Merge branch 'css' into demo

This commit is contained in:
Will McGugan
2022-10-20 21:47:43 +01:00
4 changed files with 450 additions and 12 deletions

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@@ -3,6 +3,7 @@ from decimal import Decimal
from textual.app import App, ComposeResult
from textual import events
from textual.containers import Container
from textual.css.query import NoMatches
from textual.reactive import var
from textual.widgets import Button, Static
@@ -19,15 +20,14 @@ class CalculatorApp(App):
value = var("")
operator = var("plus")
KEY_MAP = {
"+": "plus",
"-": "minus",
".": "point",
"*": "multiply",
"/": "divide",
"_": "plus-minus",
"%": "percent",
"=": "equals",
NAME_MAP = {
"asterisk": "multiply",
"slash": "divide",
"underscore": "plus-minus",
"plus_minus_sign": "plus-minus",
"percent_sign": "percent",
"equals_sign": "equals",
"enter": "equals",
}
def watch_numbers(self, value: str) -> None:
@@ -75,7 +75,10 @@ class CalculatorApp(App):
"""Called when the user presses a key."""
def press(button_id: str) -> None:
self.query_one(f"#{button_id}", Button).press()
try:
self.query_one(f"#{button_id}", Button).press()
except NoMatches:
pass
self.set_focus(None)
key = event.key
@@ -84,8 +87,8 @@ class CalculatorApp(App):
elif key == "c":
press("c")
press("ac")
elif key in self.KEY_MAP:
press(self.KEY_MAP[key])
else:
press(self.NAME_MAP.get(key, key))
def on_button_pressed(self, event: Button.Pressed) -> None:
"""Called when a button is pressed."""

88
examples/five_by_five.css Normal file
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@@ -0,0 +1,88 @@
$animation-type: linear;
$animatin-speed: 175ms;
Game {
align: center middle;
layers: gameplay messages;
}
GameGrid {
layout: grid;
grid-size: 5 5;
layer: gameplay;
}
GameHeader {
background: $primary-background;
color: $text;
height: 1;
dock: top;
layer: gameplay;
}
GameHeader #app-title {
width: 60%;
}
GameHeader #moves {
width: 20%;
}
GameHeader #progress {
width: 20%;
}
Footer {
height: 1;
dock: bottom;
layer: gameplay;
}
GameCell {
width: 100%;
height: 100%;
background: $surface;
border: round $surface-darken-1;
transition: background $animatin-speed $animation-type, color $animatin-speed $animation-type;
}
GameCell:hover {
background: $panel-lighten-1;
border: round $panel;
}
GameCell.filled {
background: $secondary;
border: round $secondary-darken-1;
}
GameCell.filled:hover {
background: $secondary-lighten-1;
border: round $secondary;
}
WinnerMessage {
width: 50%;
height: 25%;
layer: messages;
visibility: hidden;
content-align: center middle;
text-align: center;
background: $success;
color: $text;
border: round;
padding: 2;
}
.visible {
visibility: visible;
}
Help {
background: $primary;
color: $text;
border: round $primary-lighten-3;
padding: 2;
}
/* five_by_five.css ends here */

17
examples/five_by_five.md Normal file
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@@ -0,0 +1,17 @@
# 5x5
## Introduction
An annoying puzzle for the terminal, built with
[Textual](https://www.textualize.io/).
## Objective
The object of the game is to fill all of the squares. When you click on a
square, it, and the squares above, below and to the sides will be toggled.
It is possible to solve the puzzle in as few as 14 moves.
Good luck!
[//]: # (README.md ends here)

