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|
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# pyconsole - a simple console for pygame based applications
#
# Copyright (C) 2006 John Schanck
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with this program; if not, write to the Free Software Foundation, Inc.,
# 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
import pygame, os, sys
from pygame.locals import *
import re # Python's Regexp library. Used in pyconsole for parsing
import textwrap # Used for proper word wrapping
from string import ascii_letters
from code import InteractiveConsole # Gives us access to the python interpreter
__version__ = "0.7"
WIDTH=0
HEIGHT=1
OUT = 0
IN = 1
ERR = 2
PYCONSOLE = 1
PYTHON = 2
path = os.path.abspath(os.path.dirname(__file__))
font_path = os.path.join(path, "fonts")
cfg_path = os.path.join(path, "pyconsole.cfg")
re_token = re.compile(r"""[\"].*?[\"]|[\{].*?[\}]|[\(].*?[\)]|[\[].*?[\]]|\S+""")
re_is_list = re.compile(r'^[{\[(]')
re_is_number = re.compile(r"""
(?x)
[-]?[0][x][0-9a-fA-F]+[lLjJ]? | # Hexadecimal
[-]?[0][0-7]+[lLjJ]? | # Octal
[-]?[\d]+(?:[.][\d]*)?[lLjJ]? # Decimal (Int or float)
""")
re_is_assign = re.compile(r'[$](?P<name>[a-zA-Z_]+\S*)\s*[=]\s*(?P<value>.+)')
re_is_comment = re.compile(r'\s*#.*')
re_is_var = re.compile(r'^[$][a-zA-Z_]+\w*\Z')
class Writable(list):
line_pointer = -1
def write(self, line):
self.append(str(line))
def reset(self):
self.__init__()
def readline(self, size=-1):
# Python's interactive help likes to try and call this, which causes the program to crash
# I see no reason to implement interactive help.
raise NotImplementedError
class ParseError(Exception):
def __init__(self, token):
self.token = token
def at_token(self):
return self.token
def balanced(t):
stack = []
pairs = {"\'":"\'", '\"':'\"', "{":"}", "[":"]", "(":")"}
for char in t:
if stack and char == pairs[stack[-1]]:
stack.pop()
elif char in pairs:
stack.append(char)
return not bool(stack)
class Console:
def __init__(self, screen, rect, functions={}, key_calls={}, vars={}, syntax={}):
if not pygame.display.get_init():
raise pygame.error, "Display not initialized. Initialize the display before creating a Console"
if not pygame.font.get_init():
pygame.font.init()
self.parent_screen = screen
self.rect = pygame.Rect(rect)
self.size = self.rect.size
self.user_vars = vars
self.user_syntax = syntax
self.user_namespace = {}
self.variables = {\
"bg_alpha":int,\
"bg_color": list,\
"txt_color_i": list,\
"txt_color_o": list,\
"ps1": str,\
"ps2": str,\
"ps3": str,\
"active": bool,\
"repeat_rate": list,\
"preserve_events":bool,\
"python_mode":bool,\
"motd":list
}
self.load_cfg()
self.set_interpreter()
#pygame.key.set_repeat(*self.repeat_rate)
self.bg_layer = pygame.Surface(self.size)
self.bg_layer.set_alpha(self.bg_alpha)
self.txt_layer = pygame.Surface(self.size)
self.txt_layer.set_colorkey(self.bg_color)
try:
self.font = pygame.font.Font(os.path.join(font_path,"default.ttf"), 14)
except IOError:
self.font = pygame.font.SysFont("monospace", 14)
self.font_height = self.font.get_linesize()
self.max_lines = (self.size[HEIGHT] / self.font_height) - 1
self.max_chars = (self.size[WIDTH]/(self.font.size(ascii_letters)[WIDTH]/len(ascii_letters))) - 1
self.txt_wrapper = textwrap.TextWrapper()
self.c_out = self.motd
self.c_hist = [""]
self.c_hist_pos = 0
self.c_in = ""
self.c_pos = 0
self.c_draw_pos = 0
self.c_scroll = 0
self.changed = True
self.func_calls = {}
self.key_calls = {}
self.add_func_calls({"echo":self.output, "clear": self.clear, "help":self.help})
self.add_func_calls(functions)
self.add_key_calls({"l":self.clear, "c":self.clear_input, "w":self.set_active})
self.add_key_calls(key_calls)
##################
#-Initialization-#
def load_cfg(self):
'''\
Loads the config file path/pygame-console.cfg\
All variables are initialized to their defaults,\
then new values will be loaded from the config file if it exists.
