from __future__ import annotations import numpy as np import moderngl_window as mglw from moderngl_window.context.pyglet.window import Window as PygletWindow from moderngl_window.timers.clock import Timer from screeninfo import get_monitors from functools import wraps from manimlib.config import get_global_config from manimlib.constants import FRAME_SHAPE from typing import TYPE_CHECKING if TYPE_CHECKING: from typing import Callable, TypeVar, Optional from manimlib.scene.scene import Scene T = TypeVar("T") class Window(PygletWindow): fullscreen: bool = False resizable: bool = True gl_version: tuple[int, int] = (3, 3) vsync: bool = True cursor: bool = True def __init__( self, scene: Optional[Scene] = None, size: tuple[int, int] = (1280, 720), default_position: tuple[int, int] = (0, 0), samples: int = 0 ): super().__init__(size=size, samples=samples) self.scene = scene self.default_size = size self.default_position = default_position self.pressed_keys = set() self.size = size self.to_default_position() if self.scene: self.init_for_scene(scene) def init_for_scene(self, scene: Scene): """ Resets the state and updates the scene associated to this window. This is necessary when we want to reuse an *existing* window after a `scene.reload()` was requested, which will create new scene instances. """ self.pressed_keys.clear() self._has_undrawn_event = True self.scene = scene self.title = str(scene) self.init_mgl_context() self.timer = Timer() self.config = mglw.WindowConfig(ctx=self.ctx, wnd=self, timer=self.timer) mglw.activate_context(window=self, ctx=self.ctx) self.timer.start() def focus(self): """ Puts focus on this window by hiding and showing it again. Note that the pyglet `activate()` method didn't work as expected here, so that's why we have to use this workaround. This will produce a small flicker on the window but at least reliably focuses it. It may also offset the window position slightly. """ self._window.set_visible(False) self._window.set_visible(True) def to_default_position(self): self.position = self.default_position # Hack. Sometimes, namely when configured to open in a separate window, # the window needs to be resized to display correctly. w, h = self.default_size self.size = (w - 1, h - 1) self.size = (w, h) # Delegate event handling to scene def pixel_coords_to_space_coords( self, px: int, py: int, relative: bool = False ) -> np.ndarray: if self.scene is None or not hasattr(self.scene, "frame"): return np.zeros(3) pixel_shape = np.array(self.size) fixed_frame_shape = np.array(FRAME_SHAPE) frame = self.scene.frame coords = np.zeros(3) coords[:2] = (fixed_frame_shape / pixel_shape) * np.array([px, py]) if not relative: coords[:2] -= 0.5 * fixed_frame_shape return frame.from_fixed_frame_point(coords, relative) def has_undrawn_event(self) -> bool: return self._has_undrawn_event def swap_buffers(self): super().swap_buffers() self._has_undrawn_event = False @staticmethod def note_undrawn_event(func: Callable[..., T]) -> Callable[..., T]: @wraps(func) def wrapper(self, *args, **kwargs): func(self, *args, **kwargs) self._has_undrawn_event = True return wrapper @note_undrawn_event def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None: super().on_mouse_motion(x, y, dx, dy) if not self.scene: return point = self.pixel_coords_to_space_coords(x, y) d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True) self.scene.on_mouse_motion(point, d_point) @note_undrawn_event def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int) -> None: super().on_mouse_drag(x, y, dx, dy, buttons, modifiers) if not self.scene: return point = self.pixel_coords_to_space_coords(x, y) d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True) self.scene.on_mouse_drag(point, d_point, buttons, modifiers) @note_undrawn_event def on_mouse_press(self, x: int, y: int, button: int, mods: int) -> None: super().on_mouse_press(x, y, button, mods) if not self.scene: return point = self.pixel_coords_to_space_coords(x, y) self.scene.on_mouse_press(point, button, mods) @note_undrawn_event def on_mouse_release(self, x: int, y: int, button: int, mods: int) -> None: super().on_mouse_release(x, y, button, mods) if not self.scene: return point = self.pixel_coords_to_space_coords(x, y) self.scene.on_mouse_release(point, button, mods) @note_undrawn_event def on_mouse_scroll(self, x: int, y: int, x_offset: float, y_offset: float) -> None: super().on_mouse_scroll(x, y, x_offset, y_offset) if not self.scene: return point = self.pixel_coords_to_space_coords(x, y) offset = self.pixel_coords_to_space_coords(x_offset, y_offset, relative=True) self.scene.on_mouse_scroll(point, offset, x_offset, y_offset) @note_undrawn_event def on_key_press(self, symbol: int, modifiers: int) -> None: self.pressed_keys.add(symbol) # Modifiers? super().on_key_press(symbol, modifiers) if not self.scene: return self.scene.on_key_press(symbol, modifiers) @note_undrawn_event def on_key_release(self, symbol: int, modifiers: int) -> None: self.pressed_keys.difference_update({symbol}) # Modifiers? super().on_key_release(symbol, modifiers) if not self.scene: return self.scene.on_key_release(symbol, modifiers) @note_undrawn_event def on_resize(self, width: int, height: int) -> None: super().on_resize(width, height) if not self.scene: return self.scene.on_resize(width, height) @note_undrawn_event def on_show(self) -> None: super().on_show() if not self.scene: return self.scene.on_show() @note_undrawn_event def on_hide(self) -> None: super().on_hide() if not self.scene: return self.scene.on_hide() @note_undrawn_event def on_close(self) -> None: super().on_close() if not self.scene: return self.scene.on_close() def is_key_pressed(self, symbol: int) -> bool: return (symbol in self.pressed_keys)