mirror of
https://github.com/3b1b/manim.git
synced 2025-04-13 09:47:07 +00:00

* Init reload command (lots of things not working yet)
* Add back in class line (accidentally deleted)
* Add back in key modifiers (accidentally deleted)
* Unpack tuple from changed `get_module`
* Init MainRunManager & respawn IPython shell
* Init cleanup of scenes from manager
* Restore string quotes
* Still take `self.preview` into account
* Remove left-over code from module experimentation
* Remove double window activation
* Reset scenes array in RunManager
* Move self.args None check up
* Use first available window
* Don't use constructor for RunManager
* Use self. syntax
* Init moderngl context manually
* Add some comments for failed attempts to reset scene
* Reuse existing shell (this fixed the bug 🎉)
* Remove unused code
* Remove unnecessary intermediate ReloadSceneException
* Allow users to finally exit
* Rename main_run_manager to reload_manager
* Add docstrings to `ReloadManager`
* Improve reset management in window
* Clarify why we use magic exit_raise command
* Add comment about window reuse
* Improve docstrings in ReloadManager & handle case of 0 scenes
* Set scene and title earlier
* Run linter suggestions
207 lines
7.2 KiB
Python
207 lines
7.2 KiB
Python
from __future__ import annotations
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import numpy as np
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import moderngl_window as mglw
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from moderngl_window.context.pyglet.window import Window as PygletWindow
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from moderngl_window.timers.clock import Timer
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from screeninfo import get_monitors
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from functools import wraps
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from manimlib.constants import FRAME_SHAPE
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from manimlib.utils.customization import get_customization
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from manimlib.scene.scene import Scene
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class Window(PygletWindow):
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fullscreen: bool = False
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resizable: bool = True
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gl_version: tuple[int, int] = (3, 3)
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vsync: bool = True
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cursor: bool = True
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def __init__(
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self,
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scene: Scene,
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size: tuple[int, int] = (1280, 720),
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samples: int = 0
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):
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scene.window = self
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super().__init__(size=size, samples=samples)
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self.default_size = size
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self.default_position = self.find_initial_position(size)
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self.pressed_keys = set()
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self.size = size
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self.update_scene(scene)
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def update_scene(self, scene: Scene):
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"""
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Resets the state and updates the scene associated to this window.
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This is necessary when we want to reuse an *existing* window after a
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`scene.reload()` was requested, which will create new scene instances.
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"""
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self.pressed_keys.clear()
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self._has_undrawn_event = True
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self.scene = scene
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self.title = str(scene)
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self.init_mgl_context()
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self.timer = Timer()
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self.config = mglw.WindowConfig(ctx=self.ctx, wnd=self, timer=self.timer)
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mglw.activate_context(window=self, ctx=self.ctx)
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self.timer.start()
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self.to_default_position()
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def focus(self):
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"""
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Puts focus on this window by hiding and showing it again.
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Note that the pyglet `activate()` method didn't work as expected here,
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so that's why we have to use this workaround. This will produce a small
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flicker on the window but at least reliably focuses it. It may also
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offset the window position slightly.
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"""
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self._window.set_visible(False)
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self._window.set_visible(True)
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def to_default_position(self):
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self.position = self.default_position
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# Hack. Sometimes, namely when configured to open in a separate window,
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# the window needs to be resized to display correctly.