330
examples/five_by_five.py Normal file
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@@ -0,0 +1,330 @@
"""Simple version of 5x5, developed for/with Textual."""
from pathlib import Path
from typing import cast
import sys
if sys.version_info >= (3, 8):
from typing import Final
else:
from typing_extensions import Final
from textual.containers import Horizontal
from textual.app import App, ComposeResult
from textual.screen import Screen
from textual.widget import Widget
from textual.widgets import Footer, Button, Static
from textual.css.query import DOMQuery
from textual.reactive import reactive
from textual.binding import Binding
from rich.markdown import Markdown
class Help(Screen):
"""The help screen for the application."""
#: Bindings for the help screen.
BINDINGS = [("escape,space,q,question_mark", "pop_screen", "Close")]
def compose(self) -> ComposeResult:
"""Compose the game's help.
Returns:
ComposeResult: The result of composing the help screen.
"""
yield Static(Markdown(Path(__file__).with_suffix(".md").read_text()))
class WinnerMessage(Static):
"""Widget to tell the user they have won."""
#: The minimum number of moves you can solve the puzzle in.
MIN_MOVES: Final = 14
@staticmethod
def _plural(value: int) -> str:
return "" if value == 1 else "s"
def show(self, moves: int) -> None:
"""Show the winner message.
Args:
moves (int): The number of moves required to win.
"""
self.update(
"W I N N E R !\n\n\n"
f"You solved the puzzle in {moves} move{self._plural(moves)}."
+ (
(
f" It is possible to solve the puzzle in {self.MIN_MOVES}, "
f"you were {moves - self.MIN_MOVES} move{self._plural(moves - self.MIN_MOVES)} over."
)
if moves > self.MIN_MOVES
else " Well done! That's the minimum number of moves to solve the puzzle!"
)
)
self.add_class("visible")
def hide(self) -> None:
"""Hide the winner message."""
self.remove_class("visible")
class GameHeader(Widget):
"""Header for the game.
Comprises of the title (``#app-title``), the number of moves ``#moves``
and the count of how many cells are turned on (``#progress``).
"""
#: Keep track of how many moves the player has made.
moves = reactive(0)
#: Keep track of how many cells are filled.
filled = reactive(0)
def compose(self) -> ComposeResult:
"""Compose the game header.
Returns:
ComposeResult: The result of composing the game header.
"""
yield Horizontal(
Static(self.app.title, id="app-title"),
Static(id="moves"),
Static(id="progress"),
)
def watch_moves(self, moves: int):
"""Watch the moves reactive and update when it changes.
Args:
moves (int): The number of moves made.
"""
self.query_one("#moves", Static).update(f"Moves: {moves}")
def watch_filled(self, filled: int):
"""Watch the on-count reactive and update when it changes.
Args:
filled (int): The number of cells that are currently on.
"""
self.query_one("#progress", Static).update(f"Filled: {filled}")
class GameCell(Button):
"""Individual playable cell in the game."""
@staticmethod
def at(row: int, col: int) -> str:
"""Get the ID of the cell at the given location.
Args:
row (int): The row of the cell.
col (int): The column of the cell.
Returns:
str: A string ID for the cell.
"""
return f"cell-{row}-{col}"
def __init__(self, row: int, col: int) -> None:
"""Initialise the game cell.
Args:
row (int): The row of the cell.
col (int): The column of the cell.
"""
super().__init__("", id=self.at(row, col))
self.row = row
self.col = col
class GameGrid(Widget):
"""The main playable grid of game cells."""
def compose(self) -> ComposeResult:
"""Compose the game grid.
Returns:
ComposeResult: The result of composing the game grid.
"""
for row in range(Game.SIZE):
for col in range(Game.SIZE):
yield GameCell(row, col)
class Game(Screen):
"""Main 5x5 game grid screen."""
#: The size of the game grid. Clue's in the name really.
SIZE = 5
#: The bindings for the main game grid.
BINDINGS = [
Binding("n", "new_game", "New Game"),
Binding("question_mark", "push_screen('help')", "Help", key_display="?"),
Binding("q", "quit", "Quit"),
Binding("up,w,k", "navigate(-1,0)", "Move Up", False),
Binding("down,s,j", "navigate(1,0)", "Move Down", False),
Binding("left,a,h", "navigate(0,-1)", "Move Left", False),
