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- from pydrk import SceneNodeType, PropertyType, vertex, face
- from .print_tree import print_tree
- from .api import *
- from .gfx import Layer, add_object
- from . import settings
- import time
- latin = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
- numerals = "0123456789"
- punct = " .,<>/\\'[]{}:`~!@#$%^&*()_+?"
- keycmds = [
- "Backspace"
- ]
- class App(EventLoop):
- def __init__(self):
- super().__init__()
- w = get_property("/window", "width")
- h = get_property("/window", "height")
- self.chatbox_layer = Layer("chatbox_layer")
- self.chatbox_layer.resize(w, h)
- self.chatbox_layer.add_obj("outline")
- self.chatbox_layer.add_obj("user_input")
- self.cursor_layer = Layer("cursor_layer")
- self.cursor_layer.add_obj("cursor")
- self.cursor_layer.resize(w, h)
- self.rounded_box_layer = Layer("rounded_box_layer")
- self.rounded_box_layer.add_obj("box")
- self.rounded_box_layer.resize(w, h)
- self.user_input = ""
- self.last_keypress_time = 0
- def resize_event(self, w, h):
- self.chatbox_layer.resize(w, h)
- self.cursor_layer.resize(w, h)
- self.rounded_box_layer.resize(w, h)
- resize_box()
- resize_rounded_box()
- draw_txt(self.user_input)
- def mouse_click(self, x, y):
- print(f"mouse click ({x}, {y})")
- def mouse_wheel(self, y):
- settings.ui_scale *= 1 + y/100
- print(settings.ui_scale)
- def key_down(self, keycode, keymods, repeat):
- #print(f"key_down: '{keycode}'")
- if keymods.ctrl and keycode == "=":
- settings.ui_scale *= 1.01
- print(settings.ui_scale)
- elif keymods.ctrl and keycode == "-":
- settings.ui_scale *= 0.99
- print(settings.ui_scale)
- elif keymods.ctrl and keycode == "H":
- print("hello")
- elif keymods.ctrl and keycode == "P":
- print_tree()
- elif keycode in latin:
- key = keycode.upper() if keymods.shift else keycode.lower()
- self.type_key(key, keymods, repeat)
- elif keycode in numerals or keycode in punct or keycode in keycmds:
- self.type_key(keycode, keymods, repeat)
- #else:
- # print(keycode)
- def type_key(self, key, _keymods, _repeat):
- now = time.time()
- if now - self.last_keypress_time < 0.2:
- return
- self.last_keypress_time = now
- if key == "Backspace":
- self.user_input = self.user_input[:-1]
- else:
- self.user_input += key
- draw_txt(self.user_input)
- def draw_txt(user_input):
- obj_id = add_object("/window/chatbox_layer", "user_input2")
- # create a new one and link it
- text_id = host.create_text("/font/inter-regular", "txt2", user_input, 30)
- link_node(text_id, obj_id)
- layer_w = get_property("/window/chatbox_layer", "rect_w")
- layer_h = get_property("/window/chatbox_layer", "rect_h")
- x = 20
- y = layer_h - 20 - 30
- set_property_f32("/window/chatbox_layer/user_input2", "x", x)
- set_property_f32("/window/chatbox_layer/user_input2", "y", y)
- set_property_f32("/window/chatbox_layer/user_input2/txt2", "r", 1)
- set_property_f32("/window/chatbox_layer/user_input2/txt2", "g", 1)
- set_property_f32("/window/chatbox_layer/user_input2/txt2", "b", 1)
- set_property_f32("/window/chatbox_layer/user_input2/txt2", "a", 1)
- # Switch visibility
- set_property_bool("/window/chatbox_layer/user_input", "is_visible", False)
- set_property_bool("/window/chatbox_layer/user_input2", "is_visible", True)
- # Remove the old object
- old_id = lookup_node("/window/chatbox_layer/user_input")
- unlink_from_parents(old_id)
- remove_node_recursive(old_id)
- rename_node("/window/chatbox_layer/user_input2/txt2", "txt")
- rename_node("/window/chatbox_layer/user_input2", "user_input")
- reposition_cursor()
- def reposition_cursor():