'''
self.init_default_cfg()
if os.path.exists(cfg_path):
for line in file(cfg_path):
tokens = self.tokenize(line)
if re_is_comment.match(line):
continue
elif len(tokens) != 2:
continue
self.safe_set_attr(tokens[0],tokens[1])
def init_default_cfg(self):
self.bg_alpha = 255
self.bg_color = [0x0,0x0,0x0]
self.txt_color_i = [0xFF,0xFF,0xFF]
self.txt_color_o = [0xCC,0xCC,0xCC]
self.ps1 = "] "
self.ps2 = ">>> "
self.ps3 = "... "
self.active = False
self.repeat_rate = [500,30]
self.python_mode = False
self.preserve_events = False
self.motd = ["[PyConsole 0.5]"]
def safe_set_attr(self, name, value):
'''\
Safely set the console variables
'''
if name in self.variables:
if isinstance(value, self.variables[name]) or not self.variables[name]:
self.__dict__[name] = value
def add_func_calls(self, functions):
'''\
Add functions to the func_calls dictionary.
Arguments:
functions -- dictionary of functions to add.
'''
if isinstance(functions,dict):
self.func_calls.update(functions)
self.user_namespace.update(self.func_calls)
def add_key_calls(self, functions):
'''\
Add functions to the key_calls dictionary.
Arguments:
functions -- dictionary of key_calls to add.
'''
if isinstance(functions,dict):
self.key_calls.update(functions)
def output(self, text):
'''\
Prepare text to be displayed
Arguments:
text -- Text to be displayed
'''
if not str(text):
return;
try:
self.changed = True
if not isinstance(text,str):
text = str(text)
text = text.expandtabs()
text = text.splitlines()
self.txt_wrapper.width = self.max_chars
for line in text:
for w in self.txt_wrapper.wrap(line):
self.c_out.append(w)
except:
pass
def set_active(self,b=None):
'''\
Activate or Deactivate the console
Arguments:
b -- Optional boolean argument, True=Activate False=Deactivate
'''
if not b:
self.active = not self.active
else:
self.active = b
def format_input_line(self):
'''\
Format input line to be displayed
'''
# The \v here is sort of a hack, it's just a character that isn't recognized by the font engine
text = self.c_in[:self.c_pos] + "\v" + self.c_in[self.c_pos+1:]
n_max = self.max_chars - len(self.c_ps)
vis_range = self.c_draw_pos, self.c_draw_pos + n_max
return self.c_ps + text[vis_range[0]:vis_range[1]]
def draw(self):
'''\
Draw the console to the parent screen
'''
if not self.active:
return;
if self.changed:
self.changed = False
# Draw Output
self.txt_layer.fill(self.bg_color)
lines = self.c_out[-(self.max_lines+self.c_scroll):len(self.c_out)-self.c_scroll]
y_pos = self.size[HEIGHT]-(self.font_height*(len(lines)+1))
for line in lines:
tmp_surf = self.font.render(line, True, self.txt_color_o)
self.txt_layer.blit(tmp_surf, (1, y_pos, 0, 0))
y_pos += self.font_height
# Draw Input
tmp_surf = self.font.render(self.format_input_line(), True, self.txt_color_i)
self.txt_layer.blit(tmp_surf, (1,self.size[HEIGHT]-self.font_height,0,0))
# Clear background and blit text to it
self.bg_layer.fill(self.bg_color)
self.bg_layer.blit(self.txt_layer,(0,0,0,0))
# Draw console to parent screen
# self.parent_screen.fill(self.txt_color_i, (self.rect.x-1, self.rect.y-1, self.size[WIDTH]+2, self.size[HEIGHT]+2))
pygame.draw.rect(self.parent_screen, self.txt_color_i, (self.rect.x-1, self.rect.y-1, self.size[WIDTH]+2, self.size[HEIGHT]+2), 1)
self.parent_screen.blit(self.bg_layer,self.rect)
#######################################################################
# Functions to communicate with the console and the python interpreter#
def set_interpreter(self):
if self.python_mode:
self.output("Entering Python mode")
self.python_mode = True
self.python_interpreter = InteractiveConsole()
self.tmp_fds = []
self.py_fds = [Writable() for i in range(3)]
self.c_ps = self.ps2
else:
self.output("Entering Pyconsole mode")
self.python_mode = False
self.c_ps = self.ps1
def catch_output(self):
if not self.tmp_fds:
self.tmp_fds = [sys.stdout, sys.stdin, sys.stderr]
sys.stdout, sys.stdin, sys.stderr = self.py_fds
def release_output(self):
if self.tmp_fds:
sys.stdout, sys.stdin, sys.stderr = self.tmp_fds
self.tmp_fds = []
[fd.reset() for fd in self.py_fds]
def submit_input(self, text):
'''\
Submit input
1) Move input to output
2) Evaluate input
3) Clear input line
'''
self.clear_input()
self.output(self.c_ps + text)
self.c_scroll = 0
if self.python_mode:
self.send_python(text)
else:
self.send_pyconsole(text)
def send_python(self, text):
'''\
Sends input the the python interpreter in effect giving the user the ability to do anything python can.
