(self):
self.cursor.fade()
def scroll_up(self):
if self.at_line < len(self.lines) - 1:
self._fade_command()
self._deselect()
self._sel_start = self._sel_end = None
self.at_line += 1
self.body_surface.scroll(0, -FONT.line_h)
row = self.h_in_lines + self.at_line
self._redraw_line(row)
self._redraw_line(row + 1)
self.cursor.draw()
def scroll_down(self):
if self.at_line:
self._fade_command()
self._deselect()
self._sel_start = self._sel_end = None
self.at_line -= 1
self.body_surface.scroll(0, FONT.line_h)
self._redraw_line(self.at_line)
self.cursor.draw()
def command_down(self, display, x, y):
if self.command_rect and self.command_rect.collidepoint(x, y):
return
self._fade_command()
line, column, _row = self.at(x, y)
word_start = line.rfind(' ', 0, column) + 1
word_end = line.find(' ', column)
if word_end == -1: word_end = len(line)
word = line[word_start:word_end]
if not _is_command(display, word):
return
r = self.command_rect = pygame.Rect(
word_start * FONT.char_w, # x
y / FONT.line_h * FONT.line_h, # y
len(word) * FONT.char_w, # w
FONT.line_h # h
)
pygame.draw.line(self.body_surface, FG, r.bottomleft, r.bottomright)
self.command = word
def command_up(self, display):
if self.command:
command = self.command
self._fade_command()
display.broadcast(CommandMessage(self, command))
def _fade_command(self):
self.command = None
r, self.command_rect = self.command_rect, None
if r:
pygame.draw.line(self.body_surface, BG, r.bottomleft, r.bottomright)
[docs] def at(self, x, y):
'''
Given screen coordinates return the line, row, and column of the
character there.
'''
row = self.at_line + y / FONT.line_h
try:
line = self.lines[row]
except IndexError:
row = len(self.lines) - 1
line = self.lines[row]
column = len(line)
else:
column = min(x / FONT.char_w, len(line))
return line, column, row
# Event Processing
def body_click(self, display, x, y, button):
if button == 1:
_line, column, row = self.at(x, y)
self.cursor.set_to(column, row)
elif button == 2:
if pygame.KMOD_SHIFT & pygame.key.get_mods():
self.scroll_up()
else:
self.scroll_down()
elif button == 3:
self.command_down(display, x, y)
elif button == 4: self.scroll_down()
elif button == 5: self.scroll_up()
def menu_click(self, display, x, y, button):
if MenuViewer.menu_click(self, display, x, y, button):
return True
def mouse_up(self, display, x, y, button):
if MenuViewer.mouse_up(self, display, x, y, button):
return True
elif button == 3 and self.body_rect.collidepoint(x, y):
self.command_up(display)
def mouse_motion(self, display, x, y, rel_x, rel_y, button0, button1, button2):
if MenuViewer.mouse_motion(self, display, x, y, rel_x, rel_y,
button0, button1, button2):
return True
if (button0
and display.focused_viewer is self
and self.body_rect.collidepoint(x, y)
):
bx, by = self.body_rect.topleft
_line, column, row = self.at(x - bx, y - by)
self.cursor.set_to(column, row)
elif button2 and self.body_rect.collidepoint(x, y):
bx, by = self.body_rect.topleft
self.command_down(display, x - bx, y - by)
[docs] def close(self):
self._sel_start = self._sel_end = None
def key_down(self, display, uch, key, mod):
if key in SELECTION_KEYS:
self._selection_key(display, key, mod)
return
if key in STACK_CHATTER_KEYS:
self._stack_chatter_key(display, key, mod)
return
if key in ARROW_KEYS:
self._arrow_key(key, mod)
return
line, i = self.lines[self.cursor.y], self.cursor.x
modified = ()
if key == pygame.K_RETURN:
self._return_key(mod, line, i)
modified = True
elif key == pygame.K_BACKSPACE:
modified = self._backspace_key(mod, line, i)
elif key == pygame.K_DELETE:
modified = self._delete_key(mod, line, i)
elif key == pygame.K_INSERT:
modified = self._insert_key(display, mod, line, i)
elif uch and uch in FONT or uch == ' ':
self._printable_key(uch, mod, line, i)
modified = True
else:
print '%r %i %s' % (uch, key, bin(mod))
if modified:
