cmd test
parent
b42baa211a
commit
497db99aa3
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[[], {}, 10, 10]
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import tkinter as tk
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import string
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import random
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import threading
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import time
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import wave
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import os
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import math
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import heapq
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class stdrend:
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def __init__(self, size, cam):
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self._size = size
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self._grid = {}
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self._win = tk.Tk()
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tkeys = list(string.ascii_letters)
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self._keys = {}
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for i in tkeys:
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self._keys[i] = False
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self._win.bind("<KeyPress>", self.keypupd)
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self._win.bind("<KeyRelease>", self.keydupd)
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for y in range(size[1]):
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for x in range(size[0]):
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temp = tk.Label(text=" ")
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temp.grid(row=y, column=x)
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self._win.update()
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self._grid[f"{x}:{y}"] = temp
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def keypupd(self, event):
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event = event.char
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if event in self._keys:
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self._keys[event] = True
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def keydupd(self, event):
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event = event.char
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if event in self._keys:
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self._keys[event] = False
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def getkeys(self):
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return self._keys
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def coltohex(self, target):
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colors = []
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target = [target.r, target.g, target.b]
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for i in target:
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colors.append(("0"*(2-len(hex(i)[2:])))+hex(i)[2:])
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out = ""
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for i in colors:
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out = out + i
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return "#"+out
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def update(self):
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self._win.update()
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def pix(self, x, y, text, bcolor, fcolor):
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if f"{x}:{y}" in self._grid:
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self._grid[f"{x}:{y}"].config(text=text, bg=self.coltohex(bcolor), fg=self.coltohex(fcolor))
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class color3:
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def __init__(self, r=0, g=0, b=0):
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self.r = r
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self.g = g
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self.b = b
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self._type = "color3"
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def __add__(self, v):
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temp = color3(self.r+v.r, self.g+v.g, self.b+v.b)
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temp.r = temp.r%255
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temp.g = temp.g%255
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temp.b = temp.b%255
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return temp
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def __sub__(self, v):
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temp = color3(self.r-v.r, self.g-v.g, self.b-v.b)
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temp.r = temp.r%255
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temp.g = temp.g%255
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temp.b = temp.b%255
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return temp
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def __mul__(self, v):
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temp = color3(self.r*v.r, self.g*v.g, self.b*v.b)
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temp.r = temp.r%255
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temp.g = temp.g%255
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temp.b = temp.b%255
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return temp
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def __iadd__(self, v):
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temp = color3(self.r+v.r, self.g+v.g, self.b+v.b)
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temp.r = temp.r%255
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temp.g = temp.g%255
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temp.b = temp.b%255
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return temp
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def __isub__(self, v):
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temp = color3(self.r-v.r, self.g-v.g, self.b-v.b)
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temp.r = temp.r%255
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temp.g = temp.g%255
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temp.b = temp.b%255
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return temp
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def __imul__(self, v):
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temp = color3(self.r*v.r, self.g*v.g, self.b*v.b)
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temp.r = temp.r%255
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temp.g = temp.g%255
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temp.b = temp.b%255
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return temp
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class vector2:
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def __init__(self, x=0, y=0):
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self.x = x
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self.y = y
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self._type = "vector2"
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def _magnitude(self):
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return abs(self.x+self.y)
