340 lines
9.9 KiB
Python
340 lines
9.9 KiB
Python
# (c) Copyright 2018 by Coinkite Inc. This file is covered by license found in COPYING-CC.
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#
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# menu.py - Implement an interactive menu system.
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#
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import gc
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from display import FontLarge, FontTiny
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from ux import PressRelease, the_ux
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from uasyncio import sleep_ms
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# number of full lines per screen
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PER_M = const(4)
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# do wrap-around, but only for mega menus like seed words
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WRAP_IF_OVER = const(16)
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def start_chooser(chooser):
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# get which one to show as selected, list of choices, and fcn to call after
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selected, choices, setter = chooser()
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async def picked(menu, picked, xx_self):
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menu.chosen = picked
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menu.show()
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await sleep_ms(100) # visual feedback that we changed it
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setter(picked, choices[picked])
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the_ux.pop()
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# make a new menu, just for the choices
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m = MenuSystem([MenuItem(c, f=picked) for c in choices], chosen=selected)
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the_ux.push(m)
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class MenuItem:
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def __init__(self, label, menu=None, f=None, chooser=None, arg=None, predicate=None):
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self.label = label
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self.arg = arg
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if menu:
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self.next_menu = menu
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if f:
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self.next_function = f
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if chooser:
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self.chooser = chooser
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if predicate:
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self.predicate = predicate
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async def activate(self, menu, idx):
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if getattr(self, 'chooser', None):
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start_chooser(self.chooser)
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else:
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# nesting menus, and functions and so on.
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f = getattr(self, 'next_function', None)
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if f:
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rv = await f(menu, idx, self)
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if isinstance(rv, MenuSystem):
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# XXX the function should do this itself
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# go to new menu
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the_ux.replace(rv)
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m = getattr(self, 'next_menu', None)
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if callable(m):
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m = await m(menu, idx, self)
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if isinstance(m, list):
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m = MenuSystem(m)
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if m:
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the_ux.push(m)
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class ToggleMenuItem(MenuItem):
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# Handle toggles: must use undefined (missing) as default
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# - can remap values a little, but default is to store 0/1/2
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def __init__(self, label, nvkey, choices, predicate=None, story=None, on_change=None, invert=False, value_map=None):
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self.label = label
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self.story = story
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self.nvkey = nvkey
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self.choices = choices # list of strings, at least 2
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self.on_change = on_change # optional, since some are just settings
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if invert:
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self.invert = True
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if value_map:
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self.value_map = value_map
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if predicate:
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self.predicate = predicate
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def is_chosen(self):
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# should we show a check in parent menu?
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from glob import settings
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rv = bool(settings.get(self.nvkey, 0))
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if getattr(self, 'invert', False):
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rv = not rv
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return rv
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async def activate(self, menu, idx):
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from glob import settings
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from ux import ux_show_story
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# skip story if default value has been changed
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if self.story and settings.get(self.nvkey, None) == None:
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ch = await ux_show_story(self.story)
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if ch == 'x': return
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value = settings.get(self.nvkey, 0)
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if hasattr(self, 'value_map'):
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for n,v in enumerate(self.value_map):
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if value == v:
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value = n
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break
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else:
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value = 0 # robustness
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m = MenuSystem([MenuItem(c, f=self.picked) for c in self.choices], chosen=value)
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the_ux.push(m)
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async def picked(self, menu, picked, xx_self):
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from glob import settings
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menu.chosen = picked
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menu.show()
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await sleep_ms(100) # visual feedback that we changed it
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if picked == 0:
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settings.remove_key(self.nvkey)
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else:
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if hasattr(self, 'value_map'):
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picked = self.value_map[picked] # want IndexError if wrong here
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settings.set(self.nvkey, picked)
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if self.on_change:
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await self.on_change(picked)
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the_ux.pop()
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class MenuSystem:
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def __init__(self, menu_items, chosen=None, should_cont=None, space_indicators=False):
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self.should_continue = should_cont or (lambda: True)
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self.replace_items(menu_items)
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self.space_indicators = space_indicators
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self.chosen = chosen
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if chosen is not None:
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self.goto_idx(chosen)
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# subclasses: override us
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#
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def late_draw(self, dis):
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pass
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def early_draw(self, dis):
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pass
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def update_contents(self):
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# something changed in system state; maybe re-construct menu contents
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pass
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def replace_items(self, menu_items, keep_position=False):
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# only safe to keep position if you know number of items isn't changing
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if not keep_position:
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self.cursor = 0
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self.ypos = 0
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self.items = [m for m in menu_items if not getattr(m, 'predicate', None) or m.predicate()]
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self.count = len(self.items)
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def show(self):
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#
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# Redraw the menu.