# The selection is fragile.
self._deselect()
self._sel_start = self._sel_end = None
message = ModifyMessage(
self, self.lines, content_id=self.content_id)
display.broadcast(message)
def _stack_chatter_key(self, display, key, mod):
if key == pygame.K_F5:
if mod & pygame.KMOD_SHIFT:
command = 'roll<'
else:
command = 'swap'
elif key == pygame.K_F6:
if mod & pygame.KMOD_SHIFT:
command = 'roll>'
else:
command = 'dup'
elif key == pygame.K_F7:
if mod & pygame.KMOD_SHIFT:
command = 'tuck'
else:
command = 'over'
## elif key == pygame.K_F8:
## if mod & pygame.KMOD_SHIFT:
## command = ''
## else:
## command = ''
else:
return
display.broadcast(CommandMessage(self, command))
# Selection Handling
def _selection_key(self, display, key, mod):
self.cursor.fade()
self._deselect()
if key == pygame.K_F1: # set sel start
self._sel_start = self.cursor.y, self.cursor.x
self._update_selection()
elif key == pygame.K_F2: # set sel end
self._sel_end = self.cursor.y, self.cursor.x
self._update_selection()
elif key == pygame.K_F3: # copy
if mod & pygame.KMOD_SHIFT:
self._parse_selection(display)
else:
self._copy_selection(display)
self._update_selection()
elif key == pygame.K_F4: # cut or delete
if mod & pygame.KMOD_SHIFT:
self._delete_selection(display)
else:
self._cut_selection(display)
self.cursor.draw()
def _deselect(self):
if self._has_selection():
srow, erow = self._sel_start[0], self._sel_end[0]
# Just erase the whole selection.
for r in range(min(srow, erow), max(srow, erow) + 1):
self._redraw_line(r)
def _copy_selection(self, display):
if push(self, self._get_selection(), display.broadcast) == SUCCESS:
return True
## om = OpenMessage(self, 'stack.pickle')
## display.broadcast(om)
## if om.status == SUCCESS:
## selection = self._get_selection()
## om.thing[0] = selection, om.thing[0]
## display.broadcast(ModifyMessage(
## self, om.thing, content_id=om.content_id))
def _parse_selection(self, display):
if self._has_selection():
if self._copy_selection(display):
display.broadcast(CommandMessage(self, 'parse'))
def _cut_selection(self, display):
if self._has_selection():
if self._copy_selection(display):
self._delete_selection(display)
def _delete_selection(self, display):
if not self._has_selection():
return
self.cursor.fade()
srow, scolumn, erow, ecolumn = self._selection_coords()
if srow == erow:
line = self.lines[srow]
self.lines[srow] = line[:scolumn] + line[ecolumn:]
else:
left = self.lines[srow][:scolumn]
right = self.lines[erow][ecolumn:]
self.lines[srow:erow + 1] = [left + right]
self.draw_body()
self.cursor.set_to(srow, scolumn)
display.broadcast(ModifyMessage(
self, self.lines, content_id=self.content_id))
def _has_selection(self):
return (self._sel_start
and self._sel_end
and self._sel_start != self._sel_end)
def _get_selection(self):
'''Return the current selection if any as a single string.'''