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def __add__(self, v):
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return vector2(self.x+v.x, self.y+v.y)
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def __sub__(self, v):
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return vector2(self.x-v.x, self.y-v.y)
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def __mul__(self, v):
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return vector2(self.x*v.x, self.y*v.y)
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def __iadd__(self, v):
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return vector2(self.x+v.x, self.y+v.y)
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def __isub__(self, v):
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return vector2(self.x-v.x, self.y-v.y)
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def __imul__(self, v):
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return vector2(self.x*v.x, self.y*v.y)
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class NULL:
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def __init__(self):
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return None
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class enum:
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def __init__(self, sel):
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self._sel = dict(sel)
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for i in self._sel:
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setattr(self, i, self._sel[i])
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def getposssel(self):
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return list(self._sel.keys())
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def loadsound(path):
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with wave.open(path) as fd:
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frames = fd.readframes(1000000000)
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return frames
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cammode = enum({"editable": 0, "follow": 1, "freecam": 2})
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class event:
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def __init__(self):
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self._attached = []
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def execute(self):
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threads = []
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for i in self._attached:
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temp = threading.Thread(target=i)
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temp.start()
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threads.append(temp)
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return threads
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def attach(self, target):
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self._attached.append(target)
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class obj:
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def __init__(self):
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self.position = vector2()
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self.char = " "
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self.ID = 0
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self.gravity = 0
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self.acceleration = vector2()
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self.velocity = vector2()
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self.friction = 0
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self.collide = True
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self.anchored = False
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self.bcolor = color3(255, 255, 255)
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self.fcolor = color3()
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self._touching = event()
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class model:
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def __init__(self, objects):
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self._objects = objects
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self.ID = 0
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class camera(obj):
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def __init__(self):
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super().__init__()
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self.mode = cammode.editable
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self.subject = None
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self.collide = False
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self.touch = False
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self.char = " "
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def update(self, game):
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"""
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if char == "w": preview.camera.position += hashengine.vector2(y=1)
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if char == "a": preview.camera.position += hashengine.vector2(x=1)
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if char == "s": preview.camera.position -= hashengine.vector2(y=1)
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if char == "d": preview.camera.position -= hashengine.vector2(x=1)
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"""
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if self.mode == cammode.follow and self.subject:
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self.position = self.subject.position
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if self.mode == cammode.freecam:
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if game.isdown("w"): self.position += vector2(y=1)
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if game.isdown("s"): self.position -= vector2(y=1)
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if game.isdown("a"): self.position += vector2(x=1)
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if game.isdown("d"): self.position -= vector2(x=1)
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class seqobj:
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def __init__(self, objects):
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self._objects = objects
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def moveby(self, pos):
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for i in self._objects:
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i.position += pos
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class game:
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def __init__(self, size=[10, 10], renderer=stdrend, sounddir=""):
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if renderer == None: raise TypeError("Renderer class needed!")
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self.sounds = {}
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self.currentsounds = []
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for i in os.listdir(sounddir):
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if not "." in i: continue
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if i.split(".")[1] != "wav": continue
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self.sounds[i.split(".")[0]] = loadsound(sounddir+"/"+i)