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w, h = self.default_size
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self.size = (w - 1, h - 1)
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self.size = (w, h)
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def find_initial_position(self, size: tuple[int, int]) -> tuple[int, int]:
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custom_position = get_customization()["window_position"]
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monitors = get_monitors()
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mon_index = get_customization()["window_monitor"]
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monitor = monitors[min(mon_index, len(monitors) - 1)]
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window_width, window_height = size
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# Position might be specified with a string of the form
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# x,y for integers x and y
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if "," in custom_position:
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return tuple(map(int, custom_position.split(",")))
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# Alternatively, it might be specified with a string like
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# UR, OO, DL, etc. specifying what corner it should go to
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char_to_n = {"L": 0, "U": 0, "O": 1, "R": 2, "D": 2}
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width_diff = monitor.width - window_width
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height_diff = monitor.height - window_height
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return (
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monitor.x + char_to_n[custom_position[1]] * width_diff // 2,
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-monitor.y + char_to_n[custom_position[0]] * height_diff // 2,
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)
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# Delegate event handling to scene
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def pixel_coords_to_space_coords(
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self,
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px: int,
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py: int,
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relative: bool = False
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) -> np.ndarray:
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if not hasattr(self.scene, "frame"):
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return np.zeros(3)
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pixel_shape = np.array(self.size)
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fixed_frame_shape = np.array(FRAME_SHAPE)
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frame = self.scene.frame
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coords = np.zeros(3)
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coords[:2] = (fixed_frame_shape / pixel_shape) * np.array([px, py])
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if not relative:
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coords[:2] -= 0.5 * fixed_frame_shape
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return frame.from_fixed_frame_point(coords, relative)
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def has_undrawn_event(self) -> bool:
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return self._has_undrawn_event
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def swap_buffers(self):
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super().swap_buffers()
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self._has_undrawn_event = False
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@staticmethod
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def note_undrawn_event(func: Callable[..., T]) -> Callable[..., T]:
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@wraps(func)
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def wrapper(self, *args, **kwargs):
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func(self, *args, **kwargs)
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self._has_undrawn_event = True
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return wrapper
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@note_undrawn_event
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def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None:
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super().on_mouse_motion(x, y, dx, dy)
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point = self.pixel_coords_to_space_coords(x, y)
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d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True)
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self.scene.on_mouse_motion(point, d_point)
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@note_undrawn_event
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def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int) -> None:
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super().on_mouse_drag(x, y, dx, dy, buttons, modifiers)
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point = self.pixel_coords_to_space_coords(x, y)
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d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True)
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self.scene.on_mouse_drag(point, d_point, buttons, modifiers)
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@note_undrawn_event
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def on_mouse_press(self, x: int, y: int, button: int, mods: int) -> None:
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super().on_mouse_press(x, y, button, mods)
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point = self.pixel_coords_to_space_coords(x, y)
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self.scene.on_mouse_press(point, button, mods)
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@note_undrawn_event
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def on_mouse_release(self, x: int, y: int, button: int, mods: int) -> None:
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super().on_mouse_release(x, y, button, mods)
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point = self.pixel_coords_to_space_coords(x, y)
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self.scene.on_mouse_release(point, button, mods)
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@note_undrawn_event
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def on_mouse_scroll(self, x: int, y: int, x_offset: float, y_offset: float) -> None:
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super().on_mouse_scroll(x, y, x_offset, y_offset)
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point = self.pixel_coords_to_space_coords(x, y)
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offset = self.pixel_coords_to_space_coords(x_offset, y_offset, relative=True)
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self.scene.on_mouse_scroll(point, offset, x_offset, y_offset)
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@note_undrawn_event
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def on_key_press(self, symbol: int, modifiers: int) -> None:
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self.pressed_keys.add(symbol) # Modifiers?
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super().on_key_press(symbol, modifiers)
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self.scene.on_key_press(symbol, modifiers)
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@note_undrawn_event
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def on_key_release(self, symbol: int, modifiers: int) -> None:
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self.pressed_keys.difference_update({symbol}) # Modifiers?
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super().on_key_release(symbol, modifiers)
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self.scene.on_key_release(symbol, modifiers)
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@note_undrawn_event
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def on_resize(self, width: int, height: int) -> None:
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super().on_resize(width, height)
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self.scene.on_resize(width, height)
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@note_undrawn_event
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def on_show(self) -> None:
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super().on_show()
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self.scene.on_show()
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@note_undrawn_event
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def on_hide(self) -> None:
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super().on_hide()
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self.scene.on_hide()
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@note_undrawn_event
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def on_close(self) -> None:
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super().on_close()
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self.scene.on_close()
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def is_key_pressed(self, symbol: int) -> bool:
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return (symbol in self.pressed_keys)
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