if not self._has_selection():
return ''
srow, scolumn, erow, ecolumn = self._selection_coords()
if srow == erow:
return str(self.lines[srow][scolumn:ecolumn])
lines = []
assert srow < erow
while srow <= erow:
line = self.lines[srow]
e = ecolumn if srow == erow else len(line)
lines.append(line[scolumn:e])
scolumn = 0
srow += 1
return str('\n'.join(lines))
def _selection_coords(self):
(srow, scolumn), (erow, ecolumn) = (
min(self._sel_start, self._sel_end),
max(self._sel_start, self._sel_end)
)
return srow, scolumn, erow, ecolumn
def _update_selection(self):
if self._sel_start is None and self._sel_end:
self._sel_start = self._sel_end
elif self._sel_end is None and self._sel_start:
self._sel_end = self._sel_start
assert self._sel_start and self._sel_end
if self._sel_start != self._sel_end:
for rect in self._iter_selection_rectangles():
self.body_surface.fill(
SELECTION_COLOR,
rect,
pygame.BLEND_RGBA_MULT
)
def _iter_selection_rectangles(self, ):
srow, scolumn, erow, ecolumn = self._selection_coords()
if srow == erow:
yield (
scolumn * FONT.char_w,
self.cursor.screen_y(srow),
(ecolumn - scolumn) * FONT.char_w,
FONT.line_h
)
return
lines = self.lines[srow:erow + 1]
assert len(lines) >= 2
first_line = lines[0]
yield (
scolumn * FONT.char_w,
self.cursor.screen_y(srow),
(len(first_line) - scolumn) * FONT.char_w,
FONT.line_h
)
yield (
0,
self.cursor.screen_y(erow),
ecolumn * FONT.char_w,
FONT.line_h
)
if len(lines) > 2:
for line in lines[1:-1]:
srow += 1
yield (
0,
self.cursor.screen_y(srow),
len(line) * FONT.char_w,
FONT.line_h
)
# Key Handlers
def _printable_key(self, uch, _mod, line, i):
line = line[:i] + uch + line[i:]
self.lines[self.cursor.y] = line
self.cursor.fade()
self.cursor.x += 1
self.draw_line(self.cursor.screen_y(), line)
self.cursor.draw()
def _backspace_key(self, _mod, line, i):
res = False
if i:
line = line[:i - 1] + line[i:]
self.lines[self.cursor.y] = line
self.cursor.fade()
self.cursor.x -= 1
self.draw_line(self.cursor.screen_y(), line + ' ')
self.cursor.draw()
res = True
elif self.cursor.y:
y = self.cursor.y
left, right = self.lines[y - 1:y + 1]
self.lines[y - 1:y + 1] = [left + right]
self.cursor.x = len(left)
self.cursor.y -= 1
self.draw_body()
self.cursor.draw()
res = True
return res
def _delete_key(self, _mod, line, i):
res = False
if i < len(line):
line = line[:i] + line[i + 1:]
self.lines[self.cursor.y] = line
self.cursor.fade()
self.draw_line(self.cursor.screen_y(), line + ' ')
self.cursor.draw()
res = True
elif self.cursor.y < len(self.lines) - 1:
y = self.cursor.y
left, right = self.lines[y:y + 2]
self.lines[y:y + 2] = [left + right]
self.draw_body()
self.cursor.draw()
res = True
return res
def _arrow_key(self, key, mod):
if key == pygame.K_UP: self.cursor.up(mod)
elif key == pygame.K_DOWN: self.cursor.down(mod)
elif key == pygame.K_LEFT: self.cursor.left(mod)
elif key == pygame.K_RIGHT: self.cursor.right(mod)
def _return_key(self, _mod, line, i):
self.cursor.fade()
# Ignore the mods for now.
n = self.cursor.y
self.lines[n:n + 1] = [line[:i], line[i:]]
self.cursor.y += 1
self.cursor.x = 0
if self.cursor.y > self.at_line + self.h_in_lines:
self.scroll_up()
else:
self.draw_body()
self.cursor.draw()
def _insert_key(self, display, mod, _line, _i):
om = OpenMessage(self, 'stack.pickle')
display.broadcast(om)
if om.status != SUCCESS:
return
stack = om.thing[0]
if stack:
content = format_stack_item(stack[0])
if self.insert(content):
if mod & pygame.KMOD_SHIFT:
display.broadcast(CommandMessage(self, 'pop'))
return True
def insert(self, content):
assert isinstance(content, basestring), repr(content)
if content:
self.cursor.fade()
row, column = self.cursor.y, self.cursor.x
line = self.lines[row]
lines = (line[:column] + content + line[column:]).splitlines()
self.lines[row:row + 1] = lines
self.draw_body()
self.cursor.y = row + len(lines) - 1
self.cursor.x = len(lines[-1]) - len(line) + column
self.cursor.draw()
return True
def append(self, content):
self.cursor.fade()
self.cursor.y = len(self.lines) - 1
self.cursor.x = len(self.lines[self.cursor.y])
self.insert(content)