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self._size = size
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self._objects = {}
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self._SIDS = {}
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self._SEQSIDS = {}
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self.camera = camera()
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self._renderer = renderer(size, self.camera)
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self._threads = []
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def getobjbySID(self, target):
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return self._objects[self._SIDS[target]]
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def getobjseqbySID(self, target):
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out = []
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for i in self._SEQSIDS[target]:
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out.append(self._objects[i])
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return seqobj(out)
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def isdown(self, key):
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temp = self._renderer.getkeys()
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if key in temp:
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return temp[key]
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def collidingpos(self, pos, ignore):
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out = []
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for i in self._objects:
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i = self._objects[i]
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if i.ID in ignore: continue
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if math.dist([i.position.x, i.position.y], [pos.x, pos.y]) < 1 and i.collide == True:
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out.append(i)
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return out
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def colliding(self, target):
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out = []
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if target.collide == False: return []
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out = self.collidingpos(target.position, [target.ID,])
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return out
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def handlecollision(self, target: obj, target2: obj):
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if target2.anchored == True:
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target.velocity = vector2()
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else:
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xtrue = False
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ytrue = False
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if target.velocity.x > 0:
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xtrue = True
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if target.velocity.y > 0:
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ytrue = True
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half = vector2(abs(target.velocity.x)/2, abs(target.velocity.y)/2)
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if not xtrue:
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half = vector2(-abs(half.x), half.y)
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if not ytrue:
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half = vector2(half.x, -abs(half.y))
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target.velocity = vector2(half.x, half.y)
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target2.velocity = half
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self._threads.extend(target._touching.execute())
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self._threads.extend(target2._touching.execute())
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def calcphysobj(self, target: obj):
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opos = vector2(target.position.x, target.position.y)
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collide = False
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if target.anchored == True: return [opos, collide]
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if target.collide == True:
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colliding = self.collidingpos(target.position+target.velocity, [target.ID,])
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for i in colliding:
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target._touching.execute()
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i._touching.execute()
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self.handlecollision(target, i)
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collide = True
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target.position += target.velocity
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target.velocity += vector2(0, target.gravity)
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target.velocity += target.acceleration
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temp = 2
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if target.friction != 0:
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temp = 2 / target.friction
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else:
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temp = 1
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x = target.velocity.x
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y = target.velocity.y
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if x != 0:
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x = x/temp
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if y != 0:
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y = y/temp
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target.velocity = vector2(x, y)
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return [opos, collide]
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def calcphysmodel(self, target: model):
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for i in target._objects:
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self.calcphysobj(i)
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def addobj(self, obj):
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id = ""
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for i in range(256):
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id = id + random.choice(list(string.ascii_letters))
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obj.ID = id
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self._objects[id] = obj
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def removeobj(self, obj):
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self._objects.pop(obj.ID)
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obj.ID = NULL()
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def removeobjbyid(self, id):
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self._objects.pop(id).ID = NULL()
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def between(self, min, max, target):
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if min < target < max: return True
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return False
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def getobjbyid(self, id):
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return self._objects[id]
