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overlays.py 10.5 KiB
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"""
Composition/overlay system.

This is different from a menu system. Instead of navigation, it should be used
for persistent, anchored symbols like charging symbols, toasts, debug overlays,
etc.
"""

from st3m import Responder, InputState, Reactor
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from st3m.goose import Dict, Enum, List, ABCBase, abstractmethod, Optional
from st3m.utils import tau
from st3m.ui.view import ViewManager
from st3m.input import power
from ctx import Context
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import math
import audio
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import sys_kernel

class OverlayKind(Enum):
    # Battery, USB, ...
    Indicators = 0
    # Naughty debug developers for naughty developers and debuggers.
    Debug = 1
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    Toast = 3


_all_kinds = [
    OverlayKind.Indicators,
    OverlayKind.Debug,
    OverlayKind.Touch,
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    OverlayKind.Toast,
]


class Overlay(Responder):
    """
    An Overlay is a Responder with some kind of OverlayKind attached.g
    """

    kind: OverlayKind


class Compositor(Responder):
    """
    A Compositor blends together some ViewManager alongside with active
    Overlays. Overlays can be enabled/disabled by kind.
    def __init__(self, main: ViewManager):
        self.main = main
        self.overlays: Dict[OverlayKind, List[Responder]] = {}
        self.enabled: Dict[OverlayKind, bool] = {
            OverlayKind.Indicators: True,
            OverlayKind.Debug: True,
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            OverlayKind.Toast: True,
        }

    def _enabled_overlays(self) -> List[Responder]:
        res: List[Responder] = []
        for kind in _all_kinds:
            if not self.enabled.get(kind, False):
                continue
            if kind == OverlayKind.Indicators and not self.main.wants_icons():
                continue
            for overlay in self.overlays.get(kind, []):
                res.append(overlay)
        return res

    def think(self, ins: InputState, delta_ms: int) -> None:
        self.main.think(ins, delta_ms)
        for overlay in self._enabled_overlays():
            overlay.think(ins, delta_ms)

    def draw(self, ctx: Context) -> None:
        self.main.draw(ctx)
        for overlay in self._enabled_overlays():
            overlay.draw(ctx)

    def add_overlay(self, ov: Overlay) -> None:
        """
        Add some Overlay to the Compositor. It will be drawn if enabled.
        """
        if ov.kind not in self.overlays:
            self.overlays[ov.kind] = []
        self.overlays[ov.kind].append(ov)


class DebugFragment(ABCBase):
    """
    Something which wishes to provide some text to the OverlayDebug.
    """

    @abstractmethod
    def text(self) -> str:
        ...


class DebugReactorStats(DebugFragment):
    """
    DebugFragment which provides the OverlayDebug with information about the
    active reactor.
    """

    def __init__(self, reactor: Reactor):
        self._stats = reactor.stats

    def text(self) -> str:
        res = []

        rts = self._stats.run_times
        if len(rts) > 0:
            avg = sum(rts) / len(rts)
            res.append(f"tick: {int(avg)}ms")

        rts = self._stats.render_times
        if len(rts) > 0:
            avg = sum(rts) / len(rts)
            res.append(f"fps: {int(1/(avg/1000))}")

        return " ".join(res)


class DebugBattery(DebugFragment):
    """
    DebugFragment which provides the OverlayDebug with information about the
    battery voltage.
    """

    def text(self) -> str:
        v = power.battery_voltage
        return f"bat: {v:.2f}V"


class OverlayDebug(Overlay):
    """
    Overlay which renders a text bar at the bottom of the screen with random
    bits of trivia.
    """

    kind = OverlayKind.Debug

    def __init__(self) -> None:
        self.fragments: List[DebugFragment] = []

    def add_fragment(self, f: DebugFragment) -> None:
        self.fragments.append(f)

    def think(self, ins: InputState, delta_ms: int) -> None:
        pass

    def text(self) -> str:
        text = [f.text() for f in self.fragments if f.text() != ""]
        return " ".join(text)

    def draw(self, ctx: Context) -> None:
        ctx.save()
        ctx.text_align = ctx.CENTER
        ctx.text_baseline = ctx.MIDDLE
        ctx.font = ctx.get_font_name(0)
        ctx.font_size = 10
        ctx.gray(0).rectangle(-120, 80, 240, 12).fill()
        ctx.gray(1).move_to(0, 86).text(self.text())
        ctx.restore()


class OverlayCaptouch(Overlay):
    kind = OverlayKind.Touch

    class Dot(Responder):
        def __init__(self, ix: int) -> None:
            self.ix = ix
            self.phi = 0.0
            self.rad = 0.0
            self.pressed = False

        def think(self, s: InputState, delta_ms: int) -> None:
            self.pressed = s.captouch.petals[self.ix].pressed
            (rad, phi) = s.captouch.petals[self.ix].position
            self.phi = phi
            self.rad = rad

        def draw(self, ctx: Context) -> None:
            if not self.pressed:
                return

            a = (tau / 10) * self.ix
            ctx.translate(0, -80)

            offs_x = self.phi / 1000
            offs_y = -self.rad / 1000
            ctx.rectangle(-5 + offs_x, -5 + offs_y, 10, 10)
            ctx.rgb(1, 0, 1)
            ctx.fill()

    def __init__(self) -> None:
        self.dots = [self.Dot(i) for i in range(10)]

    def think(self, ins: InputState, delta_ms: int) -> None:
        for dot in self.dots:
            dot.think(ins, delta_ms)

    def draw(self, ctx: Context) -> None:
        for dot in self.dots:
            ctx.save()
            dot.draw(ctx)
            ctx.restore()
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class OverlayVolume(Overlay):
    """
    Renders a black square with icon and volume slider.

