Improve filemanager layout and positioning, dont check mouse events unless in simulation, work more in rules, not working fully yet, of course. but convert it to a space where rules have pairs, and move the logic from straight rulesets

This commit is contained in:
csd4ni3l
2025-12-04 16:32:28 +01:00
parent 44f2f3bf51
commit 741f81b198
3 changed files with 369 additions and 238 deletions

View File

@@ -1,4 +1,17 @@
from utils.constants import DO_RULES, IF_RULES, LOGICAL_OPERATORS, NON_COMPATIBLE_WHEN, NON_COMPATIBLE_DO_WHEN, VAR_NAMES, VAR_DEFAULT, VAR_OPTIONS, dropdown_style, slider_style
from utils.constants import (
DO_RULES,
IF_RULES,
LOGICAL_OPERATORS,
NON_COMPATIBLE_WHEN,
NON_COMPATIBLE_DO_WHEN,
VAR_NAMES,
VAR_DEFAULT,
VAR_OPTIONS,
dropdown_style,
slider_style,
button_style,
)
from utils.preload import button_texture, button_hovered_texture
import arcade, arcade.gui, random
IF_KEYS = tuple(IF_RULES.keys())
@@ -7,249 +20,369 @@ DO_KEYS = tuple(DO_RULES.keys())
BAD_WHEN = {tuple(sorted(pair)) for pair in NON_COMPATIBLE_WHEN}
BAD_DO_WHEN = {tuple(pair) for pair in NON_COMPATIBLE_DO_WHEN}
def generate_ruleset(ruleset_type):
when_a = random.choice(IF_KEYS)
def generate_if_rule():
return random.choice(IF_KEYS)
if ruleset_type == "advanced":
valid_b = [
b for b in IF_KEYS
if b != when_a and tuple(sorted((when_a, b))) not in BAD_WHEN
]
def generate_do_rule():
return random.choice(DO_KEYS)
if not valid_b:
return [when_a, random.choice(DO_KEYS)]
def generate_comparison():
return random.choice(LOGICAL_OPERATORS)
when_b = random.choice(valid_b)
logical = random.choice(LOGICAL_OPERATORS)
else:
when_b = None
logical = None
def per_widget_height(height, widget_count):
return height // widget_count
if when_b:
valid_do = [
d for d in DO_KEYS
if (when_a, d) not in BAD_DO_WHEN
and (when_b, d) not in BAD_DO_WHEN
and (d, when_a) not in BAD_DO_WHEN
and (d, when_b) not in BAD_DO_WHEN
]
else:
valid_do = [
d for d in DO_KEYS
if (when_a, d) not in BAD_DO_WHEN
and (d, when_a) not in BAD_DO_WHEN
]
def cubic_bezier_point(p0, p1, p2, p3, t):
u = 1 - t
x = (u ** 3) * p0[0] + 3 * (u ** 2) * t * p1[0] + 3 * u * (t ** 2) * p2[0] + (t ** 3) * p3[0]
y = (u ** 3) * p0[1] + 3 * (u ** 2) * t * p1[1] + 3 * u * (t ** 2) * p2[1] + (t ** 3) * p3[1]
return x, y
do = random.choice(valid_do)
def cubic_bezier_points(p0, p1, p2, p3, segments=40):
return [cubic_bezier_point(p0, p1, p2, p3, i / segments) for i in range(segments + 1)]
if logical:
return [when_a, logical, when_b, do]
else:
return [when_a, do]
class RuleUIBox(arcade.gui.UIBoxLayout):
def connection_between(p0, p3):
dx = p3[0] - p0[0]
offset = max(60, abs(dx) * 0.45)
c1 = (p0[0] + offset, p0[1])
c2 = (p3[0] - offset, p3[1])
return cubic_bezier_points(p0, c1, c2, p3, segments=100)
def get_rule_defaults(rule_type):
if rule_type == "if":
return {
rule_key: (
rule_dict["description"].format_map(
{
VAR_NAMES[n]: VAR_NAMES[n]
for n, variable in enumerate(rule_dict["user_vars"])
}
),
{
VAR_NAMES[n]: VAR_DEFAULT[variable]
for n, variable in enumerate(rule_dict["user_vars"])
},
)
for rule_key, rule_dict in IF_RULES.items()
}
elif rule_type == "do":
return {
rule_key: (