'''
self.c_ps = self.ps2
self.catch_output()
if text:
self.add_to_history(text)
r = self.python_interpreter.push(text)
if r:
self.c_ps = self.ps3
else:
code = "".join(self.py_fds[OUT])
self.python_interpreter.push("\n")
self.python_interpreter.runsource(code)
for i in self.py_fds[OUT]+self.py_fds[ERR]:
self.output(i)
self.release_output()
def send_pyconsole(self, text):
'''\
Sends input to pyconsole to be interpreted
'''
if not text: # Output a blank row if nothing is entered
self.output("")
return;
self.add_to_history(text)
#Determine if the statement is an assignment
assign = re_is_assign.match(text)
try:
#If it is tokenize only the "value" part of $name = value
if assign:
tokens = self.tokenize(assign.group('value'))
else:
tokens = self.tokenize(text)
except ParseError, e:
self.output(r'At Token: "%s"' % e.at_token())
return;
if tokens == None:
return
#Evaluate
try:
out = None
# A variable alone on a line
if (len(tokens) is 1) and re_is_var.match(text) and not assign:
out = tokens[0]
# Statement in the form $name = value
elif (len(tokens) is 1) and assign:
self.setvar(assign.group('name'), tokens[0])
else:
# Function
out = self.func_calls[tokens[0]](*tokens[1:])
# Assignment from function's return value
if assign:
self.setvar(assign.group('name'), out)
if not out == None:
self.output(out)
except (KeyError,TypeError):
self.output("Unknown Command: " + str(tokens[0]))
self.output(r'Type "help" for a list of commands.')
####################################################
#-Functions for sharing variables with the console-#
def setvar(self, name, value):
'''\
Sets the value of a variable
'''
if self.user_vars.has_key(name) or not self.__dict__.has_key(name):
self.user_vars.update({name:value})
self.user_namespace.update(self.user_vars)
elif self.__dict__.has_key(name):
self.__dict__.update({name:value})
def getvar(self, name):
'''\
Gets the value of a variable, this is useful for people that want to access console variables from within their game
'''
if self.user_vars.has_key(name) or not self.__dict__.has_key(name):
return self.user_vars[name]
elif self.__dict__.has_key(name):
return self.__dict__[name]
def setvars(self, vars):
try:
self.user_vars.update(vars)
self.user_namespace.update(self.user_vars)
except TypeError:
self.output("setvars requires a dictionary")
def getvars(self, opt_dict=None):
if opt_dict:
opt_dict.update(self.user_vars)
else:
return self.user_vars
def add_to_history(self, text):
'''\
Add specified text to the history
'''
self.c_hist.insert(-1,text)
self.c_hist_pos = len(self.c_hist)-1
def clear_input(self):
'''\
Clear input line and reset cursor position
'''
self.c_in = ""
self.c_pos = 0
self.c_draw_pos = 0
def set_pos(self, newpos):
'''\
Moves cursor safely
'''
self.c_pos = newpos
if (self.c_pos - self.c_draw_pos) >= (self.max_chars - len(self.c_ps)):
self.c_draw_pos = max(0, self.c_pos - (self.max_chars - len(self.c_ps)))
elif self.c_draw_pos > self.c_pos:
self.c_draw_pos = self.c_pos - (self.max_chars/2)
if self.c_draw_pos < 0:
self.c_draw_pos = 0
self.c_pos = 0
def str_insert(self, text, strn):
'''\
Insert characters at the current cursor position
'''
foo = text[:self.c_pos] + strn + text[self.c_pos:]
self.set_pos(self.c_pos + len(strn))
return foo
def process_input(self, event):
'''\
Loop through pygame events and evaluate them
'''
if not self.active:
return False;
if event.type == KEYDOWN:
self.changed = True
## Special Character Manipulation
if event.key == K_TAB:
self.c_in = self.str_insert(self.c_in, " ")
elif event.key == K_BACKSPACE:
if self.c_pos > 0:
self.c_in = self.c_in[:self.c_pos-1] + self.c_in[self.c_pos:]
self.set_pos(self.c_pos-1)