- layer_h = get_property("/window/chatbox_layer", "rect_h")
- y = layer_h - 20 - 30
- # Move the cursor
- text_id = api.lookup_node_id("/window/chatbox_layer/user_input/txt")
- text_px_w = 0
- user_input = ""
- if text_id is not None:
- text_px_w = get_property(text_id, "width")
- user_input = get_property(text_id, "text")
- x = text_px_w + 25
- if user_input and user_input[-1] == " ":
- x += 10
- set_property_f32("/window/cursor_layer/cursor", "x", x)
- set_property_f32("/window/cursor_layer/cursor", "y", y)
- def draw_cursor():
- mesh_id = api.add_node("cursor_box", SceneNodeType.RENDER_MESH)
- api.add_property(mesh_id, "verts", PropertyType.BUFFER)
- api.add_property(mesh_id, "faces", PropertyType.BUFFER)
- link_node(mesh_id, "/window/cursor_layer/cursor")
- x, y = 0, 0
- w, h = 20, 40
- vert1 = vertex(x, y, 1, 1, 1, 1, 0, 0)
- vert2 = vertex(x + w, y, 1, 1, 1, 1, 1, 0)
- vert3 = vertex(x, y + h, 1, 1, 1, 1, 0, 1)
- vert4 = vertex(x + w, y + h, 1, 1, 1, 1, 1, 1)
- api.set_property_buffer(mesh_id, "verts", vert1 + vert2 + vert3 + vert4)
- api.set_property_buffer(mesh_id, "faces", face(0, 2, 1) + face(1, 2, 3))
- def draw_box():
- mesh_id = api.add_node("box", SceneNodeType.RENDER_MESH)
- api.add_property(mesh_id, "verts", PropertyType.BUFFER)
- api.add_property(mesh_id, "faces", PropertyType.BUFFER)
- link_node(mesh_id, "/window/chatbox_layer/outline")
- mesh_id = api.add_node("inner_box", SceneNodeType.RENDER_MESH)
- api.add_property(mesh_id, "verts", PropertyType.BUFFER)
- api.add_property(mesh_id, "faces", PropertyType.BUFFER)
- link_node(mesh_id, "/window/chatbox_layer/outline")
- resize_box()
- def resize_box():
- mesh_id = api.lookup_node_id("/window/chatbox_layer/outline/box")
- layer_w = get_property("/window/chatbox_layer", "rect_w")
- layer_h = get_property("/window/chatbox_layer", "rect_h")
- box_h = 60
- # Inner padding, so box inside will be (box_h - 2*padding) px high
- padding = 10
- # Lets add a poly - must be counterclockwise
- x, y = 0, layer_h - box_h
- w, h = layer_w, box_h
- vert1 = vertex(x, y, 1, 1, 1, 1, 0, 0)
- vert2 = vertex(x + w, y, 1, 1, 1, 1, 1, 0)
- vert3 = vertex(x, y + h, 1, 1, 1, 1, 0, 1)
- vert4 = vertex(x + w, y + h, 1, 1, 1, 1, 1, 1)
- api.set_property_buffer(mesh_id, "verts", vert1 + vert2 + vert3 + vert4)
- api.set_property_buffer(mesh_id, "faces", face(0, 2, 1) + face(1, 2, 3))
- # Second mesh
- mesh_id = api.lookup_node_id("/window/chatbox_layer/outline/inner_box")
- x, y = x + padding, y + padding
- w -= 2*padding
- h -= 2*padding
- vert1 = vertex(x, y, 0, 0, 0, 1, 0, 0)
- vert2 = vertex(x + w, y, 0, 0, 0, 1, 1, 0)
- vert3 = vertex(x, y + h, 0, 0, 0, 1, 0, 1)
- vert4 = vertex(x + w, y + h, 0.3, 0.3, 0.3, 1, 1, 1)
- api.set_property_buffer(mesh_id, "verts", vert1 + vert2 + vert3 + vert4)
- api.set_property_buffer(mesh_id, "faces", face(0, 2, 1) + face(1, 2, 3))
- def draw_rounded_box():
- mesh_id = api.add_node("box", SceneNodeType.RENDER_MESH)
- api.add_property(mesh_id, "verts", PropertyType.BUFFER)
- api.add_property(mesh_id, "faces", PropertyType.BUFFER)
- link_node(mesh_id, "/window/rounded_box_layer/box")
- mesh_id = api.add_node("inner_box", SceneNodeType.RENDER_MESH)
- api.add_property(mesh_id, "verts", PropertyType.BUFFER)
- api.add_property(mesh_id, "faces", PropertyType.BUFFER)
- link_node(mesh_id, "/window/rounded_box_layer/box")
- resize_rounded_box()
- def resize_rounded_box():
- mesh_id = api.lookup_node_id("/window/rounded_box_layer/box/box")
- layer_w = get_property("/window/rounded_box_layer", "rect_w")
- layer_h = get_property("/window/rounded_box_layer", "rect_h")