    Icon depends on whether headphones are plugged in or not.
    """

    kind = OverlayKind.Toast

    def __init__(self) -> None:
        self._showing: Optional[int] = None
        self._volume = 0.0
        self._headphones = False
        self._muted = False

        self._started = False
        self._prev_volume = self._volume
        self._prev_headphones = self._headphones
        self._prev_muted = self._muted

    def changed(self) -> bool:
        """
        Returns true if there was a system volume change warranting re-drawing
        the overlay.
        """
        if self._prev_volume != self._volume:
            return True
        if self._prev_headphones != self._headphones:
            return True
        if self._prev_muted != self._muted:
            return True
        return False

    def think(self, ins: InputState, delta_ms: int) -> None:
        self._volume = audio.get_volume_dB()
        self._headphones = audio.headphones_are_connected()
        self._muted = audio.get_mute()
        if self._headphones:
            # -20 ... +3dB
            self._volume += 20
            self._volume /= 20 + 3
        else:
            # -20 ... +14dB
            self._volume += 20
            self._volume /= 20 + 14

        if self._started:
            if self.changed():
                self._showing = 1000
        else:
            # Ignore first run cycle, to not show volume slider on startup.
            self._started = True

        self._prev_volume = self._volume
        self._prev_headphones = self._headphones
        self._prev_muted = self._muted

        if self._showing is None:
            return
        self._showing -= delta_ms
        if self._showing < 0:
            self._showing = None

    def draw(self, ctx: Context) -> None:
        if self._showing is None:
            return

        opacity = self._showing / 200
        opacity = min(opacity, 0.8)

        ctx.start_group()
        ctx.global_alpha = opacity

        # Background
        ctx.gray(0)
        ctx.round_rectangle(-40, -40, 80, 80, 5)
        ctx.fill()

        ctx.end_group()

        # Foreground
        opacity = self._showing / 200
        opacity = min(opacity, 1)
        ctx.start_group()
        ctx.global_alpha = opacity

        muted = self._muted
        if muted:
            ctx.gray(0.5)
        else:
            ctx.gray(1)

        # Icon
        if self._headphones:
            ctx.round_rectangle(-20, -10, 5, 20, 3)
            ctx.fill()
            ctx.round_rectangle(15, -10, 5, 20, 3)
            ctx.fill()
            ctx.line_width = 3
            ctx.arc(0, -10, 17, tau / 2, tau, 0)
            ctx.stroke()
        else:
            ctx.move_to(-10, -10)
            ctx.line_to(0, -10)
            ctx.line_to(10, -20)
            ctx.line_to(10, 10)
            ctx.line_to(0, 0)
            ctx.line_to(-10, 0)
            ctx.fill()

        ctx.gray(1)

        # Volume slider
        ctx.round_rectangle(-30, 20, 60, 10, 3)
        ctx.line_width = 2
        ctx.stroke()

        v = self._volume
        v = min(max(v, 0), 1)

        width = 60 * v
        ctx.round_rectangle(-30, 20, width, 10, 3)
        ctx.fill()

        ctx.end_group()
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class Icon(Responder):
    """
    A tray icon that might or might not be shown in the top icon tray.

    Should render into a 240x240 viewport. Will be scaled down by the IconTray
    that contains it.
    """

    @abstractmethod
    def visible(self) -> bool:
        ...


class USBIcon(Icon):
    """
    Found in the bargain bin at an Aldi Süd.

    Might or might not be related to a certain serial bus.
    """

    def visible(self) -> bool:
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        return sys_kernel.usb_connected()
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    def draw(self, ctx: Context) -> None:
        ctx.gray(1.0)
        ctx.arc(-90, 0, 20, 0, 6.28, 0).fill()
        ctx.line_width = 10.0
        ctx.move_to(-90, 0).line_to(90, 0).stroke()
        ctx.move_to(100, 0).line_to(70, 15).line_to(70, -15).line_to(100, 0).fill()
        ctx.move_to(-50, 0).line_to(-10, -40).line_to(20, -40).stroke()
        ctx.arc(20, -40, 15, 0, 6.28, 0).fill()
        ctx.move_to(-30, 0).line_to(10, 40).line_to(40, 40).stroke()
        ctx.rectangle(40 - 15, 40 - 15, 30, 30).fill()

    def think(self, ins: InputState, delta_ms: int) -> None:
        pass


class IconTray(Overlay):
    """
    An overlay which renders Icons.
    """

    kind = OverlayKind.Indicators

    def __init__(self) -> None:
        self.icons = [
            USBIcon(),
        ]
        self.visible: List[Icon] = []

    def think(self, ins: InputState, delta_ms: int) -> None:
        self.visible = [i for i in self.icons if i.visible()]
        for v in self.visible:
            v.think(ins, delta_ms)

    def draw(self, ctx: Context) -> None:
        nicons = len(self.visible)
        dist = 20
        width = (nicons - 1) * dist
        x0 = width / -2
        for i, v in enumerate(self.visible):
            x = x0 + i * dist
            ctx.save()
            ctx.translate(x, -100)
            ctx.scale(0.1, 0.1)
            v.draw(ctx)
            ctx.restore()