import arcade, arcade.gui, random from utils.utils import cubic_bezier_points, get_gate_port_position from utils.constants import dropdown_style, LOGICAL_GATES class LogicalGate(arcade.gui.UIBoxLayout): def __init__(self, id, x, y, gate_type): super().__init__(x=x, y=y, space_between=2, vertical=False) self.id = id self.gate_type = gate_type if gate_type == "INPUT": self.value = 1 else: self.value = 0 self.input_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30)) self.input_add_button.visible = not self.gate_type == "INPUT" self.gate_button = self.add(arcade.gui.UIFlatButton(text=f"{gate_type} ({self.value})", style=dropdown_style, height=30, width=100)) self.output_add_button = self.add(arcade.gui.UIFlatButton(text="+", style=dropdown_style, height=30, width=30)) self.output_add_button.visible = not self.gate_type == "OUTPUT" self.input: list[LogicalGate] = [] self.output: LogicalGate | None = None def calculate_value(self): if self.gate_type == "OUTPUT": self.value = self.input[0].calculate_value() elif len(self.input) == 2: self.value = int(LOGICAL_GATES[self.gate_type](self.input[0].calculate_value(), self.input[1].calculate_value())) # have to convert to int cause it might return boolean self.gate_button.text = f"{self.gate_type} ({self.value})" return self.value def __repr__(self): return f"{self.gate_type}: {self.value}" class Game(arcade.gui.UIView): def __init__(self, pypresence_client): super().__init__() self.pypresence_client = pypresence_client self.pypresence_client.update(state="In game") self.gates: list[LogicalGate] = [] self.connections = [] self.default_gate_type = "AND" self.dragged_gate = None self.selected_input = None self.selected_output = None self.ui.on_event = self.on_event self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1))) self.tools_box = self.anchor.add(arcade.gui.UIBoxLayout(space_between=5), anchor_x="right", anchor_y="bottom", align_x=-5, align_y=20) for gate in LOGICAL_GATES.keys(): button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.075, text=f"Create {gate} gate", style=dropdown_style)) button.on_click = lambda event, gate=gate: self.add_gate(random.randint(0, self.window.width - 100), random.randint(200, self.window.height - 100), gate) evaluate_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.075, text="Evaluate", style=dropdown_style)) evaluate_button.on_click = lambda event: self.run_logic() hide_button = self.tools_box.add(arcade.gui.UIFlatButton(width=self.window.width * 0.1, height=self.window.height * 0.075, text="Hide", style=dropdown_style)) hide_button.on_click = lambda event: self.hide_show_panel() def hide_show_panel(self): new_state = not self.tools_box.children[0].visible hide_button = None for button in self.tools_box.children: if not button.text == "Hide" and not button.text == "Show": button.visible = new_state else: hide_button = button if new_state: hide_button.text = "Hide" else: hide_button.text = "Show" def run_logic(self): for gate in self.gates: if not gate.output: gate.calculate_value() def select_output(self, gate_id): if self.gates[gate_id].output: return self.selected_output = gate_id self.selected_input = None def select_input(self, gate_id): if len(self.gates[gate_id].input) == 2: return if self.selected_output is not None: self.selected_input = gate_id output_gate = self.gates[self.selected_output] input_gate = self.gates[self.selected_input] output_gate.output = input_gate input_gate.input.append(output_gate) self.connections.append([self.selected_output, self.selected_input]) self.selected_output = None self.selected_input = None def add_gate(self, x, y, gate_type): self.gates.append(self.add_widget(LogicalGate(len(self.gates), x, y, gate_type))) self.gates[-1].input_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_input(gate_id) self.gates[-1].output_add_button.on_click = lambda e, gate_id=len(self.gates) - 1: self.select_output(gate_id) def on_event(self, event): arcade.gui.UIManager.on_event(self.ui, event) if isinstance(event, arcade.gui.UIMousePressEvent): if not self.dragged_gate: for gate in self.gates: if gate.gate_button.rect.point_in_rect((event.x, event.y)): self.dragged_gate = gate break def on_mouse_drag(self, x, y, dx, dy, _buttons, _modifiers): if self.dragged_gate is not None: self.dragged_gate.rect = self.dragged_gate.rect.move(dx, dy) def on_mouse_release(self, x, y, button, modifiers): self.dragged_gate = None def on_key_press(self, symbol, modifiers): if symbol == arcade.key.ESCAPE: from menus.main import Main self.window.show_view(Main(self.pypresence_client)) def on_draw(self): super().on_draw() for conn in self.connections: start_id, end_id = conn start_gate = self.gates[start_id] end_gate = self.gates[end_id] p0 = get_gate_port_position(start_gate, "output") p3 = get_gate_port_position(end_gate, "input") dx = p3[0] - p0[0] offset = max(60, abs(dx) * 0.45) c1 = (p0[0] + offset, p0[1]) c2 = (p3[0] - offset, p3[1]) points = cubic_bezier_points(p0, c1, c2, p3, segments=40) arcade.draw_line_strip(points, arcade.color.WHITE, 3)