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def render(self):
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tochange = []
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for x in range(self._size[0]):
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for y in range(self._size[1]):
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tochange.append((x, y))
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#self._renderer.pix(x, y, " ", color3(255, 255, 255), color3(255, 255, 255))
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self.camera.update(self)
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for i in list(self._objects.values()):
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if isinstance(i, obj):
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pos = i.position + self.camera.position
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if not self.between(-1, self._size[0], pos.x) or not self.between(-1, self._size[1], pos.y): continue#
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pos = vector2(round(pos.x), round(pos.y))
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self._renderer.pix(pos.x, pos.y, i.char, i.bcolor, i.fcolor)
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if (pos.x, pos.y) in tochange: tochange.remove((pos.x, pos.y))
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if isinstance(i, model):
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for tobj in i._objects:
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pos = tobj.position + self.camera.position
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if not self.between(-1, self._size[0], pos.x) or not self.between(-1, self._size[1], pos.y): continue#
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pos = vector2(round(pos.x), round(pos.y))
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self._renderer.pix(pos.x, pos.y, tobj.char, tobj.bcolor, tobj.fcolor)
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if (pos.x, pos.y) in tochange: tochange.remove((pos.x, pos.y))
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for i in tochange:
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self._renderer.pix(i[0], i[1], " ", color3(255, 255, 255), color3(255, 255, 255))
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self._renderer.update()
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def startscript(self, target):
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temp = threading.Thread(target=target)
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temp.start()
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self._threads.append(temp)
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def stopscripts(self):
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for i in self._threads:
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i.join(.0)
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def stopsounds(self):
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for i in self.currentsounds:
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i.stop()
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class pathfinding:
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def __init__(self, grid_size, objects, game):
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self.grid_size = grid_size
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self.objects = objects
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self._calculate_bounds()
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self.grid = [[1 for _ in range(self.grid_width)] for _ in range(self.grid_height)]
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self.game = game
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self._init_grid()
|
||||||
|
|
||||||
|
def _init_grid(self):
|
||||||
|
for obj in self.objects:
|
||||||
|
if obj.collide:
|
||||||
|
x, y = int(obj.position.x) + self.offset_x, int(obj.position.y) + self.offset_y
|
||||||
|
if 0 <= x < self.grid_width and 0 <= y < self.grid_height:
|
||||||
|
self.grid[y][x] = 0
|
||||||
|
|
||||||
|
def _calculate_bounds(self):
|
||||||
|
min_x, max_x = 0, self.grid_size[0]
|
||||||
|
min_y, max_y = 0, self.grid_size[1]
|
||||||
|
for obj in self.objects:
|
||||||
|
if obj.collide:
|
||||||
|
min_x = min(min_x, int(obj.position.x))
|
||||||
|
max_x = max(max_x, int(obj.position.x))
|
||||||
|
min_y = min(min_y, int(obj.position.y))
|
||||||
|
max_y = max(max_y, int(obj.position.y))
|
||||||
|
self.grid_width = max_x - min_x + 1
|
||||||
|
self.grid_height = max_y - min_y + 1
|
||||||
|
self.offset_x = -min_x
|
||||||
|
self.offset_y = -min_y
|
||||||
|
|
||||||
|
def _heuristic(self, a, b):
|
||||||
|
return abs(a[0] - b[0]) + abs(a[1] - b[1])
|
||||||
|
|
||||||
|
def find_path(self, start, end):
|
||||||
|
self.objects = list(self.game._objects.values())
|
||||||
|
self._calculate_bounds()
|
||||||
|
self._init_grid()
|
||||||
|
start = (int(start.x) + self.offset_x, int(start.y) + self.offset_y)
|
||||||
|
end = (int(end.x) + self.offset_x, int(end.y) + self.offset_y)
|
||||||
|
open_set = []
|
||||||
|
heapq.heappush(open_set, (0, start))
|
||||||
|
came_from = {}
|
||||||
|
g_score = {start: 0}
|
||||||
|
f_score = {start: self._heuristic(start, end)}
|
||||||
|
while open_set:
|
||||||
|
_, current = heapq.heappop(open_set)
|
||||||
|
if math.dist(end, current) <= 1:
|
||||||
|
path = []
|
||||||
|
while current in came_from:
|
||||||
|
path.append(current)
|
||||||
|
current = came_from[current]
|
||||||
|
path.append(start)
|
||||||
|
path.reverse()
|
||||||
|
return [vector2(x - self.offset_x, y - self.offset_y) for x, y in path]
|
||||||
|
|
||||||
|
neighbors = [
|
||||||
|
(current[0] + dx, current[1] + dy)
|
||||||
|
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]
|
||||||
|
if 0 <= current[0] + dx < self.grid_width and 0 <= current[1] + dy < self.grid_height
|
||||||
|
]
|
||||||
|
|
||||||
|
for neighbor in neighbors:
|
||||||
|
if self.grid[neighbor[1]][neighbor[0]] == 0:
|
||||||
|
continue
|
||||||
|
tentative_g_score = g_score[current] + 1
|
||||||
|
|
||||||
|
if neighbor not in g_score or tentative_g_score < g_score[neighbor]:
|
||||||
|
came_from[neighbor] = current
|
||||||
|
g_score[neighbor] = tentative_g_score
|
||||||
|
f_score[neighbor] = tentative_g_score + self._heuristic(neighbor, end)
|
||||||
|
heapq.heappush(open_set, (f_score[neighbor], neighbor))
|
||||||
|
|
||||||
|
return []
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
testgame = game(sounddir="testsound")
|
||||||
|
object = obj()
|
||||||
|
object.char = "#"
|
||||||
|
object.anchored = False
|
||||||
|
object.position = vector2(5, 5)
|
||||||
|
object.gravity = 1
|
||||||
|
floor = obj()
|
||||||
|
floor.char = "#"
|
||||||
|
floor.anchored = True
|
||||||
|
floor.position = vector2(5, 9)
|
||||||
|
floor.gravity = 0
|
||||||
|
floor.bcolor = color3(255, 255, 255)
|
||||||
|
testgame.addobj(object)
|
||||||
|
testgame.addobj(floor)
|
||||||
|
testgame.render()
|
||||||
|
print(object.ID)
|
||||||
|
while True:
|
||||||
|
testgame.calcphysobj(object)
|
||||||
|
testgame.calcphysobj(floor)
|
||||||
|
testgame.render()
|
||||||
|
time.sleep(0)
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,8 @@
|
||||||
|
|
||||||
|
import player
|
||||||
|
import ast
|
||||||
|
file = open("game.HEGF", 'r')
|
||||||
|
file = file.read()
|
||||||
|
file = ast.literal_eval(file)
|
||||||
|
temp = fAPIPLUG=player.loadplugins(False)
|
||||||
|
player.execgame(file, fAPIPLUG=temp[0], fRUNPLUG=temp[1])
|
|
@ -0,0 +1,230 @@
|
||||||
|
'''Thread-safe version of tkinter.