- # Inner padding, so box inside will be (box_h - 2*padding) px high
- padding = 5
- bevel = 20
- # Lets add a poly - must be counterclockwise
- x, y = layer_w/4, layer_h/4
- w, h = layer_w/2, layer_h/2
- y0 = y + bevel
- h0 = h - 2*bevel
- verts = (
- vertex(x, y0, 1, 1, 1, 1, 0, 0) +
- vertex(x + w, y0, 1, 1, 1, 1, 1, 0) +
- vertex(x, y0 + h0, 1, 1, 1, 1, 0, 1) +
- vertex(x + w, y0 + h0, 1, 1, 1, 1, 1, 1)
- )
- faces = face(0, 2, 1) + face(1, 2, 3)
- x0 = x + bevel
- w0 = w - 2*bevel
- h0 = bevel
- verts += (
- vertex(x0, y, 1, 1, 1, 1, 0, 0) +
- vertex(x0 + w0, y, 1, 1, 1, 1, 1, 0) +
- vertex(x0, y + h0, 1, 1, 1, 1, 0, 1) +
- vertex(x0 + w0, y + h0, 1, 1, 1, 1, 1, 1)
- )
- o = 4
- faces += face(o + 0, o + 2, o + 1) + face(o + 1, o + 2, o + 3)
- y0 = y + h - bevel
- x0 = x + bevel
- w0 = w - 2*bevel
- h0 = bevel
- verts += (
- vertex(x0, y0, 1, 1, 1, 1, 0, 0) +
- vertex(x0 + w0, y0, 1, 1, 1, 1, 1, 0) +
- vertex(x0, y0 + h0, 1, 1, 1, 1, 0, 1) +
- vertex(x0 + w0, y0 + h0, 1, 1, 1, 1, 1, 1)
- )
- o = 8
- faces += face(o + 0, o + 2, o + 1) + face(o + 1, o + 2, o + 3)
- api.set_property_buffer(mesh_id, "verts", verts)
- api.set_property_buffer(mesh_id, "faces", faces)
- # Second mesh
- mesh_id = api.lookup_node_id("/window/rounded_box_layer/box/inner_box")
- x, y = x + padding, y + padding
- w -= 2*padding
- h -= 2*padding
- vert1 = vertex(x, y, 0, 0, 0, 1, 0, 0)
- vert2 = vertex(x + w, y, 0, 0, 0, 1, 1, 0)
- vert3 = vertex(x, y + h, 0, 0, 0, 1, 0, 1)
- vert4 = vertex(x + w, y + h, 0.3, 0.3, 0.3, 1, 1, 1)
- #api.set_property_buffer(mesh_id, "verts", vert1 + vert2 + vert3 + vert4)
- #api.set_property_buffer(mesh_id, "faces", face(0, 2, 1) + face(1, 2, 3))
- def draw():
- win_id = api.lookup_node_id("/window")
- # Add foo layer
- layer_id = api.add_node("foo", SceneNodeType.RENDER_LAYER)
- prop = Property(
- "is_visible", PropertyType.BOOL, PropertySubType.NULL,
- None,
- "is_visible", "Visibility of the layer",
- False, False, 1, None, None, []
- )
- api.add_property(layer_id, prop)
- api.set_property_bool(layer_id, "is_visible", 0, True)
- #prop = Property(
- # "redraw", PropertyType.BOOL, PropertySubType.NULL,
- # None,
- # "redraw", "Redraw this layer",
- # False, False, 1, None, None, []
- #)
- #api.add_property(layer_id, prop)
- #api.set_property_bool(layer_id, "redraw", 0, True)
- prop = Property(
- "rect", PropertyType.UINT32, PropertySubType.PIXEL,
- None,
- "mesh_rect", "The position and size within the layer",
- False, True, 4, None, None, []
- )
- api.add_property(layer_id, prop)
- # x
- api.set_property_u32(layer_id, "rect", 0, 0)
- # y
- api.set_property_u32(layer_id, "rect", 1, 0)
- # w
- #api.set_property_u32(layer_id, "rect", 2, int(3838/2))
- code = [["as_u32", ["/", ["load", "sw"], ["u32", 2]]]]
- api.set_property_expr(layer_id, "rect", 2, code)
- # h
- code = [["as_u32", ["/", ["load", "sh"], ["u32", 2]]]]
- api.set_property_expr(layer_id, "rect", 3, code)
- api.link_node(layer_id, win_id)
- # Add a mesh to our layer
- mesh_id = api.add_node("meshie", SceneNodeType.RENDER_MESH)
- prop = Property(
- "data", PropertyType.BUFFER, PropertySubType.NULL,
- None,
- "mesh_data", "The face and vertex data for the mesh",
- False, False, 2, None, None, []
- )
- api.add_property(mesh_id, prop)
- #x, y = 0.1, 0.1
- #w, h = 0.1, 0.1
- x, y, w, h = 0, 0, 1, 1
- #x, y, w, h = -1, 1, 2, -2
- vert1 = vertex(x, y, 1, 0, 0, 1, 0, 0)
- vert2 = vertex(x + w, y, 0, 1, 0, 1, 1, 0)
- vert3 = vertex(x, y + h, 0, 0, 1, 1, 0, 1)
- vert4 = vertex(x + w, y + h, 1, 1, 1, 1, 1, 1)
- verts = vert1 + vert2 + vert3 + vert4
- faces = face(0, 2, 1) + face(1, 2, 3)