elif event.key == K_DELETE:
if self.c_pos < len(self.c_in):
self.c_in = self.c_in[:self.c_pos] + self.c_in[self.c_pos+1:]
elif event.key == K_RETURN or event.key == 271:
self.submit_input(self.c_in)
## Changing Cursor Position
elif event.key == K_LEFT:
if self.c_pos > 0:
self.set_pos(self.c_pos-1)
elif event.key == K_RIGHT:
if self.c_pos < len(self.c_in):
self.set_pos(self.c_pos+1)
elif event.key == K_HOME:
self.set_pos(0)
elif event.key == K_END:
self.set_pos(len(self.c_in))
## History Navigation
elif event.key == K_UP:
if len(self.c_out):
if self.c_hist_pos > 0:
self.c_hist_pos -= 1
self.c_in = self.c_hist[self.c_hist_pos]
self.set_pos(len(self.c_in))
elif event.key == K_DOWN:
if len(self.c_out):
if self.c_hist_pos < len(self.c_hist)-1:
self.c_hist_pos += 1
self.c_in = self.c_hist[self.c_hist_pos]
self.set_pos(len(self.c_in))
## Scrolling
elif event.key == K_PAGEUP:
if self.c_scroll < len(self.c_out)-1:
self.c_scroll += 1
elif event.key == K_PAGEDOWN:
if self.c_scroll > 0:
self.c_scroll -= 1
## Normal character printing
elif event.key >= 32:
mods = pygame.key.get_mods()
if mods & KMOD_CTRL:
if event.key in range(256) and chr(event.key) in self.key_calls:
self.key_calls[chr(event.key)]()
else:
char = str(event.unicode)
self.c_in = self.str_insert(self.c_in, char)
return True
def convert_token(self, tok):
'''\
Convert a token to its proper type
'''
tok = tok.strip("$")
try:
tmp = eval(tok, self.__dict__, self.user_namespace)
except SyntaxError, strerror:
self.output("SyntaxError: " + str(strerror))
raise ParseError, tok
except TypeError, strerror:
self.output("TypeError: " + str(strerror))
raise ParseError, tok
except NameError, strerror:
self.output("NameError: " + str(strerror))
except:
self.output("Error:")
raise ParseError, tok
else:
return tmp
def tokenize(self, s):
'''\
Tokenize input line, convert tokens to proper types
'''
if re_is_comment.match(s):
return [s]
for re in self.user_syntax:
group = re.match(s)
if group:
self.user_syntax[re](self, group)
return
tokens = re_token.findall(s)
tokens = [i.strip("\"") for i in tokens]
cmd = []
i = 0
while i < len(tokens):
t_count = 0
val = tokens[i]
if re_is_number.match(val):
cmd.append(self.convert_token(val))
elif re_is_var.match(val):
cmd.append(self.convert_token(val))
elif val == "True":
cmd.append(True)
elif val == "False":
cmd.append(False)
elif re_is_list.match(val):
while not balanced(val) and (i + t_count) < len(tokens)-1:
t_count += 1
val += tokens[i+t_count]
else:
if (i + t_count) < len(tokens):
cmd.append(self.convert_token(val))
else:
raise ParseError, val
else:
cmd.append(val)
i += t_count + 1
return cmd
##########################
#-Some Builtin functions-#
def clear(self):
'''\
Clear the Screen
'''
self.c_out = ["[Screen Cleared]"]
self.c_scroll = 0
def help(self, *args):
'''\
Output information about functions
Arguments:
args -- arbitrary argument list of function names
|- No Args - A list of available functions will be displayed
|- One or more Args - Docstring of each function will be displayed
'''
if args:
items = [(i,self.func_calls[i]) for i in args if i in self.func_calls]
for i,v in items:
out = i + ": Takes %d arguments. " % (v.func_code.co_argcount - (v.func_code.co_varnames[0] is "self"))
doc = v.func_doc
if doc:
out += textwrap.dedent(doc)
tmp_indent = self.txt_wrapper.subsequent_indent
self.txt_wrapper.subsequent_indent = " "*(len(i)+2)
self.output(out)
self.txt_wrapper.subsequent_indent = tmp_indent
else:
out = "Available commands: " + str(self.func_calls.keys()).strip("[]")
self.output(out)
self.output(r'Type "help command-name" for more information on that command')
|