|
||||||
|
|
||||||
|
Copyright (c) 2014, Andrew Barnert
|
||||||
|
|
||||||
|
Based on mtTkinter (for Python 2.x), copyright (c) 2009, Allen B. Taylor
|
||||||
|
|
||||||
|
This module is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU Lesser Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
This program 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 Lesser Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Lesser Public License
|
||||||
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
|
||||||
|
import mttkinter as tkinter
|
||||||
|
# Use "t." as usual.
|
||||||
|
|
||||||
|
or
|
||||||
|
|
||||||
|
from mtt import *
|
||||||
|
# Use tkinter module definitions as usual.
|
||||||
|
|
||||||
|
This module modifies the original tkinter module in memory, making all
|
||||||
|
functionality thread-safe. It does this by wrapping the Tk class' tk
|
||||||
|
instance with an object that diverts calls through an event queue when
|
||||||
|
the call is issued from a thread other than the thread in which the Tk
|
||||||
|
instance was created. The events are processed in the creation thread
|
||||||
|
via an 'after' event.
|
||||||
|
|
||||||
|
The modified Tk class accepts two additional keyword parameters on its
|
||||||
|
__init__ method:
|
||||||
|
mtDebug:
|
||||||
|
0 = No debug output (default)
|
||||||
|
1 = Minimal debug output
|
||||||
|
...
|
||||||
|
9 = Full debug output
|
||||||
|
mtCheckPeriod:
|
||||||
|
Amount of time in milliseconds (default 100) between checks for
|
||||||
|
out-of-thread events when things are otherwise idle. Decreasing
|
||||||
|
this value can improve GUI responsiveness, but at the expense of
|
||||||
|
consuming more CPU cycles.
|
||||||
|
|
||||||
|
Note that, because it modifies the original tkinter module (in memory),
|
||||||
|
other modules that use tkinter (e.g., Pmw) reap the benefits automagically
|
||||||
|
as long as mttkinter is imported at some point before extra threads are
|
||||||
|
created.
|
||||||
|
|
||||||
|
Author: Allen B. Taylor, a.b.taylor@gmail.com
|
||||||
|
'''
|
||||||
|
import sys
|
||||||
|
import threading
|
||||||
|
if sys.version_info[0] == 2:
|
||||||
|
# Python 2
|
||||||
|
from Tkinter import *
|
||||||
|
import Queue as queue
|
||||||
|
else:
|
||||||
|
# Python 3
|
||||||
|
from tkinter import *
|
||||||
|
import queue
|
||||||
|
|
||||||
|
|
||||||
|
class _Tk(object):
|
||||||
|
"""Wrapper for underlying attribute tk of class Tk"""
|
||||||
|
|
||||||
|
def __init__(self, tk, mt_debug=0, mt_check_period=10):
|
||||||
|
"""
|
||||||
|
:param tk: Tkinter.Tk.tk Tk interpreter object
|
||||||
|
:param mt_debug: Determines amount of debug output.
|
||||||
|
0 = No debug output (default)
|
||||||
|
1 = Minimal debug output
|
||||||
|
...