rule_dict["description"].format_map(
{
VAR_NAMES[n]: VAR_NAMES[n]
for n, variable in enumerate(rule_dict["user_vars"])
}
),
{
VAR_NAMES[n]: VAR_DEFAULT[variable]
for n, variable in enumerate(rule_dict["user_vars"])
},
)
for rule_key, rule_dict in DO_RULES.items()
}
class ComparisonBox(arcade.gui.UITextureButton):
def __init__(self, x, y, comparison, rule_num):
super().__init__(
x=x,
y=y,
text=comparison,
style=button_style,
texture=button_texture,
texture_hovered=button_hovered_texture,
)
self.rule_num = rule_num
class RuleBox(arcade.gui.UIBoxLayout):
def __init__(self, x, y, width, height, rule_num, rule_type, rule):
super().__init__(space_between=10, x=x, y=y, width=width, height=height)
self.rule = rule
self.rule_num = rule_num
self.rule_type = rule_type
self.rule_dict = (
IF_RULES[self.rule] if self.rule_type == "if" else DO_RULES[self.rule]
)
self.defaults = get_rule_defaults(self.rule_type)
self.rule_values = {}
self.var_labels = {}
self.var_changers = {}
self.per_widget_height = per_widget_height(
self.height, 2 + 2 * len(self.rule_dict["user_vars"])
)
self.init_ui()
def init_ui(self):
dropdown_options = [desc for desc, _ in self.defaults.values()]
self.desc_label = self.add(
arcade.gui.UIDropdown(
default=self.defaults[self.rule][0],
options=dropdown_options,
font_size=13,
active_style=dropdown_style,
primary_style=dropdown_style,
dropdown_style=dropdown_style,
width=self.width,
)
)
# self.desc_label.on_change = lambda event, rule_type=self.rule_type, rule_num=self.rule_num: self.change_rule_type(rule_num, rule_type, event.new_value)
if self.rule_type == "do":
self.add_connection_button()
for n, variable_type in enumerate(self.rule_dict["user_vars"]):
key = f"{variable_type}_{n}"
defaults = get_rule_defaults(self.rule_type)
default_values = defaults[self.rule][1]
self.rule_values[key] = default_values[VAR_NAMES[n]]
self.var_labels[key] = self.add(
arcade.gui.UILabel(
f"{VAR_NAMES[n]}: {self.rule_values[key]}",
font_size=11,
text_color=arcade.color.WHITE,
width=self.width,
height=self.per_widget_height,
)
)
if variable_type in ["variable", "size"]:
slider = self.add(
arcade.gui.UISlider(
value=self.rule_values[key],
min_value=VAR_OPTIONS[variable_type][0],
max_value=VAR_OPTIONS[variable_type][1],
step=1,
style=slider_style,
width=self.width,
height=self.per_widget_height,
)
)
slider._render_steps = lambda surface: None
slider.on_change = (
lambda event,
variable_type=variable_type,
n=n: self.change_var_value(variable_type, n, event.new_value)
)
self.var_changers[key] = slider
else:
dropdown = self.add(
arcade.gui.UIDropdown(
default=self.rule_values[key],
options=VAR_OPTIONS[variable_type],
active_style=dropdown_style,
primary_style=dropdown_style,
dropdown_style=dropdown_style,
width=self.width,
height=self.per_widget_height,
)
)
dropdown.on_change = (
lambda event,
variable_type=variable_type,
n=n: self.change_var_value(variable_type, n, event.new_value)
)
self.var_changers[key] = dropdown
if self.rule_type == "if":
self.add_connection_button()
def add_connection_button(self):
self.connection_button = self.add(
arcade.gui.UITextureButton(
text="+",
width=self.width,
style=button_style,
texture=button_texture,
