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:
cls = type(self)
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()