|
||||||
|
9 = Full debug output
|
||||||
|
:param mt_check_period: Amount of time in milliseconds (default
|
||||||
|
10) between checks for out-of-thread events when things are
|
||||||
|
otherwise idle. Decreasing this value can improve GUI
|
||||||
|
responsiveness, but at the expense of consuming more CPU
|
||||||
|
cycles.
|
||||||
|
|
||||||
|
# TODO: Replace custom logging functionality with standard
|
||||||
|
# TODO: logging.Logger for easier access and standardization
|
||||||
|
"""
|
||||||
|
self._tk = tk
|
||||||
|
|
||||||
|
# Create the incoming event queue
|
||||||
|
self._event_queue = queue.Queue(1)
|
||||||
|
|
||||||
|
# Identify the thread from which this object is being created
|
||||||
|
# so we can tell later whether an event is coming from another
|
||||||
|
# thread.
|
||||||
|
self._creation_thread = threading.current_thread()
|
||||||
|
|
||||||
|
# Create attributes for kwargs
|
||||||
|
self._debug = mt_debug
|
||||||
|
self._check_period = mt_check_period
|
||||||
|
# Destroying flag to be set by the .destroy() hook
|
||||||
|
self._destroying = False
|
||||||
|
|
||||||
|
def __getattr__(self, name):
|
||||||
|
"""
|
||||||
|
Diverts attribute accesses to a wrapper around the underlying tk
|
||||||
|
object.
|
||||||
|
"""
|
||||||
|
return _TkAttr(self, getattr(self._tk, name))
|
||||||
|
|
||||||
|
|
||||||
|
class _TkAttr(object):
|
||||||
|
"""Thread-safe callable attribute wrapper"""
|
||||||
|
|
||||||
|
def __init__(self, tk, attr):
|
||||||
|
self._tk = tk
|
||||||
|
self._attr = attr
|
||||||
|
|
||||||
|
def __call__(self, *args, **kwargs):
|
||||||
|
"""
|
||||||
|
Thread-safe method invocation. Diverts out-of-thread calls
|
||||||
|
through the event queue. Forwards all other method calls to the
|
||||||
|
underlying tk object directly.
|
||||||
|
"""
|
||||||
|
|
||||||
|
# Check if we're in the creation thread
|
||||||
|
if threading.current_thread() == self._tk._creation_thread:
|
||||||
|
# We're in the creation thread; just call the event directly
|
||||||
|
if self._tk._debug >= 8 or \
|
||||||
|
self._tk._debug >= 3 and self._attr.__name__ == 'call' and \
|
||||||
|
len(args) >= 1 and args[0] == 'after':
|
||||||
|
print('Calling event directly:', self._attr.__name__, args, kwargs)
|
||||||
|
return self._attr(*args, **kwargs)
|
||||||
|
else:
|
||||||
|
if not self._tk._destroying:
|
||||||
|
# We're in a different thread than the creation thread;
|
||||||
|
# enqueue the event, and then wait for the response.
|
||||||
|
response_queue = queue.Queue(1)
|
||||||
|
if self._tk._debug >= 1:
|
||||||
|
print('Marshalling event:', self._attr.__name__, args, kwargs)
|
||||||
|
self._tk._event_queue.put((self._attr, args, kwargs, response_queue), True, 1)
|
||||||
|
is_exception, response = response_queue.get(True, None)
|
||||||
|
|
||||||
|
# Handle the response, whether it's a normal return value or
|
||||||
|
# an exception.
|
||||||
|
if is_exception:
|
||||||
|
ex_type, ex_value, ex_tb = response
|
||||||
|
raise ex_type(ex_value, ex_tb)
|
||||||
|
return response
|
||||||
|
|
||||||
|
|
||||||
|
def _Tk__init__(self, *args, **kwargs):
|
||||||
|
"""
|
||||||
|
Hook for Tkinter.Tk.__init__ method
|
||||||
|
:param self: Tk instance
|
||||||
|
:param args, kwargs: Arguments for Tk initializer
|
||||||
|
"""