- api.set_property_buf(mesh_id, "data", 0, verts)
- api.set_property_buf(mesh_id, "data", 1, faces)
- prop = Property(
- "rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
- None,
- "mesh_rect", "The position and size within the layer",
- False, True, 4, None, None, []
- )
- api.add_property(mesh_id, prop)
- # x
- api.set_property_f32(mesh_id, "rect", 0, 10)
- # y
- api.set_property_f32(mesh_id, "rect", 1, 10)
- # w
- #api.set_property_f32(mesh_id, "rect", 2, 20)
- code = [["-", ["load", "lw"], ["f32", 10]]]
- api.set_property_expr(mesh_id, "rect", 2, code)
- # h
- #api.set_property_str(mesh_id, "rect", 3, "lh - 10")
- code = [["-", ["load", "lh"], ["f32", 10]]]
- api.set_property_expr(mesh_id, "rect", 3, code)
- prop = Property(
- "z_index", PropertyType.UINT32, PropertySubType.NULL,
- None,
- "z-index", "Z-index: values greater than zero are deferred draws",
- False, False, 1, None, None, []
- )
- api.add_property(mesh_id, prop)
- api.link_node(mesh_id, layer_id)
- # Add a second mesh to our layer
- mesh_id = api.add_node("meshie2", SceneNodeType.RENDER_MESH)
- prop = Property(
- "data", PropertyType.BUFFER, PropertySubType.NULL,
- None,
- "mesh_data", "The face and vertex data for the mesh",
- False, False, 2, None, None, []
- )
- api.add_property(mesh_id, prop)
- x, y, w, h = 0, 0, 1, 1
- vert1 = vertex(x, y, 1, 0, 1, 1, 0, 0)
- vert2 = vertex(x + w, y, 0.5, 0, 1, 1, 1, 0)
- vert3 = vertex(x, y + h, 1, 0, 0.5, 1, 0, 1)
- vert4 = vertex(x + w, y + h, 0.5, 1, 0.5, 1, 1, 1)
- verts = vert1 + vert2 + vert3 + vert4
- faces = face(0, 2, 1) + face(1, 2, 3)
- api.set_property_buf(mesh_id, "data", 0, verts)
- api.set_property_buf(mesh_id, "data", 1, faces)
- prop = Property(
- "rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
- None,
- "mesh_rect", "The position and size within the layer",
- False, True, 4, None, None, []
- )
- api.add_property(mesh_id, prop)
- api.set_property_f32(mesh_id, "rect", 0, 10)
- api.set_property_f32(mesh_id, "rect", 1, 10)
- api.set_property_f32(mesh_id, "rect", 2, 60)
- api.set_property_f32(mesh_id, "rect", 3, 60)
- prop = Property(
- "z_index", PropertyType.UINT32, PropertySubType.NULL,
- None,
- "z-index", "Z-index: values greater than zero are deferred draws",
- False, False, 1, None, None, []
- )
- api.add_property(mesh_id, prop)
- api.link_node(mesh_id, layer_id)
- def main():
- draw()
- # DEBUG
- print_tree()
- #def main():
- # if True:
- # node_id = api.add_node("foo", SceneNodeType.WINDOW)
- # prop = Property(
- # "myprop", PropertyType.FLOAT32, PropertySubType.NULL,
- # None,
- # "myprop", "",
- # False, 2, None, None, []
- # )
- # api.add_property(1, prop)
- # api.link_node(node_id, 0)
- # api.set_property_f32(1, "myprop", 0, 4.0)
- # api.set_property_f32(1, "myprop", 1, 110.0)
- # print("val =", api.get_property_value(1, "myprop"))
- # for prop in api.get_properties(1):
- # print("Property:")
- # print(f" name = {prop.name}")
- # print(f" type = {prop.type}")
- # print(f" subtype = {prop.subtype}")
- # print(f" defaults = {prop.defaults}")
- # print(f" ui_name = {prop.ui_name}")
- # print(f" desc = {prop.desc}")
- # print(f" is_null_allowed = {prop.is_null_allowed}")
- # print(f" array_len = {prop.array_len}")
- # print(f" min_val = {prop.min_val}")
- # print(f" max_val = {prop.max_val}")
- # print(f" enum_items = {prop.enum_items}")
- # print()
- # print_tree()
- # #garbage_collect()
- #
- # #app = App()
- # #draw_box()
- # #draw_rounded_box()
- # #draw_cursor()
- # #reposition_cursor()
- # ##print_tree()
- # #app.run()
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