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main.py
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main.py
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"""
GlslTester - play with glsl shaders
===================================
run glsl shader code on any platform supported by Kivy.
"""
import math
import os
# WARNING: uncommenting next line produces thousands of log lines per second:
# os.environ['KIVY_GL_DEBUG'] = '1'
from typing import Any, Dict, List, Set, Tuple, Union, cast
from ae.gui_help import TourBase
from kivy.clock import Clock, ClockEvent
from kivy.core.window import Window
from kivy.properties import StringProperty
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.widget import Widget
# noinspection PyUnresolvedReferences
import ae.droid
from ae.base import UNSET
from ae.files import read_file_text, write_file_text
from ae.paths import PATH_PLACEHOLDERS, norm_path
from ae.inspector import try_eval
from ae.updater import check_copies
from ae.gui_app import APP_STATE_SECTION_NAME, EventKwargsType, id_of_flow
from ae.kivy_help import AnimatedOnboardingTour
from ae.kivy_app import KivyMainApp, get_txt
from ae.kivy_glsl import BUILT_IN_SHADERS, DEFAULT_FPS, ShaderIdType, shader_parameter_alias, shader_parameters, \
ShadersMixin
from ae.kivy_sideloading import SideloadingMainAppMixin
__version__ = '0.2.26'
PosValType = Tuple[float, float] #: widget window position
UserInpArgs = Dict[str, Union[Set[str], str]] #: shader args, lambdas entered by user and shader run/error status
def field_calc_key(value: PosValType, matrix: str, key: str) -> PosValType:
""" de-/increment x, y component of `value` by 0.1 if pressed `key` is in key `matrix`.
:param value: current field value: relative position (x, y) tuple; x/y values between 0.0 and 1.0.
:param matrix: field char matrix: 9 chars/keys from bottom/left (-0.1, -0.1) to top/right (+0.1, +0.1).
:param key: pressed key character.
:return: unchanged or de-/incremented field value.
"""
idx = matrix.find(key)
if idx == 4:
return 0.0, 0.0
if idx != -1:
return value[0] + (idx % 3 - 1) / 10.0, value[1] + (int(idx / 3) - 1) / 10.0
return value
class ShaderArgInput(BoxLayout):
""" layout containing label and text input to edit the value of a shader argument. """
arg_name = StringProperty()
class GlslTesterOnboardingTour(AnimatedOnboardingTour):
""" overridden to add app-specific onboarding tour pages including animations and shaders. """
_tour_page_id_prefix = "gt_" # tour page id prefix of additional app-specific pages
def __init__(self, main_app: 'GlslTesterApp'):
super().__init__(main_app)
self.auto_switch_pages = True
pip = GlslTesterOnboardingTour._tour_page_id_prefix
insert_idx = self.page_ids.index('tour_end')
self.page_ids[insert_idx:insert_idx] = [
pip + "screen_layout",
pip + "choose_shader_file",
pip + "run_pause_shader",
pip + "enter_shader_args",
pip + "pos_shader_arg",
pip + "shader_slots",
pip + "add_del_shader",
pip + "multiple_shaders",
]
matchers = self.pages_explained_matchers
matchers[pip + "choose_shader_file"] = (
id_of_flow('open', 'file_chooser', 'shader_filename'),
"shader_file_inp", ) # or focus_flow_id id_of_flow('edit', 'shader_arg', 'shader_filename'),
matchers[pip + "run_pause_shader"] = id_of_flow('run', 'shader')
matchers[pip + "enter_shader_args"] = 'shader_args_layout'
fid = id_of_flow('edit', 'shader_arg', 'center_pos')
matchers[pip + "pos_shader_arg"] = (
fid,
lambda _w: not hasattr(_w, 'focus_flow_id') and getattr(_w.parent.children[0], 'focus_flow_id', "") == fid,)
matchers[pip + "shader_slots"] = 'shaders_box'
matchers[pip + "add_del_shader"] = (
id_of_flow('add', 'shader'), id_of_flow('del', 'shader'),
