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machine.TimerWiPy.rst

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    • Damien George's avatar
      d8e03204
      docs: Move WiPy specific Timer class to separate doc file. · d8e03204
      Damien George authored
      The WiPy machine.Timer class is very different to the esp8266 and esp32
      implementations which are better candidates for a general Timer class.  By
      moving the WiPy Timer docs to a completely separate file, under a new name
      machine.TimerWiPy, it gives a clean slate to define and write the docs for
      a better, general machine.Timer class.  This is with the aim of eventually
      providing documentation that does not have conditional parts to it,
      conditional on the port.
      
      While the new docs are being defined it makes sense to keep the WiPy docs,
      since they describe its behaviour.  Once the new Timer behaviour is defined
      the WiPy code can be changed to match it, and then the TimerWiPy docs would
      be removed.
      d8e03204
      History
      docs: Move WiPy specific Timer class to separate doc file.
      Damien George authored
      The WiPy machine.Timer class is very different to the esp8266 and esp32
      implementations which are better candidates for a general Timer class.  By
      moving the WiPy Timer docs to a completely separate file, under a new name
      machine.TimerWiPy, it gives a clean slate to define and write the docs for
      a better, general machine.Timer class.  This is with the aim of eventually
      providing documentation that does not have conditional parts to it,
      conditional on the port.
      
      While the new docs are being defined it makes sense to keep the WiPy docs,
      since they describe its behaviour.  Once the new Timer behaviour is defined
      the WiPy code can be changed to match it, and then the TimerWiPy docs would
      be removed.
    overlays.py 10.17 KiB
    """
    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
    from st3m.goose import Dict, Enum, List, ABCBase, abstractmethod, Optional
    from st3m.utils import tau
    from ctx import Context
    
    import math
    import audio
    import hardware
    
    
    class OverlayKind(Enum):
        # Battery, USB, ...
        Indicators = 0
        # Naughty debug developers for naughty developers and debuggers.
        Debug = 1
        Touch = 2
        Toast = 3
    
    
    _all_kinds = [
        OverlayKind.Indicators,
        OverlayKind.Debug,
        OverlayKind.Touch,
        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 main Responder (usually a ViewManager)
        alongside with active Overlays. Overlays can be enabled/disabled by kind.
        """
    
        def __init__(self, main: Responder):
            self.main = main
            self.overlays: Dict[OverlayKind, List[Responder]] = {}
            self.enabled: Dict[OverlayKind, bool] = {
                OverlayKind.Indicators: True,
                OverlayKind.Debug: True,
                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
                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 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.rotate(-a)
                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()
    
    
    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()
    
    
    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:
            return hardware.usb_connected()
    
        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()