texture_hovered=button_hovered_texture,
)
)
def change_var_value(self, variable_type, n, value):
key = f"{variable_type}_{n}"
self.rule_values[key] = value
values = {}
for i, variable in enumerate(self.rule_dict["user_vars"]):
lookup_key = f"{variable}_{i}"
values[VAR_NAMES[i]] = self.rule_values.get(
lookup_key, VAR_DEFAULT[variable]
)
description = self.rule_dict["description"].format_map(values)
self.desc_label.text = description
self.var_labels[key].text = f"{VAR_NAMES[n]}: {value}"
class RuleUI(arcade.gui.UIAnchorLayout):
def __init__(self, window):
super().__init__(space_between=10, align="center", size_hint=(0.95, 0.75))
super().__init__(size_hint=(0.95, 0.875))
self.window = window
self.current_ruleset_num = 0
self.current_ruleset_page = 0
self.rulesets_per_page = 2
self.rulesets = {}
self.current_rule_num = 0
self.rule_values = {}
self.rule_labels = {}
self.rule_var_changers = {}
self.rule_boxes = {}
self.dragged_rule_ui = None
self.rule_ui: dict[str, RuleBox | ComparisonBox] = {}
self.connections = []
self.to_connect = []
self.nav_buttons_box = None
self.rules_label = self.add(
arcade.gui.UILabel(
text="Rules", font_size=20, text_color=arcade.color.WHITE
),
anchor_x="center",
anchor_y="top",
)
self.rules_label = self.add(arcade.gui.UILabel(text="Rules", font_size=20, text_color=arcade.color.WHITE))
self.add(arcade.gui.UISpace(height=self.window.height / 70, width=self.window.width * 0.25))
self.add(
arcade.gui.UISpace(
height=self.window.height / 70, width=self.window.width * 0.25
)
)
self.add_simple_rule_button = self.add(arcade.gui.UIFlatButton(text="Add Simple rule", width=self.window.width * 0.225, height=self.window.height / 25, style=dropdown_style))
self.add_simple_rule_button.on_click = lambda event: self.add_rule("simple")
self.add_button_box = self.add(
arcade.gui.UIBoxLayout(space_between=10),
anchor_x="center",
anchor_y="bottom",
)
self.add(arcade.gui.UISpace(height=self.window.height / 85))
self.add_if_rule_button = self.add_button_box.add(
arcade.gui.UIFlatButton(
text="Add IF rule",
width=self.window.width * 0.225,
height=self.window.height / 25,
style=dropdown_style,
)
)
self.add_if_rule_button.on_click = lambda event: self.add_if_rule()
self.add_advanced_rule_button = self.add(arcade.gui.UIFlatButton(text="Add Advanced rule", width=self.window.width * 0.225, height=self.window.height / 25, style=dropdown_style))
self.add_advanced_rule_button.on_click = lambda event: self.add_rule("advanced")
self.add(arcade.gui.UISpace(height=self.window.height / 85))
self.add_do_rule_button = self.add_button_box.add(
arcade.gui.UIFlatButton(
text="Add DO rule",
width=self.window.width * 0.225,
height=self.window.height / 25,
style=dropdown_style,
)
)
self.add_do_rule_button.on_click = lambda event: self.add_do_rule()
self.nav_buttons_box = self.add(arcade.gui.UIBoxLayout(vertical=False, space_between=10))
self.prev_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Previous", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style))
self.prev_button.on_click = self.prev_page
self.next_button = self.nav_buttons_box.add(arcade.gui.UIFlatButton(text="Next", width=self.window.width * 0.1, height=self.window.height / 25, style=dropdown_style))