lambda _w: getattr(_w, 'tap_flow_id', "").startswith(id_of_flow('sel', 'shader', '0==')), )
matchers[pip + "multiple_shaders"] = id_of_flow('edit', 'shader_arg', 'alpha') # 'shaders_box'
pan = self.pages_animations
pan[pip + "run_pause_shader"] = (('@tap_pointer', "tour.tap_animation()"), )
ans = self.switch_next_animations
ans[pip + "run_pause_shader"] = (('tap_pointer', "tour.tap_animation()"), )
def setup_app_flow(self):
""" setup app for each tour page. """
super().setup_app_flow()
pip = GlslTesterOnboardingTour._tour_page_id_prefix
page_id = self.page_ids[self.page_idx]
if not page_id.startswith(pip):
return # do nothing for generic OnboardingTour pages
main_app = self.main_app
sh_args = [
{'alpha': '0.69', 'center_pos': '300.0, 300.0', 'contrast': '0.99', 'err_arg_names': set(),
'run_state': 'paused', 'shader_filename': '{glsl}/plunge_waves.fs.glsl', 'start_time': '0.0',
'tex_col_mix': '0.99', 'tint_ink': '0.39, 0.69, 0.99, 0.99'},
{'alpha': '0.69', 'center_pos': 'C', 'contrast': '0.99', 'err_arg_names': set(),
'run_state': 'paused', 'shader_filename': '{glsl}/plasma_hearts.fs.glsl', 'start_time': '0.0',
'tex_col_mix': '0.99', 'tint_ink': '0.69 + sin(T()) * 0.3, 0.69, 0.99, 0.99'},
{'alpha': '0.39', 'err_arg_names': set(), 'run_state': 'paused',
'shader_filename': '{glsl}/changa_mandalas.fs.glsl', 'start_time': '0.0',
'tex_col_mix': '0.99',
'tint_ink': 'lambda: (0.69 - sin(T()) * 0.3, 0.69 + sin(T()) * 0.3, 0.69 + cos(T()) * 0.3, 0.9)'},
]
if self.page_idx >= self.page_ids.index(pip + "pos_shader_arg"):
# now done in on_app_started(): main_app.on_render_wid_pos_size() # change_app_state('render_center', ...)
sh_args[0]['center_pos'] = 'lambda: (C()[0]+sin(T())*150, C()[1]-cos(T())*120.0)'
main_app.framework_app.app_states['shaders_idx'] = -1 # set before shaders_args in case shaders_idx >= 3
main_app.change_app_state('shaders_args', sh_args)
main_app.change_app_state('shaders_idx', 0)
if self.page_idx >= self.page_ids.index(pip + "multiple_shaders"):
main_app.update_shaders_run_state('running')
else:
main_app.update_shaders_run_state('paused')
if self.page_idx >= self.page_ids.index(pip + "enter_shader_args"):
main_app.change_shader_arg('run_state', 'running')
class GlslTesterApp(SideloadingMainAppMixin, KivyMainApp):
""" main app class. """
e_field_pos: PosValType #: e-key input field
hist_touch: List[PosValType] #: last touch history
_hist_touch_max: int #: max. number of touch history values (see config option)
i_field_pos: PosValType #: i-key input field
last_key: float #: last key ord code
last_touch: PosValType #: event-init=DefaultTouch(), -update=RenderWidget.on_touch_down
mouse_pos: PosValType #: current mouse pointer position in the shader widget
sel_sha_code: str #: code of the next shader to add (non-persistent app state)
render_center: PosValType #: center pos of the render widget
render_frequency: float = DEFAULT_FPS #: shader tick timer frequency app state
render_widget: ShadersMixin = None #: widget to display shader output
shaders_args: List[UserInpArgs] = list() #: arguments for added shaders (app state)
shaders_idx: int = 0 #: currently editable/selected shader (app state)
_shader_tick_timer: ClockEvent = None
def _init_default_user_cfg_vars(self):
""" add/initialize user-specific app states of this app. """
super()._init_default_user_cfg_vars()
self.user_specific_cfg_vars |= {
(APP_STATE_SECTION_NAME, 'render_frequency'),
(APP_STATE_SECTION_NAME, 'shaders_args'),
(APP_STATE_SECTION_NAME, 'shaders_idx'),
}
def add_shader_to_render_widget(self) -> bool:
""" add the currently selected shader to the render widget - even on error in args or file name.
