Source code for bauiv1lib.ingamemenu

# Released under the MIT License. See LICENSE for details.
#
"""Implements the in-gmae menu window."""

from __future__ import annotations

from typing import TYPE_CHECKING, override
import logging

import bauiv1 as bui
import bascenev1 as bs

if TYPE_CHECKING:
    from typing import Any, Callable


[docs] class InGameMenuWindow(bui.MainWindow): """The menu that can be invoked while in a game.""" def __init__( self, transition: str | None = 'in_right', origin_widget: bui.Widget | None = None, ): # Make a vanilla container; we'll modify it to our needs in # refresh. super().__init__( root_widget=bui.containerwidget( toolbar_visibility=('menu_in_game') ), transition=transition, origin_widget=origin_widget, ) # Grab this stuff in case it changes. self._is_demo = bui.app.env.demo self._is_arcade = bui.app.env.arcade self._p_index = 0 self._use_autoselect = True self._button_width = 200.0 self._button_height = 45.0 self._width = 100.0 self._height = 100.0 self._refresh()
[docs] @override def get_main_window_state(self) -> bui.MainWindowState: # Support recreating our window for back/refresh purposes. return self.do_get_main_window_state()
[docs] @classmethod def do_get_main_window_state(cls) -> bui.MainWindowState: """Classmethod to gen a windowstate for the main menu.""" return bui.BasicMainWindowState( create_call=lambda transition, origin_widget: cls( transition=transition, origin_widget=origin_widget ) )
def _refresh(self) -> None: # Clear everything that was there. children = self._root_widget.get_children() for child in children: child.delete() self._r = 'mainMenu' self._input_device = input_device = bs.get_ui_input_device() # Are we connected to a local player? self._input_player = input_device.player if input_device else None # Are we connected to a remote player?. self._connected_to_remote_player = ( input_device.is_attached_to_player() if (input_device and self._input_player is None) else False ) positions: list[tuple[float, float, float]] = [] self._p_index = 0 self._refresh_in_game(positions) h, v, scale = positions[self._p_index] self._p_index += 1 # If we're in a replay, we have a 'Leave Replay' button. if bs.is_in_replay(): bui.buttonwidget( parent=self._root_widget, position=(h - self._button_width * 0.5 * scale, v), scale=scale, size=(self._button_width, self._button_height), autoselect=self._use_autoselect, label=bui.Lstr(resource='replayEndText'), on_activate_call=self._confirm_end_replay, ) elif bs.get_foreground_host_session() is not None: bui.buttonwidget( parent=self._root_widget, position=(h - self._button_width * 0.5 * scale, v), scale=scale, size=(self._button_width, self._button_height), autoselect=self._use_autoselect, label=bui.Lstr( resource=self._r + ( '.endTestText' if self._is_benchmark() else '.endGameText' ) ), on_activate_call=( self._confirm_end_test if self._is_benchmark() else self._confirm_end_game ), ) else: # Assume we're in a client-session. bui.buttonwidget( parent=self._root_widget, position=(h - self._button_width * 0.5 * scale, v), scale=scale, size=(self._button_width, self._button_height), autoselect=self._use_autoselect, label=bui.Lstr(resource=f'{self._r}.leavePartyText'), on_activate_call=self._confirm_leave_party, ) # Add speed-up/slow-down buttons for replays. Ideally this # should be part of a fading-out playback bar like most media # players but this works for now. if bs.is_in_replay(): b_size = 50.0 b_buffer_1 = 50.0 b_buffer_2 = 10.0 t_scale = 0.75 assert bui.app.classic is not None uiscale = bui.app.ui_v1.uiscale if uiscale is bui.UIScale.SMALL: b_size *= 0.6 b_buffer_1 *= 0.8 b_buffer_2 *= 1.0 v_offs = -40 t_scale = 0.5 elif uiscale is bui.UIScale.MEDIUM: v_offs = -70 else: v_offs = -100 self._replay_speed_text = bui.textwidget( parent=self._root_widget, text=bui.Lstr( resource='watchWindow.playbackSpeedText', subs=[('${SPEED}', str(1.23))], ), position=(h, v + v_offs + 15 * t_scale), h_align='center', v_align='center', size=(0, 0), scale=t_scale, ) # Update to current value. self._change_replay_speed(0) # Keep updating in a timer in case it gets changed elsewhere. self._change_replay_speed_timer = bui.AppTimer( 0.25, bui.WeakCall(self._change_replay_speed, 0), repeat=True ) btn = bui.buttonwidget( parent=self._root_widget, position=( h - b_size - b_buffer_1, v - b_size - b_buffer_2 + v_offs, ), button_type='square', size=(b_size, b_size), label='', autoselect=True, on_activate_call=bui.Call(self._change_replay_speed, -1), ) bui.textwidget( parent=self._root_widget, draw_controller=btn, text='-', position=( h - b_size * 0.5 - b_buffer_1, v - b_size * 0.5 - b_buffer_2 + 5 * t_scale + v_offs, ), h_align='center', v_align='center', size=(0, 0), scale=3.0 * t_scale, ) btn = bui.buttonwidget( parent=self._root_widget, position=(h + b_buffer_1, v - b_size - b_buffer_2 + v_offs), button_type='square', size=(b_size, b_size), label='', autoselect=True, on_activate_call=bui.Call(self._change_replay_speed, 1), ) bui.textwidget( parent=self._root_widget, draw_controller=btn, text='+', position=( h + b_size * 0.5 + b_buffer_1, v - b_size * 0.5 - b_buffer_2 + 5 * t_scale + v_offs, ), h_align='center', v_align='center', size=(0, 0), scale=3.0 * t_scale, ) self._pause_resume_button = btn = bui.buttonwidget( parent=self._root_widget, position=(h - b_size * 0.5, v - b_size - b_buffer_2 + v_offs), button_type='square', size=(b_size, b_size), label=bui.charstr( bui.SpecialChar.PLAY_BUTTON if bs.is_replay_paused() else bui.SpecialChar.PAUSE_BUTTON ), autoselect=True, on_activate_call=bui.Call(self._pause_or_resume_replay), ) btn = bui.buttonwidget( parent=self._root_widget, position=( h - b_size * 1.5 - b_buffer_1 * 2, v - b_size - b_buffer_2 + v_offs, ), button_type='square', size=(b_size, b_size), label='', autoselect=True, on_activate_call=bui.WeakCall(self._rewind_replay), ) bui.textwidget( parent=self._root_widget, draw_controller=btn, # text='<<', text=bui.charstr(bui.SpecialChar.REWIND_BUTTON), position=( h - b_size - b_buffer_1 * 2, v - b_size * 0.5 - b_buffer_2 + 5 * t_scale + v_offs, ), h_align='center', v_align='center', size=(0, 0), scale=2.0 * t_scale, ) btn = bui.buttonwidget( parent=self._root_widget, position=( h + b_size * 0.5 + b_buffer_1 * 2, v - b_size - b_buffer_2 + v_offs, ), button_type='square', size=(b_size, b_size), label='', autoselect=True, on_activate_call=bui.WeakCall(self._forward_replay), ) bui.textwidget( parent=self._root_widget, draw_controller=btn, # text='>>', text=bui.charstr(bui.SpecialChar.FAST_FORWARD_BUTTON), position=( h + b_size + b_buffer_1 * 2, v - b_size * 0.5 - b_buffer_2 + 5 * t_scale + v_offs, ), h_align='center', v_align='center', size=(0, 0), scale=2.0 * t_scale, ) def _rewind_replay(self) -> None: bs.seek_replay(-2 * pow(2, bs.get_replay_speed_exponent())) def _forward_replay(self) -> None: bs.seek_replay(2 * pow(2, bs.get_replay_speed_exponent())) def _refresh_in_game( self, positions: list[tuple[float, float, float]] ) -> tuple[float, float, float]: # pylint: disable=too-many-branches # pylint: disable=too-many-locals # pylint: disable=too-many-statements assert bui.app.classic is not None custom_menu_entries: list[dict[str, Any]] = [] session = bs.get_foreground_host_session() if session is not None: try: custom_menu_entries = session.get_custom_menu_entries() for cme in custom_menu_entries: cme_any: Any = cme # Type check may not hold true. if ( not