self.next_button.on_click = self.next_page
self.add_comparison_button = self.add_button_box.add(
arcade.gui.UIFlatButton(
text="Add comparison",
width=self.window.width * 0.225,
height=self.window.height / 25,
style=dropdown_style,
)
)
self.add_comparison_button.on_click = lambda event: self.add_comparison()
self.rules_content_box = self.add(arcade.gui.UIBoxLayout(align="center"))
self.rule_space = self.add(arcade.gui.UIWidget(size_hint=(1, 1)))
def get_rule_defaults(self, rule_type):
if rule_type == "if":
return {
rule_key: (
rule_dict["description"].format_map({VAR_NAMES[n]: VAR_NAMES[n] for n, variable in enumerate(rule_dict["user_vars"])}),
{VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])}
)
for rule_key, rule_dict in IF_RULES.items()
}
elif rule_type == "do":
return {
rule_key: (
rule_dict["description"].format_map({VAR_NAMES[n]: VAR_NAMES[n] for n, variable in enumerate(rule_dict["user_vars"])}),
{VAR_NAMES[n]: VAR_DEFAULT[variable] for n, variable in enumerate(rule_dict["user_vars"])}
)
for rule_key, rule_dict in DO_RULES.items()
}
def create_rule_ui(self, rule_box: arcade.gui.UIBoxLayout, rule, rule_type, rule_num=1, is_import=False):
defaults = self.get_rule_defaults(rule_type)
rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule]
ruleset_num = self.current_ruleset_num
default_values = defaults[rule][1]
# self.trash_image = self.add(arcade.gui.UIImage(texture=trash_texture), anchor_x="right", anchor_y="bottom")
dropdown_options = [desc for desc, _ in defaults.values()]
desc_label = rule_box.add(arcade.gui.UIDropdown(default=defaults[rule][0], options=dropdown_options, font_size=13, width=self.window.width * 0.225, active_style=dropdown_style, primary_style=dropdown_style, dropdown_style=dropdown_style))
desc_label.on_change = lambda event, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num: self.change_rule_type(ruleset_num, rule_num, rule_type, event.new_value)
self.rule_labels[f"{self.current_ruleset_num}_{rule_num}_desc"] = desc_label
def connection(self, rule_ui):
if len(self.to_connect) == 1:
rule_type = self.to_connect[0].rule_type
for n, variable_type in enumerate(rule_dict["user_vars"]):
key = f"{self.current_ruleset_num}_{rule_num}_{variable_type}_{n}"
if not is_import:
self.rule_values[key] = default_values[VAR_NAMES[n]]
label = rule_box.add(arcade.gui.UILabel(f'{VAR_NAMES[n]}: {self.rule_values[key]}', font_size=11, width=self.window.width * 0.225, height=self.window.height / 30))
self.rule_labels[key] = label
if variable_type in ["variable", "size"]:
slider = rule_box.add(arcade.gui.UISlider(value=self.rule_values[key], min_value=VAR_OPTIONS[variable_type][0], max_value=VAR_OPTIONS[variable_type][1], step=1, style=slider_style, width=self.window.width * 0.225, height=self.window.height / 30))
slider._render_steps = lambda surface: None
slider.on_change = lambda event, variable_type=variable_type, rule=rule, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num, n=n: self.change_rule_value(ruleset_num, rule_num, rule, rule_type, variable_type, n, event.new_value)
self.rule_var_changers[key] = slider