:return: True if no error occurred and shader got added, else False.
"""
errors = list()
shader_args = self.shaders_args[self.shaders_idx]
shader_id = dict(run_state=shader_args['run_state'], time=0.0, update_freq=0.0)
err_msg = self.eval_and_push_shader_file(shader_args, shader_id)
if err_msg:
errors.append(err_msg)
else:
errors.extend(self.eval_and_push_shader_args(shader_args, shader_id))
self.render_widget.add_shader(**shader_id)
if errors:
err_msg = "\n".join(errors)
self.show_message(err_msg, title=get_txt("shader {self.shaders_idx} error(s)", count=len(errors)))
self.change_shader_arg('run_state', 'error', error_message=err_msg)
else:
shader_id['run_state'] = shader_args['run_state']
return not errors
def change_shader_arg(self, arg_name: str, value: str, error_message: str = ""):
""" change value of a single shader argument in shaders_args app state and shader id of selected shader.
:param arg_name: shader argument name.
:param value: shader argument value to set/change.
:param error_message: error message string (only processed/displayed if arg_name=='run_state')
"""
shader_args = self.shaders_args[self.shaders_idx]
shader_id = self.id_of_selected_shader()
shader_args[arg_name] = value # change_app_state has to be done after eval_and_push_shader_file()/sel_sha_code
if arg_name == 'run_state':
shader_id['run_state'] = value
else:
if arg_name == 'shader_filename':
error_message = self.eval_and_push_shader_file(shader_args, shader_id)
else:
error_message = self.eval_and_push_shader_arg(arg_name, value, shader_id, self._eval_shader_vars())
if error_message:
shader_args['err_arg_names'].add(arg_name)
if shader_args['run_state'] == 'running':
shader_args['run_state'] = 'error'
elif arg_name in shader_args['err_arg_names']:
shader_args['err_arg_names'].remove(arg_name)
if not shader_args['err_arg_names'] and shader_args['run_state'] == 'error':
shader_args['run_state'] = 'running'
self.change_app_state('shaders_args', self.shaders_args)
if arg_name == 'shader_filename':
self.change_app_state('sel_sha_code', self.sel_sha_code)
self.render_widget.update_shaders()
render_state = shader_id['run_state']
if render_state != shader_args['run_state'] and render_state == 'error':
shader_args['run_state'] = render_state
if shader_id['error_message'] not in error_message:
error_message += "\n" + shader_id['error_message']
self.framework_root.ids.status_bar.text = error_message
self._update_shader_button(self.shaders_idx, shader_args)
def eval_and_push_shader_arg(self, arg_name: str, arg_inp: Any, shader_id: Dict[str, Any], glo_vars: Dict[str, Any]
) -> str:
""" evaluate single shader glsl arg/macro and if ok then push it to respective pre-shader-id kwarg.
:param arg_name: name of the shader argument.
:param arg_inp: value of the shader argument.
:param shader_id: either flat dict with all shader arguments (pre :meth:`~ShadersMixin.add_shader`) or
dict that got already converted to a shader id by :meth:`~ShadersMixin.add_shader` (and
added to :attr:`~ShadersMixin.added_shaders`).
:param glo_vars: global variables, used to evaluate a shader arg macro/expression.
:return: error message, or empty string if either arg_inp is empty string or no error occurred.
"""
alias_name = shader_parameter_alias(self.sel_sha_code, arg_name)
self.vpo(f"GlslTesterApp.eval_and_push_shader_arg({arg_name}/{alias_name}, {arg_inp})")
if not arg_inp:
return get_txt("empty shader argument [b]{gt_app.get_txt_(alias_name)}[/b]")
arg_val = try_eval(arg_inp, ignored_exceptions=(Exception, ), glo_vars=glo_vars)
if arg_val is UNSET:
return get_txt("invalid expression '{arg_inp}' in shader argument [b]{gt_app.get_txt_(alias_name)}[/b]")
dic = shader_id['glsl_dyn_args'] if 'glsl_dyn_args' in shader_id and arg_name != 'start_time' else shader_id
dic[arg_name] = arg_val
return ""
def eval_and_push_shader_args(self, shader_args: UserInpArgs, shader_id: Dict[str, Any]) -> List[str]:
""" evaluate shader glsl args/macros entered by user and if ok then push it to respective pre-shader-id kwarg.
