3b1b-manim/manimlib/window.py
Splines 1fa17030a2
Add reload() command for interactive scene reloading (#2240)
* 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
2024-11-26 10:09:43 -08:00

207 lines
7.2 KiB
Python

from __future__ import annotations
import numpy as np
import moderngl_window as mglw
from moderngl_window.context.pyglet.window import Window as PygletWindow
from moderngl_window.timers.clock import Timer
from screeninfo import get_monitors
from functools import wraps
from manimlib.constants import FRAME_SHAPE
from manimlib.utils.customization import get_customization
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.scene.scene import Scene
class Window(PygletWindow):
fullscreen: bool = False
resizable: bool = True
gl_version: tuple[int, int] = (3, 3)
vsync: bool = True
cursor: bool = True
def __init__(
self,
scene: Scene,
size: tuple[int, int] = (1280, 720),
samples: int = 0
):
scene.window = self
super().__init__(size=size, samples=samples)
self.default_size = size
self.default_position = self.find_initial_position(size)
self.pressed_keys = set()
self.size = size
self.update_scene(scene)
def update_scene(self, scene: Scene):
"""
Resets the state and updates the scene associated to this window.
This is necessary when we want to reuse an *existing* window after a
`scene.reload()` was requested, which will create new scene instances.
"""
self.pressed_keys.clear()
self._has_undrawn_event = True
self.scene = scene
self.title = str(scene)
self.init_mgl_context()
self.timer = Timer()
self.config = mglw.WindowConfig(ctx=self.ctx, wnd=self, timer=self.timer)
mglw.activate_context(window=self, ctx=self.ctx)
self.timer.start()
self.to_default_position()
def focus(self):
"""
Puts focus on this window by hiding and showing it again.
Note that the pyglet `activate()` method didn't work as expected here,
so that's why we have to use this workaround. This will produce a small
flicker on the window but at least reliably focuses it. It may also
offset the window position slightly.
"""
self._window.set_visible(False)
self._window.set_visible(True)
def to_default_position(self):
self.position = self.default_position
# Hack. Sometimes, namely when configured to open in a separate window,
# the window needs to be resized to display correctly.
w, h = self.default_size
self.size = (w - 1, h - 1)
self.size = (w, h)
def find_initial_position(self, size: tuple[int, int]) -> tuple[int, int]:
custom_position = get_customization()["window_position"]
monitors = get_monitors()
mon_index = get_customization()["window_monitor"]
monitor = monitors[min(mon_index, len(monitors) - 1)]
window_width, window_height = size
# Position might be specified with a string of the form
# x,y for integers x and y
if "," in custom_position:
return tuple(map(int, custom_position.split(",")))
# Alternatively, it might be specified with a string like
# UR, OO, DL, etc. specifying what corner it should go to
char_to_n = {"L": 0, "U": 0, "O": 1, "R": 2, "D": 2}
width_diff = monitor.width - window_width
height_diff = monitor.height - window_height
return (
monitor.x + char_to_n[custom_position[1]] * width_diff // 2,
-monitor.y + char_to_n[custom_position[0]] * height_diff // 2,
)
# Delegate event handling to scene
def pixel_coords_to_space_coords(
self,
px: int,
py: int,
relative: bool = False
) -> np.ndarray:
if not hasattr(self.scene, "frame"):
return np.zeros(3)
pixel_shape = np.array(self.size)
fixed_frame_shape = np.array(FRAME_SHAPE)
frame = self.scene.frame
coords = np.zeros(3)
coords[:2] = (fixed_frame_shape / pixel_shape) * np.array([px, py])
if not relative:
coords[:2] -= 0.5 * fixed_frame_shape
return frame.from_fixed_frame_point(coords, relative)
def has_undrawn_event(self) -> bool:
return self._has_undrawn_event
def swap_buffers(self):
super().swap_buffers()
self._has_undrawn_event = False
@staticmethod
def note_undrawn_event(func: Callable[..., T]) -> Callable[..., T]:
@wraps(func)
def wrapper(self, *args, **kwargs):
func(self, *args, **kwargs)
self._has_undrawn_event = True
return wrapper
@note_undrawn_event
def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None:
super().on_mouse_motion(x, y, dx, dy)
point = self.pixel_coords_to_space_coords(x, y)
d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True)
self.scene.on_mouse_motion(point, d_point)
@note_undrawn_event
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int) -> None:
super().on_mouse_drag(x, y, dx, dy, buttons, modifiers)
point = self.pixel_coords_to_space_coords(x, y)
d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True)
self.scene.on_mouse_drag(point, d_point, buttons, modifiers)
@note_undrawn_event
def on_mouse_press(self, x: int, y: int, button: int, mods: int) -> None:
super().on_mouse_press(x, y, button, mods)
point = self.pixel_coords_to_space_coords(x, y)
self.scene.on_mouse_press(point, button, mods)
@note_undrawn_event
def on_mouse_release(self, x: int, y: int, button: int, mods: int) -> None:
super().on_mouse_release(x, y, button, mods)
point = self.pixel_coords_to_space_coords(x, y)
self.scene.on_mouse_release(point, button, mods)
@note_undrawn_event
def on_mouse_scroll(self, x: int, y: int, x_offset: float, y_offset: float) -> None:
super().on_mouse_scroll(x, y, x_offset, y_offset)
point = self.pixel_coords_to_space_coords(x, y)
offset = self.pixel_coords_to_space_coords(x_offset, y_offset, relative=True)
self.scene.on_mouse_scroll(point, offset, x_offset, y_offset)
@note_undrawn_event
def on_key_press(self, symbol: int, modifiers: int) -> None:
self.pressed_keys.add(symbol) # Modifiers?
super().on_key_press(symbol, modifiers)
self.scene.on_key_press(symbol, modifiers)
@note_undrawn_event
def on_key_release(self, symbol: int, modifiers: int) -> None:
self.pressed_keys.difference_update({symbol}) # Modifiers?
super().on_key_release(symbol, modifiers)
self.scene.on_key_release(symbol, modifiers)
@note_undrawn_event
def on_resize(self, width: int, height: int) -> None:
super().on_resize(width, height)
self.scene.on_resize(width, height)
@note_undrawn_event
def on_show(self) -> None:
super().on_show()
self.scene.on_show()
@note_undrawn_event
def on_hide(self) -> None:
super().on_hide()
self.scene.on_hide()
@note_undrawn_event
def on_close(self) -> None:
super().on_close()
self.scene.on_close()
def is_key_pressed(self, symbol: int) -> bool:
return (symbol in self.pressed_keys)