else:
dropdown = rule_box.add(arcade.gui.UIDropdown(default=self.rule_values[key], options=VAR_OPTIONS[variable_type], active_style=dropdown_style, primary_style=dropdown_style, dropdown_style=dropdown_style, width=self.window.width * 0.225, height=self.window.height / 30))
dropdown.on_change = lambda event, variable_type=variable_type, rule=rule, rule_type=rule_type, ruleset_num=ruleset_num, rule_num=rule_num, n=n: self.change_rule_value(ruleset_num, rule_num, rule, rule_type, variable_type, n, event.new_value)
self.rule_var_changers[key] = dropdown
def change_rule_type(self, ruleset_num, rule_num, rule_type, new_rule_text):
defaults = self.get_rule_defaults(rule_type)
new_rule_name = next(key for key, default_list in defaults.items() if default_list[0] == new_rule_text)
ruleset = self.rulesets[ruleset_num]
if len(ruleset) == 2:
if rule_type == "if":
ruleset[0] = new_rule_name
else:
ruleset[1] = new_rule_name
else:
if rule_type == "if":
if rule_num == 1:
ruleset[0] = new_rule_name
else:
ruleset[2] = new_rule_name
else:
ruleset[3] = new_rule_name
self.rebuild_ruleset_ui(ruleset_num)
def rebuild_ruleset_ui(self, ruleset_num):
rule_box = self.rule_boxes[ruleset_num]
keys_to_remove = [k for k in self.rule_labels.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_labels[key]
keys_to_remove = [k for k in self.rule_var_changers.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_var_changers[key]
keys_to_remove = [k for k in self.rule_values.keys() if k.startswith(f"{ruleset_num}_")]
for key in keys_to_remove:
del self.rule_values[key]
rule_box.clear()
ruleset = self.rulesets[ruleset_num]
old_ruleset_num = self.current_ruleset_num
self.current_ruleset_num = ruleset_num
if len(ruleset) == 2:
self.create_rule_ui(rule_box, ruleset[0], "if")
self.create_rule_ui(rule_box, ruleset[1], "do", 2)
else:
self.create_rule_ui(rule_box, ruleset[0], "if")
rule_box.add(arcade.gui.UILabel(ruleset[1].upper(), font_size=14, width=self.window.width * 0.25))
self.create_rule_ui(rule_box, ruleset[2], "if", 2)
self.create_rule_ui(rule_box, ruleset[3], "do", 3)
self.current_ruleset_num = old_ruleset_num
def add_ruleset(self, ruleset, is_import=False):
rule_box = arcade.gui.UIBoxLayout(space_between=5, align="left")
self.rule_boxes[self.current_ruleset_num] = rule_box
if len(ruleset) == 2:
self.rulesets[self.current_ruleset_num] = ruleset
if (rule_type == "if" and rule_ui.rule_type == "if") or (rule_type == "do" and rule_type in ["do", "comparison"]):
return
self.create_rule_ui(rule_box, ruleset[0], "if", 1, is_import)
self.create_rule_ui(rule_box, ruleset[1], "do", 2, is_import)
self.to_connect.append(rule_ui.rule_num)
else:
self.rulesets[self.current_ruleset_num] = ruleset
if len(self.to_connect) == 2:
self.connections.append(self.to_connect)
self.to_connect = []
self.create_rule_ui(rule_box, ruleset[0], "if", 1, is_import)
rule_box.add(arcade.gui.UILabel(ruleset[1].upper(), font_size=14, width=self.window.width * 0.25))
self.create_rule_ui(rule_box, ruleset[2], "if", 2, is_import)
self.create_rule_ui(rule_box, ruleset[3], "do", 3, is_import)
@property
def rulesets(self): # dinamically generate them? maybe bad idea?