:param shader_args: shader arguments or lambdas entered by user, plus shader error/run status.
:param shader_id: either flat dict with all shader arguments (pre :meth:`~ShadersMixin.add_shader`) or
dict that got already converted to a shader id by :meth:`~ShadersMixin.add_shader` (and
added to :attr:`~ShadersMixin.added_shaders`).
:return: list of errors or empty list if no errors occurred.
"""
errors = list()
glo_vars = self._eval_shader_vars()
for arg_name in shader_parameters(self.sel_sha_code):
err_msg = self.eval_and_push_shader_arg(arg_name, shader_args.get(arg_name), shader_id, glo_vars)
if err_msg:
errors.append(err_msg)
return errors
def eval_and_push_shader_file(self, shader_args: UserInpArgs, shader_id: Dict[str, Any]) -> str:
""" eval shader file name entered by user and if ok then push it to respective pre-shader-id kwarg.
:param shader_args: shader arguments, lambda expressions entered by user and shader run/error status.
:param shader_id: shader arguments as flat dict (from user input) or as shader id (added shader).
:return: error message in case of error or empty string if no error occurred.
"""
err_msg = ""
shader_filename = norm_path(shader_args['shader_filename'])
shader_code = ""
if not os.path.exists(shader_filename):
err_msg = get_txt("shader file {shader_filename} not found")
else:
shader_code = read_file_text(shader_filename) # reload because self.sel_sha_code could already be outdated
if not shader_code:
err_msg = get_txt("empty shader code file {shader_filename}")
self.sel_sha_code = shader_code # change_app_state done later after shader idx is set and all args are eval
if err_msg:
shader_args['err_arg_names'] = set()
return err_msg
if ".fs" in shader_filename:
shader_id['shader_code'] = shader_code
else:
shader_id['shader_file'] = shader_filename
if self.debug:
lower_code = shader_code.lower()
if "---vertex" not in lower_code or "---fragment" not in lower_code:
err_msg = get_txt("no vertex/fragment sections in shader {shader_filename}")
return err_msg
def _eval_shader_vars(self):
glo_vars = globals().copy() # contains gt_app variable from module level
glo_vars.update(WID=self.render_widget, WIN=Window, sin=math.sin, cos=math.cos, math=math,
_add_base_globals=True)
glo_vars.update(self.input_callables())
return glo_vars
def id_of_selected_shader(self) -> ShaderIdType:
""" determine the shader_id of the currently selected shader. """
return self.render_widget.added_shaders[self.shaders_idx]
def input_callables(self):
""" return dict of all input callables to feed shader args. """
ren_wid = cast(Widget, self.render_widget)
ica = dict(
C=lambda: self.render_center,
e=lambda: self.e_field_pos,
i=lambda: self.i_field_pos,
K=lambda: self.last_key,
L=lambda: self.last_touch,
l=lambda: (self.last_touch[0] / ren_wid.width, self.last_touch[1] / ren_wid.height),
M=lambda: self.mouse_pos,
m=lambda: (self.mouse_pos[0] / ren_wid.width, self.mouse_pos[1] / ren_wid.height),
s=lambda: self.sound_volume,
T=lambda: Clock.get_boottime(),
v=lambda: self.vibration_volume,
)
# def-_i-bind prevents last idx of for loop, when the lambda runs (https://stackoverflow.com/questions/36805071)
def _bind_abs_pos(_i):
return lambda: self.hist_touch[_i]
def _bind_rel_pos(_i):
return lambda: (self.hist_touch[_i][0] / ren_wid.width, self.hist_touch[_i][1] / ren_wid.height)
for idx in range(self._hist_touch_max):
ica['H' + str(idx + 1)] = _bind_abs_pos(-idx - 1)
ica['h' + str(idx + 1)] = _bind_rel_pos(-idx - 1)
return ica
def key_press_from_framework(self, modifiers: str, key: str) -> bool:
""" dispatch key press event, coming normalized from the UI framework.