Binding("right,d,l", "navigate(0,1)", "Move Right", False),
Binding("space", "move", "Toggle", False),
]
@property
def filled_cells(self) -> DOMQuery[GameCell]:
"""DOMQuery[GameCell]: The collection of cells that are currently turned on."""
return cast(DOMQuery[GameCell], self.query("GameCell.filled"))
@property
def filled_count(self) -> int:
"""int: The number of cells that are currently filled."""
return len(self.filled_cells)
@property
def all_filled(self) -> bool:
"""bool: Are all the cells filled?"""
return self.filled_count == self.SIZE * self.SIZE
def game_playable(self, playable: bool) -> None:
"""Mark the game as playable, or not.
Args:
playable (bool): Should the game currently be playable?
"""
for cell in self.query(GameCell):
cell.disabled = not playable
def cell(self, row: int, col: int) -> GameCell:
"""Get the cell at a given location.
Args:
row (int): The row of the cell to get.
col (int): The column of the cell to get.
Returns:
GameCell: The cell at that location.
"""
return self.query_one(f"#{GameCell.at(row,col)}", GameCell)
def compose(self) -> ComposeResult:
"""Compose the game screen.
Returns:
ComposeResult: The result of composing the game screen.
"""
yield GameHeader()
yield GameGrid()
yield Footer()
yield WinnerMessage()
def toggle_cell(self, row: int, col: int) -> None:
"""Toggle an individual cell, but only if it's in bounds.
If the row and column would place the cell out of bounds for the
game grid, this function call is a no-op. That is, it's safe to call
it with an invalid cell coordinate.
Args:
row (int): The row of the cell to toggle.
col (int): The column of the cell to toggle.
"""
if 0 <= row <= (self.SIZE - 1) and 0 <= col <= (self.SIZE - 1):
self.cell(row, col).toggle_class("filled")
_PATTERN: Final = (-1, 1, 0, 0, 0)
def toggle_cells(self, cell: GameCell) -> None:
"""Toggle a 5x5 pattern around the given cell.
Args:
cell (GameCell): The cell to toggle the cells around.
"""
for row, col in zip(self._PATTERN, reversed(self._PATTERN)):
self.toggle_cell(cell.row + row, cell.col + col)
self.query_one(GameHeader).filled = self.filled_count
def make_move_on(self, cell: GameCell) -> None:
"""Make a move on the given cell.
All relevant cells around the given cell are toggled as per the
game's rules.
Args:
cell (GameCell): The cell to make a move on
"""
self.toggle_cells(cell)
self.query_one(GameHeader).moves += 1
if self.all_filled:
self.query_one(WinnerMessage).show(self.query_one(GameHeader).moves)
self.game_playable(False)
def on_button_pressed(self, event: GameCell.Pressed) -> None:
"""React to a press of a button on the game grid.
Args:
event (GameCell.Pressed): The event to react to.
"""
self.make_move_on(cast(GameCell, event.button))
def action_new_game(self) -> None:
"""Start a new game."""
self.query_one(GameHeader).moves = 0
self.filled_cells.remove_class("filled")
self.query_one(WinnerMessage).hide()
middle = self.cell(self.SIZE // 2, self.SIZE // 2)
self.toggle_cells(middle)
self.set_focus(middle)
self.game_playable(True)
def action_navigate(self, row: int, col: int) -> None:
"""Navigate to a new cell by the given offsets.
Args:
row (int): The row of the cell to navigate to.
col (int): The column of the cell to navigate to.
"""
if isinstance(self.focused, GameCell):
self.set_focus(
self.cell(
(self.focused.row + row) % self.SIZE,
(self.focused.col + col) % self.SIZE,
)
)
def action_move(self) -> None:
"""Make a move on the current cell."""
if isinstance(self.focused, GameCell):
self.focused.press()
def on_mount(self) -> None:
"""Get the game started when we first mount."""
self.action_new_game()
class FiveByFive(App[None]):
"""Main 5x5 application class."""
#: The name of the stylesheet for the app.
CSS_PATH = "five_by_five.css"
#: The pre-loaded screens for the application.
SCREENS = {"help": Help()}
#: App-level bindings.
BINDINGS = [("ctrl+d", "toggle_dark", "Toggle Dark Mode")]
def __init__(self) -> None:
"""Constructor."""
super().__init__(title="5x5 -- A little annoying puzzle")
def on_mount(self) -> None:
"""Set up the application on startup."""
self.push_screen(Game())
if __name__ == "__main__":
FiveByFive().run()