return {}
def refresh_rules_display(self):
self.rules_content_box.clear()
def generate_pos(self):
return random.randint(
self.window.width * 0.1, int(self.window.width * 0.9)
), random.randint(self.window.height * 0.1, int(self.window.height * 0.7))
sorted_keys = sorted(self.rule_boxes.keys())
start_idx = self.current_ruleset_page * self.rulesets_per_page
end_idx = start_idx + self.rulesets_per_page
visible_keys = sorted_keys[start_idx:end_idx]
def add_if_rule(self):
rule_box = RuleBox(
*self.generate_pos(),
self.window.width * 0.2,
self.window.height * 0.1,
self.current_rule_num,
"if",
generate_if_rule(),
)
for key in visible_keys:
self.rules_content_box.add(self.rule_boxes[key])
self.rules_content_box.add(arcade.gui.UISpace(height=self.window.height / 50))
self.rule_space.add(rule_box)
self.rule_ui[self.current_rule_num] = rule_box
self.current_rule_num += 1
def next_page(self, event):
sorted_keys = sorted(self.rule_boxes.keys())
max_page = (len(sorted_keys) - 1) // self.rulesets_per_page
if self.current_ruleset_page < max_page:
self.current_ruleset_page += 1
self.refresh_rules_display()
def add_do_rule(self):
rule_box = RuleBox(
*self.generate_pos(),
self.window.width * 0.2,
self.window.height * 0.1,
self.current_rule_num,
"do",
generate_do_rule(),
)
def prev_page(self, event):
if self.current_ruleset_page > 0:
self.current_ruleset_page -= 1
self.refresh_rules_display()
self.rule_space.add(rule_box)
self.rule_ui[self.current_rule_num] = rule_box
self.current_rule_num += 1
def change_rule_value(self, ruleset_num, rule_num, rule, rule_type, variable_type, n, value):
rule_dict = IF_RULES[rule] if rule_type == "if" else DO_RULES[rule]
key = f"{ruleset_num}_{rule_num}_{variable_type}_{n}"
self.rule_values[key] = value
values = {}
for i, variable in enumerate(rule_dict["user_vars"]):
lookup_key = f"{ruleset_num}_{rule_num}_{variable}_{i}"
values[VAR_NAMES[i]] = self.rule_values.get(lookup_key, VAR_DEFAULT[variable])
description = rule_dict["description"].format_map(values)
self.rule_labels[f"{ruleset_num}_{rule_num}_desc"].text = description
self.rule_labels[key].text = f'{VAR_NAMES[n]}: {value}'
def add_comparison(self):
comparison_box = ComparisonBox(
*self.generate_pos(), generate_comparison(), self.current_rule_num
)
def add_rule(self, ruleset_type=None, force=None):
self.rulesets[self.current_ruleset_num] = generate_ruleset(ruleset_type) if not force else force
self.add_ruleset(self.rulesets[self.current_ruleset_num])
self.current_ruleset_num += 1
if self.rules_content_box:
self.refresh_rules_display()
self.rule_ui[self.current_rule_num] = comparison_box
self.add(comparison_box)
self.current_rule_num += 1
def draw(self):
self.bezier_points = []
for conn in self.connections:
start_id, end_id = conn
start_rule_ui = self.rule_ui[start_id]
end_rule_ui = self.rule_ui[end_id]
start_pos = start_rule_ui.top if start_rule_ui.rule_type == "do" else start_rule_ui.bottom
end_pos = end_rule_ui.top if end_rule_ui.rule_type == "do" else end_rule_ui.bottom
points = self.connection_between(start_pos, end_pos)
self.bezier_points.append(points)
arcade.draw_line_strip(points, arcade.color.WHITE, 6)
def on_event(self, event):
super().on_event(event)
if isinstance(event, arcade.gui.UIMouseDragEvent):
if self.dragged_rule_ui is not None:
self.dragged_rule_ui.center_x += event.dx
self.dragged_rule_ui.center_y += event.dy
elif isinstance(event, arcade.gui.UIMouseReleaseEvent):
self.dragged_rule_ui = None
elif isinstance(event, arcade.gui.UIMousePressEvent):
if event.button == arcade.MOUSE_BUTTON_RIGHT:
...
elif event.button == arcade.MOUSE_BUTTON_LEFT:
for rule_ui in self.rule_ui.values():
if rule_ui.rect.point_in_rect((event.x, event.y)):
self.dragged_rule_ui = rule_ui