:param modifiers: modifier keys.
:param key: key character.
:return: True if key got consumed/used else False.
"""
try:
self.last_key = float(ord(key))
except (TypeError, ValueError, SyntaxError):
pass
self.e_field_pos = field_calc_key(self.e_field_pos, "sdfwer234", key)
self.i_field_pos = field_calc_key(self.i_field_pos, "jkluio789", key)
self.update_input_values()
return super().key_press_from_framework(modifiers, key)
def on_app_start(self):
""" ensure that the non-persistent app states are available before widget tree build. """
super().on_app_start()
self.change_app_state('sel_sha_code', "") # init. to prevent key-errors in start-event-loop-kv-build
def on_app_built(self):
""" initialize render_widget after kivy app and window got initialized. """
super().on_app_built()
if not self.framework_app.app_states.get('file_chooser_initial_path', ""):
self.change_app_state('file_chooser_initial_path', norm_path("{glsl}"))
self.render_widget = self.framework_root.ids.render_widget
self._hist_touch_max = self.get_variable('hist_touch_max')
current_idx = self.framework_app.app_states['shaders_idx']
sha_code = ""
for idx in range(len(self.shaders_args)):
self.shaders_idx = idx
self.add_shader_to_render_widget()
if idx == current_idx:
sha_code = self.sel_sha_code
self.shaders_idx = current_idx
self.change_app_state('sel_sha_code', sha_code) # update/redraw ShaderArgInput fields
self._update_shader_buttons()
self.on_render_frequency()
Window.bind(mouse_pos=self.on_mouse_pos)
self.update_input_values()
Clock.schedule_interval(lambda *_args: self.update_input_values(), 0.999999)
def on_app_started(self):
""" overriding latest app start event in order to correctly initialize self.render_center. """
Clock.tick() # needed to actualize self.render_widget.center to then update self.render_center
self.on_render_wid_pos_size()
super().on_app_started() # called after fix because HelpAppBase.on_app_started() is starting onboarding tour
def on_file_chooser_submit(self, file_path: str, chooser_popup: Widget):
""" event callback from FileChooserPopup.on_submit() on selection of the next shader file to be added.
:param file_path: path string of selected file.
:param chooser_popup: file chooser popup/container widget.
"""
if chooser_popup.submit_to != 'shader_filename': # if == 'sideloading_file_mask':
super().on_file_chooser_submit(file_path, chooser_popup) # pass selected file to SideloadingMainAppMixin
return
if not os.path.isfile(file_path):
self.show_message(get_txt("{file_path} is not a shader file"), title=get_txt("select single file"))
return
self.change_shader_arg('shader_filename', file_path)
chooser_popup.register_file_path(file_path, self)
chooser_popup.close()
def on_mouse_pos(self, _instance, pos):
""" Window mouse position event handler. """
ren_wid: Widget = cast(Widget, self.render_widget)
if ren_wid.collide_point(*ren_wid.to_widget(*pos)):
self.vpo(f"GlslTesterApp.on_mouse_pos({_instance}, {pos})")
self.mouse_pos: Tuple[float, ...] = tuple(map(float, pos)) # real type: PosValType
self.update_input_values()
def on_render_frequency(self):
""" changed event handler of the app state render_frequency. """
prf = self.render_frequency
self.vpo(f"GlslTesterApp.on_render_frequency(): frequency={prf}Hz")
if self._shader_tick_timer:
Clock.unschedule(self._shader_tick_timer)
if prf > self.get_var('render_frequency_min'):
self._shader_tick_timer = Clock.schedule_interval(self.render_tick, 1 / prf)
def on_render_wid_pos_size(self):
""" render widget pos/size change event handler. """
if self.render_widget: # is None at kv build on app startup
# noinspection PyUnresolvedReferences
self.render_center: Tuple[float, ...] = tuple(map(float, self.render_widget.center)) # PosValType
def on_shader_add(self, _flow_key: str, _event_kwargs: EventKwargsType) -> bool:
""" add shader to self.render_widget.
:param _flow_key: unused/empty flow key.
:param _event_kwargs: unused event kwargs.
:return: True to confirm change of flow id else False.