isinstance(cme_any, dict) or 'label' not in cme or not isinstance(cme['label'], (str, bui.Lstr)) or 'call' not in cme or not callable(cme['call']) ): raise ValueError( 'invalid custom menu entry: ' + str(cme) ) except Exception: custom_menu_entries = [] logging.exception( 'Error getting custom menu entries for %s.', session ) self._width = 250.0 self._height = 250.0 if self._input_player else 180.0 if (self._is_demo or self._is_arcade) and self._input_player: self._height -= 40 # if not self._have_settings_button: self._height -= 50 if self._connected_to_remote_player: # In this case we have a leave *and* a disconnect button. self._height += 50 self._height += 50 * (len(custom_menu_entries)) uiscale = bui.app.ui_v1.uiscale bui.containerwidget( edit=self._root_widget, size=(self._width, self._height), scale=( 2.15 if uiscale is bui.UIScale.SMALL else 1.6 if uiscale is bui.UIScale.MEDIUM else 1.0 ), ) h = 125.0 v = self._height - 80.0 if self._input_player else self._height - 60 h_offset = 0 d_h_offset = 0 v_offset = -50 for _i in range(6 + len(custom_menu_entries)): positions.append((h, v, 1.0)) v += v_offset h += h_offset h_offset += d_h_offset # self._play_button = None bui.app.classic.pause() # Player name if applicable. if self._input_player: player_name = self._input_player.getname() h, v, scale = positions[self._p_index] v += 35 bui.textwidget( parent=self._root_widget, position=(h - self._button_width / 2, v), size=(self._button_width, self._button_height), color=(1, 1, 1, 0.5), scale=0.7, h_align='center', text=bui.Lstr(value=player_name), ) else: player_name = '' h, v, scale = positions[self._p_index] self._p_index += 1 btn = bui.buttonwidget( parent=self._root_widget, position=(h - self._button_width / 2, v), size=(self._button_width, self._button_height), scale=scale, label=bui.Lstr(resource=f'{self._r}.resumeText'), autoselect=self._use_autoselect, on_activate_call=self._resume, ) bui.containerwidget(edit=self._root_widget, cancel_button=btn) # Add any custom options defined by the current game. for entry in custom_menu_entries: h, v, scale = positions[self._p_index] self._p_index += 1 # Ask the entry whether we should resume when we call # it (defaults to true). resume = bool(entry.get('resume_on_call', True)) if resume: call = bui.Call(self._resume_and_call, entry['call']) else: call = bui.Call(entry['call'], bui.WeakCall(self._resume)) bui.buttonwidget( parent=self._root_widget, position=(h - self._button_width / 2, v), size=(self._button_width, self._button_height), scale=scale, on_activate_call=call, label=entry['label'], autoselect=self._use_autoselect, ) # Add a 'leave' button if the menu-owner has a player. if (self._input_player or self._connected_to_remote_player) and not ( self._is_demo or self._is_arcade ): h, v, scale = positions[self._p_index] self._p_index += 1 btn = bui.buttonwidget( parent=self._root_widget, position=(h - self._button_width / 2, v), size=(self._button_width, self._button_height), scale=scale, on_activate_call=self._leave, label='', autoselect=self._use_autoselect, ) if ( player_name != '' and player_name[0] != '<' and player_name[-1] != '>' ): txt = bui.Lstr( resource=f'{self._r}.justPlayerText', subs=[('${NAME}', player_name)], ) else: txt = bui.Lstr(value=player_name) bui.textwidget( parent=self._root_widget, position=( h, v + self._button_height * (0.64 if player_name != '' else 0.5), ), size=(0, 0), text=bui.Lstr(resource=f'{self._r}.leaveGameText'), scale=(0.83 if player_name != '' else 1.0), color=(0.75, 1.0, 0.7), h_align='center', v_align='center', draw_controller=btn, maxwidth=self._button_width * 0.9, ) bui.textwidget( parent=self._root_widget, position=(h, v + self._button_height * 0.27), size=(0, 