|
||||||
|
# We support some new keyword arguments that the original __init__ method
|
||||||
|
# doesn't expect, so separate those out before doing anything else.
|
||||||
|
new_kwnames = ('mt_check_period', 'mt_debug')
|
||||||
|
new_kwargs = {
|
||||||
|
kw_name: kwargs.pop(kw_name) for kw_name in new_kwnames
|
||||||
|
if kwargs.get(kw_name, None) is not None
|
||||||
|
}
|
||||||
|
|
||||||
|
# Call the original __init__ method, creating the internal tk member.
|
||||||
|
self.__original__init__mtTkinter(*args, **kwargs)
|
||||||
|
|
||||||
|
# Replace the internal tk member with a wrapper that handles calls from
|
||||||
|
# other threads.
|
||||||
|
self.tk = _Tk(self.tk, **new_kwargs)
|
||||||
|
|
||||||
|
# Set up the first event to check for out-of-thread events.
|
||||||
|
self.after_idle(_check_events, self)
|
||||||
|
|
||||||
|
|
||||||
|
# Define a hook for class Tk's destroy method.
|
||||||
|
def _Tk_destroy(self):
|
||||||
|
self.tk._destroying = True
|
||||||
|
self.__original__destroy()
|
||||||
|
|
||||||
|
|
||||||
|
def _check_events(tk):
|
||||||
|
"""Checks events in the queue on a given Tk instance"""
|
||||||
|
|
||||||
|
used = False
|
||||||
|
try:
|
||||||
|
# Process all enqueued events, then exit.
|
||||||
|
while True:
|
||||||
|
try:
|
||||||
|
# Get an event request from the queue.
|
||||||
|
method, args, kwargs, response_queue = tk.tk._event_queue.get_nowait()
|
||||||
|
except queue.Empty:
|
||||||
|
# No more events to process.
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
# Call the event with the given arguments, and then return
|
||||||
|
# the result back to the caller via the response queue.
|
||||||
|
used = True
|
||||||
|
if tk.tk._debug >= 2:
|
||||||
|
print('Calling event from main thread:', method.__name__, args, kwargs)
|
||||||
|
try:
|
||||||
|
response_queue.put((False, method(*args, **kwargs)))
|
||||||
|
except SystemExit:
|
||||||
|
raise # Raises original SystemExit
|
||||||
|
except Exception:
|
||||||
|
# Calling the event caused an exception; return the
|
||||||
|
# exception back to the caller so that it can be raised
|
||||||
|
# in the caller's thread.
|
||||||
|
from sys import exc_info # Python 2 requirement
|
||||||
|
ex_type, ex_value, ex_tb = exc_info()
|
||||||
|
response_queue.put((True, (ex_type, ex_value, ex_tb)))
|
||||||
|
finally:
|
||||||
|
# Schedule to check again. If we just processed an event, check
|
||||||
|
# immediately; if we didn't, check later.
|
||||||
|
if used:
|
||||||
|
tk.after_idle(_check_events, tk)
|
||||||
|
else:
|
||||||
|
tk.after(tk.tk._check_period, _check_events, tk)
|
||||||
|
|
||||||
|
|
||||||
|
"""Perform in-memory modification of Tkinter module"""
|
||||||
|
# Replace Tk's original __init__ with the hook.
|
||||||
|
Tk.__original__init__mtTkinter = Tk.__init__
|
||||||
|
Tk.__init__ = _Tk__init__
|
||||||
|
|
||||||
|
# Replace Tk's original destroy with the hook.
|
||||||
|
Tk.__original__destroy = Tk.destroy
|
||||||
|
Tk.destroy = _Tk_destroy
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1 @@
|
||||||
|
{"easygui", "simpleaudio", "pillow"}
|
Loading…
Reference in New Issue