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#
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from glob import dis
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dis.clear()
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#print('cur=%d ypos=%d' % (self.cursor, self.ypos))
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# subclass hook
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self.early_draw(dis)
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x,y = (10, 2)
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h = 14
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for n in range(self.ypos+PER_M+1):
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if n+self.ypos >= self.count: break
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msg = self.items[n+self.ypos].label
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is_sel = (self.cursor == n+self.ypos)
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if is_sel:
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dis.dis.fill_rect(0, y, 128, h-1, 1)
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dis.icon(2, y, 'wedge', invert=1)
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dis.text(x, y, msg, invert=1)
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else:
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dis.text(x, y, msg)
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if msg[0] == ' ' and self.space_indicators:
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dis.icon(x-2, y+11, 'space', invert=is_sel)
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# show check?
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checked = (self.chosen is not None and (n+self.ypos) == self.chosen)
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fcn = getattr(self.items[n+self.ypos], 'is_chosen', None)
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if fcn and fcn():
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checked = True
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if checked:
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dis.icon(108, y, 'selected', invert=is_sel)
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y += h
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if y > 128: break
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# subclass hook
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self.late_draw(dis)
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if self.count > PER_M:
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dis.scroll_bar(self.ypos / (self.count-PER_M))
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dis.show()
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def get_wrap_length(self):
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from glob import settings
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# wa is boolean value from config
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# True --> wrap around all menus with length greater than 1
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# False --> wrap around is active only for menus with length > WRAP_IF_OVER
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wrap = settings.get("wa", 0)
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return 1 if wrap else WRAP_IF_OVER
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def down(self):
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if self.cursor < self.count-1:
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self.cursor += 1
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if self.cursor - self.ypos >= (PER_M-1):
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self.ypos += 1
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else:
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wrap_length = self.get_wrap_length()
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if self.count > wrap_length:
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self.goto_idx(0)
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def up(self):
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if self.cursor > 0:
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self.cursor -= 1
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if self.cursor < self.ypos:
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self.ypos -= 1
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else:
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wrap_length = self.get_wrap_length()
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if self.count > wrap_length:
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self.goto_idx(self.count - 1)
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def top(self):
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self.cursor = 0
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self.ypos = 0
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def goto_n(self, n):
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# goto N from top of (current) screen
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# change scroll only if needed to make it visible
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self.cursor = max(min(n + self.ypos, self.count-1), 0)
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self.ypos = max(self.cursor - n, 0)
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def goto_idx(self, n):
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# skip to any item, force cusor near middle of screen
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n = self.count-1 if n >= self.count else n
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n = 0 if n < 0 else n
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self.cursor = n
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if n < PER_M-1:
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self.ypos = 0
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else:
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self.ypos = n - 2
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def page(self, n):
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# relative page dn/up
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if n == 1:
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for i in range(PER_M):
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self.down()
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else:
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for i in range(PER_M):
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self.up()
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# events
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def on_cancel(self):
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# override me
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if the_ux.pop():
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# top of stack (main top-level menu)
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self.top()
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async def activate(self, idx):
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# Activate a specific choice in our menu.
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#
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if idx is None:
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# "go back" or cancel or something
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self.on_cancel()
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else:
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assert idx < self.count
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ch = self.items[idx]
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await ch.activate(self, idx)
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async def interact(self):
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# Only public entry point: do stuff.
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#
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while self.should_continue() and the_ux.top_of_stack() == self:
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ch = await self.wait_choice()
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gc.collect()
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await self.activate(ch)
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async def wait_choice(self):
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#
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# Wait until a menu choice is picked; let them move around
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# the menu, keep redrawing it and so on.
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key = None
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# 5,8 have key-repeat, not others
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pr = PressRelease('790xy')
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while 1:
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self.show()
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key = await pr.wait()
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if not key:
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continue
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if key == '5':
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self.up()
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elif key == '8':
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self.down()
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elif key == '7':
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self.page(-1) # maybe should back out of nested menus?
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elif key == '9':
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self.page(1)
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elif key == '0':
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# zip to top, no selection
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self.cursor = 0
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self.ypos = 0
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elif key in '1234':
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# jump down, based on screen postion
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self.goto_n(ord(key)-ord('1'))
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elif key == 'y':
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# selected
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return self.cursor
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elif key == 'x':
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# abort/nothing selected/back out?
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return None
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# EOF
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