"""
shaders_args = self.shaders_args
shader_args = shaders_args[self.shaders_idx].copy()
shaders_args.append(shader_args)
self.change_app_state('shaders_args', shaders_args)
self.change_app_state('shaders_idx', len(shaders_args) - 1)
ret = self.add_shader_to_render_widget()
self.change_app_state('sel_sha_code', self.sel_sha_code)
self._update_shader_buttons()
return ret
# def on_shader_arg_edit(self, flow_key: str, event_kwargs: EventKwargsType) -> bool:
# """ notification of shader arg edit field focus change - only for debugging.
#
# :param flow_key: shader arg or setting name.
# :param event_kwargs: shader argument edit event args (currently empty).
# :return: True to change flow id and flow path (actually not needed).
# """
# self.dpo(f"GlslTesterApp.on_shader_arg_edit {flow_key} {event_kwargs}")
# return True
def on_shader_del(self, _flow_key: str, _event_kwargs: EventKwargsType) -> bool:
""" remove args of selected shader from shaders_args and delete shader from self.render_widget.
:param _flow_key: unused flow key.
:param _event_kwargs: unused event kwargs.
:return: always True to confirm change of flow id.
"""
shaders_args = self.shaders_args
shaders_idx = self.shaders_idx
self.vpo("GlslTesterApp.on_shader_del", shaders_idx)
self.render_widget.del_shader(self.id_of_selected_shader())
shaders_args.pop(shaders_idx)
if shaders_idx == len(shaders_args):
shaders_idx -= 1
self.change_app_state('shaders_idx', shaders_idx)
self.change_app_state('shaders_args', shaders_args)
self._update_shader_buttons()
return True
def on_shader_run(self, _flow_key: str, _event_kwargs: EventKwargsType) -> bool:
""" toggle the `run_state` shader arg of the currently selected shader.
:param _flow_key: unused flow key.
:param _event_kwargs: unused event kwargs.
:return: always True to confirm change of flow id.
"""
self.vpo("GlslTesterApp.on_shader_run")
new_run_state = 'paused' if self.shaders_args[self.shaders_idx]['run_state'] == 'running' else 'running'
self.change_shader_arg('run_state', new_run_state)
return True
def on_shader_sel(self, flow_key: str, _event_kwargs: EventKwargsType) -> bool:
""" select shader, updating fields of shader args edit layout with selected shader values.
:param flow_key: str(index-in-shaders_args) + "==" + get_txt(<run-state>).
:param _event_kwargs: unused event kwargs.
:return: always True to confirm change of flow id.
"""
self.vpo(f"GlslTesterApp.on_shader_sel({flow_key})")
sel_idx = int(flow_key.split("==", maxsplit=1)[0])
if self.shaders_idx == sel_idx:
self.change_flow(id_of_flow('run', 'shader'))
else:
self.change_app_state('shaders_idx', sel_idx)
return True
def on_tool_box_toggle(self, _flow_key: str, _event_kwargs: EventKwargsType) -> bool:
""" toggle between display and hide of tool box.
:param _flow_key: unused/empty flow key.
:param _event_kwargs: unused event kwargs.
:return: always True to confirm change of flow id.