0), text=txt, color=(0.75, 1.0, 0.7), h_align='center', v_align='center', draw_controller=btn, scale=0.45, maxwidth=self._button_width * 0.9, ) return h, v, scale def _change_replay_speed(self, offs: int) -> None: if not self._replay_speed_text: if bui.do_once(): print('_change_replay_speed called without widget') return bs.set_replay_speed_exponent(bs.get_replay_speed_exponent() + offs) actual_speed = pow(2.0, bs.get_replay_speed_exponent()) bui.textwidget( edit=self._replay_speed_text, text=bui.Lstr( resource='watchWindow.playbackSpeedText', subs=[('${SPEED}', str(actual_speed))], ), ) def _pause_or_resume_replay(self) -> None: if bs.is_replay_paused(): bs.resume_replay() bui.buttonwidget( edit=self._pause_resume_button, label=bui.charstr(bui.SpecialChar.PAUSE_BUTTON), ) else: bs.pause_replay() bui.buttonwidget( edit=self._pause_resume_button, label=bui.charstr(bui.SpecialChar.PLAY_BUTTON), ) def _is_benchmark(self) -> bool: session = bs.get_foreground_host_session() return getattr(session, 'benchmark_type', None) == 'cpu' or ( bui.app.classic is not None and bui.app.classic.stress_test_update_timer is not None ) def _confirm_end_game(self) -> None: # pylint: disable=cyclic-import from bauiv1lib.confirm import ConfirmWindow # FIXME: Currently we crash calling this on client-sessions. # Select cancel by default; this occasionally gets called by accident # in a fit of button mashing and this will help reduce damage. ConfirmWindow( bui.Lstr(resource=f'{self._r}.exitToMenuText'), self._end_game, cancel_is_selected=True, ) def _confirm_end_test(self) -> None: # pylint: disable=cyclic-import from bauiv1lib.confirm import ConfirmWindow # Select cancel by default; this occasionally gets called by accident # in a fit of button mashing and this will help reduce damage. ConfirmWindow( bui.Lstr(resource=f'{self._r}.exitToMenuText'), self._end_game, cancel_is_selected=True, ) def _confirm_end_replay(self) -> None: # pylint: disable=cyclic-import from bauiv1lib.confirm import ConfirmWindow # Select cancel by default; this occasionally gets called by accident # in a fit of button mashing and this will help reduce damage. ConfirmWindow( bui.Lstr(resource=f'{self._r}.exitToMenuText'), self._end_game, cancel_is_selected=True, ) def _confirm_leave_party(self) -> None: # pylint: disable=cyclic-import from bauiv1lib.confirm import ConfirmWindow # Select cancel by default; this occasionally gets called by accident # in a fit of button mashing and this will help reduce damage. ConfirmWindow( bui.Lstr(resource=f'{self._r}.leavePartyConfirmText'), self._leave_party, cancel_is_selected=True, ) def _leave_party(self) -> None: bs.disconnect_from_host() def _end_game(self) -> None: assert bui.app.classic is not None # no-op if our underlying widget is dead or on its way out. if not self._root_widget or self._root_widget.transitioning_out: return bui.containerwidget(edit=self._root_widget, transition='out_left') bui.app.classic.return_to_main_menu_session_gracefully(reset_ui=False) def _leave(self) -> None: if self._input_player: self._input_player.remove_from_game() elif self._connected_to_remote_player: if self._input_device: self._input_device.detach_from_player() self._resume() def _resume_and_call(self, call: Callable[[], Any]) -> None: self._resume() call() def _resume(self) -> None: classic = bui.app.classic assert classic is not None classic.resume() bui.app.ui_v1.clear_main_window() # If there's callbacks waiting for us to resume, call them. for call in classic.main_menu_resume_callbacks: try: call() except Exception: logging.exception('Error in classic resume callback.') classic.main_menu_resume_callbacks.clear()
# def __del__(self) -> None: # self._resume()