Restructure event handling

Events start in the Interface. The interface gets first crack at any incoming
events. If the interface doesn't handle the event, it is given to the
engine. The engine has an EngineEventHandler that yields actions just
like the event handler prior to this change.

The interface's event handler passes events to each window in the
interface. Windows can choose to handle events however they like, and
they return a bool indicating whether the event was fully handled.
This commit is contained in:
Eryn Wells 2023-03-07 21:29:05 -08:00
parent ee1c6f2222
commit 003aedf30e
6 changed files with 197 additions and 116 deletions

View file

@ -4,15 +4,18 @@
The game's graphical user interface
'''
from typing import List
from typing import NoReturn
from tcod import event as tev
from tcod.console import Console
from tcod.context import Context
from .color import HealthBar
from .events import InterfaceEventHandler
from .percentage_bar import PercentageBar
from .window import Window, MapWindow
from ..engine import Engine
from ..geometry import Point, Rect, Size
from ..map import Map
from ..messages import MessageLog
from ..object import Entity, Hero
@ -20,25 +23,59 @@ from ..object import Entity, Hero
class Interface:
'''The game's user interface'''
# pylint: disable=redefined-builtin
def __init__(self, size: Size, map: Map, message_log: MessageLog):
self.map_window = MapWindow(Rect(Point(0, 0), Size(size.width, size.height - 5)), map)
self.info_window = InfoWindow(Rect(Point(0, size.height - 5), Size(28, 5)))
self.message_window = MessageLogWindow(Rect(Point(28, size.height - 5), Size(size.width - 28, 5)), message_log)
def __init__(self, size: Size, engine: Engine):
self.engine = engine
def update(self, turn_count: int, hero: Hero, entities: List[Entity]):
self.console = Console(*size.numpy_shape, order='F')
self.map_window = MapWindow(
Rect.from_raw_values(0, 0, size.width, size.height - 5),
engine.map)
self.info_window = InfoWindow(
Rect.from_raw_values(0, size.height - 5, 28, 5))
self.message_window = MessageLogWindow(
Rect.from_raw_values(28, size.height - 5, size.width - 28, 5),
engine.message_log)
self.event_handler = InterfaceEventHandler(self)
def update(self):
'''Update game state that the interface needs to render'''
self.info_window.turn_count = turn_count
self.info_window.turn_count = self.engine.current_turn
hero = self.engine.hero
self.info_window.update_hero(hero)
self.map_window.update_drawable_map_bounds(hero)
self.map_window.entities = entities
def draw(self, console: Console):
sorted_entities = sorted(self.engine.entities, key=lambda e: e.render_order.value)
self.map_window.entities = sorted_entities
def draw(self):
'''Draw the UI to the console'''
self.map_window.draw(console)
self.info_window.draw(console)
self.message_window.draw(console)
self.map_window.draw(self.console)
self.info_window.draw(self.console)
self.message_window.draw(self.console)
def run_event_loop(self, context: Context) -> NoReturn:
'''Run the event loop forever. This method never returns.'''
while True:
self.update()
self.console.clear()
self.draw()
context.present(self.console)
for event in tev.wait():
did_handle = self.event_handler.dispatch(event)
if did_handle:
continue
action = self.engine.event_handler.dispatch(event)
if not action:
# The engine didn't handle the event, so just drop it.
continue
self.engine.process_input_action(action)
class InfoWindow(Window):

View file

@ -0,0 +1,50 @@
# Eryn Wells <eryn@erynwells.me>
'''Defines event handling mechanisms.'''
from typing import TYPE_CHECKING
from tcod import event as tev
if TYPE_CHECKING:
from . import Interface
class InterfaceEventHandler(tev.EventDispatch[bool]):
'''The event handler for the user interface.'''
def __init__(self, interface: 'Interface'):
super().__init__()
self.interface = interface
self._handlers = []
self._refresh_handlers()
def _refresh_handlers(self):
self._handlers = [
self.interface.map_window.event_handler,
self.interface.message_window.event_handler,
self.interface.info_window.event_handler,
]
def ev_keydown(self, event: tev.KeyDown) -> bool:
return self._handle_event(event)
def ev_keyup(self, event: tev.KeyUp) -> bool:
return self._handle_event(event)
def ev_mousemotion(self, event: tev.MouseMotion) -> bool:
return self._handle_event(event)
def ev_mousebuttondown(self, event: tev.MouseButtonDown) -> bool:
return self._handle_event(event)
def ev_mousebuttonup(self, event: tev.MouseButtonUp) -> bool:
return self._handle_event(event)
def _handle_event(self, event: tev.Event) -> bool:
for handler in self._handlers:
if handler and handler.dispatch(event):
return True
return False

View file

@ -1,8 +1,9 @@
# Eryn Wells <eryn@erynwells.me>
from typing import List
from typing import List, Optional
import numpy as np
from tcod import event as tev
from tcod.console import Console
from .. import log
@ -12,11 +13,46 @@ from ..object import Entity, Hero
class Window:
'''A user interface window. It can be framed.'''
'''A user interface window. It can be framed and it can handle events.'''
def __init__(self, bounds: Rect, *, framed: bool = True):
class EventHandler(tev.EventDispatch[bool]):
'''
Handles events for a Window. Event dispatch methods return True if the event
was handled and no further action is needed.
'''
def __init__(self, window: 'Window'):
super().__init__()
self.window = window
def mouse_point_for_event(self, event: tev.MouseState) -> Point:
'''
Return the mouse point in tiles for a window event. Raises a ValueError
if the event is not a mouse event.
'''
if not isinstance(event, tev.MouseState):
raise ValueError("Can't get mouse point for non-mouse event")
return Point(event.tile.x, event.tile.y)
def ev_keydown(self, event: tev.KeyDown) -> bool:
return False
def ev_keyup(self, event: tev.KeyUp) -> bool:
return False
def ev_mousemotion(self, event: tev.MouseMotion) -> bool:
mouse_point = self.mouse_point_for_event(event)
if mouse_point not in self.window.bounds:
return False
return False
def __init__(self, bounds: Rect, *, framed: bool = True, event_handler: Optional['EventHandler'] = None):
self.bounds = bounds
self.is_framed = framed
self.event_handler = event_handler or self.__class__.EventHandler(self)
@property
def drawable_bounds(self) -> Rect:
@ -28,6 +64,14 @@ class Window:
return self.bounds.inset_rect(1, 1, 1, 1)
return self.bounds
def convert_console_point(self, point: Point) -> Optional[Point]:
'''
Converts a point in console coordinates to window-relative coordinates.
If the point is out of bounds of the window, return None.
'''
converted_point = point - Vector.from_point(self.bounds.origin)
return converted_point if converted_point in self.bounds else None
def draw(self, console: Console):
'''Draw the window to the conole'''
if self.is_framed:
@ -46,6 +90,20 @@ class Window:
class MapWindow(Window):
'''A Window that displays a game map'''
class EventHandler(Window.EventHandler):
'''An event handler for the MapWindow.'''
def ev_mousemotion(self, event: tev.MouseMotion) -> bool:
mouse_point = self.window.convert_console_point(self.mouse_point_for_event(event))
if not mouse_point:
return False
# TODO: Convert window point to map point
# TODO: Perform a path finding operation from the hero to the mouse point
# TODO: Highlight those points on the map
return False
# pylint: disable=redefined-builtin
def __init__(self, bounds: Rect, map: Map, **kwargs):
super().__init__(bounds, **kwargs)