"""
self.vpo("GlslTesterApp.on_tool_box_toggle")
tool_box = self.framework_root.ids.tool_box
tool_box.visible = not tool_box.visible
return True
def on_tour_init(self, _tour_instance: TourBase):
""" ensure proper frequency, already included w/ shaders_args/run-states... in tour start app states backup. """
self.update_shaders_run_state('paused') # stop all shaders of the app
self.change_app_state('render_frequency', 30.0)
def on_tour_exit(self, _tour_instance: TourBase):
""" sync/transfer app's shaders_args and run states (backed-up on tour init) to render widget and buttons. """
self.update_shaders_run_state('running', filter_state='running')
self.on_render_wid_pos_size()
def render_tick(self, *_args):
""" render frame timer event handler, updating running shaders of the render widget. """
render_widget = self.render_widget
render_widget.next_tick()
try:
render_widget.refresh_running_shaders()
except (NameError, ValueError, Exception) as ex:
self.change_app_state('render_frequency', 0.0)
self.show_message(str(ex), title=get_txt("animation exception - stopped timer"))
def save_app_states(self) -> str:
""" shorten touch history length to the value specified by maximum hist touch config variable. """
self.change_app_state('hist_touch', self.hist_touch[-self._hist_touch_max:])
return super().save_app_states()
def update_input_values(self):
""" format and display input values. """
def _val_str(key: str, val: Union[float, Tuple[float, ...]]) -> str:
return f"{val:.{3 if key.islower() else 0}f}" if isinstance(val, float) \
else ",".join(_val_str(key, _v) for _v in val)
ica = self.input_callables()
self.framework_root.ids.input_values.text = " ".join(k + "=" + _val_str(k, v()) for k, v in ica.items())
def _update_shader_button(self, idx: int, shader_args: UserInpArgs, inplace: bool = True) -> Dict[str, Any]:
""" update the text and (if running) the shader args of the shader button at index idx in shaders_args. """
added_shaders = self.render_widget.added_shaders
but_kwargs = dict(text=str(idx) + "==" + get_txt(shader_args['run_state']))
if shader_args['run_state'] == 'running' and idx < len(added_shaders):
but_shader_id = added_shaders[idx].copy()
but_shader_id['glsl_dyn_args'].pop('time', None)
but_shader_id['render_shape'] = ('Ellipse', 'RoundedRectangle', 'Rectangle')[self.debug_level]
but_shader_id['update_freq'] = DEFAULT_FPS
but_kwargs['added_shaders'] = [but_shader_id]
if inplace:
buttons = self.framework_root.ids.shaders_box.shader_buttons
if idx < len(buttons): # skip on app or tour init
buttons[idx] = but_kwargs
return but_kwargs
def _update_shader_buttons(self):
""" update all running shaders buttons after add/delete of a running shader. """
buttons_kwargs = list()
for idx, shader_args in enumerate(self.shaders_args):
buttons_kwargs.append(self._update_shader_button(idx, shader_args, inplace=False))
self.framework_root.ids.shaders_box.shader_buttons = buttons_kwargs
def update_shaders_run_state(self, new_state: str, filter_state: str = ''):
""" update render widgets shader args and run state from self.shaders_args to the render widget.
:param new_state: pass run state to set, e.g. 'paused' to stop/pause the currently added shaders. passing
'running' gets changed to 'error' if one of the shader arguments is invalid/erroneous.
:param filter_state: passing nothing or an empty string will update all shaders in self.shaders_args,
pass run_state like 'error', 'running' or 'paused' to only update shaders in this state.
"""
start_shaders = new_state == 'running'
current_idx = self.framework_app.app_states['shaders_idx']
sha_code = ""
for idx, shader_args in [_ for _ in enumerate(self.shaders_args)
if not filter_state or _[1]['run_state'] == filter_state]:
self.shaders_idx = idx
shader_id = self.id_of_selected_shader()
err = self.eval_and_push_shader_file(shader_args, shader_id)
if not err:
err = "\n".join(self.eval_and_push_shader_args(shader_args, shader_id))
self.change_shader_arg('run_state', 'error' if err and start_shaders else new_state, error_message=err)
if idx == current_idx:
sha_code = self.sel_sha_code
self.shaders_idx = current_idx # restore current shader idx
if not sha_code: # if current shader is not running then determine shader code separately
self.eval_and_push_shader_file(self.shaders_args[current_idx], self.id_of_selected_shader())
sha_code = self.sel_sha_code
self.change_app_state('sel_sha_code', sha_code)
self._update_shader_buttons()
if __name__ == '__main__':
gt_app = GlslTesterApp(app_name='glsl_tester', multi_threading=True)
PATH_PLACEHOLDERS['glsl'] = glsl_path = os.path.join(norm_path("{ado}"), "glsl")
check_copies("glsl", glsl_path)
for name, code in BUILT_IN_SHADERS.items():
write_file_text(code, os.path.join(glsl_path, f"{name}.fs.glsl"))
PATH_PLACEHOLDERS['sug'] = sug_path = os.path.join(norm_path("{ado}"), "sug")
check_copies("sug", sug_path)
gt_app.run_app()