Files
darkfi/bin/app/gui/__init__.py
2025-01-21 09:31:52 +01:00

752 lines
24 KiB
Python

from pydrk import SceneNodeType, PropertyType, vertex, face, serial
from .print_tree import print_tree
from .api import *
from .gfx import Layer, add_object
from . import settings
import time
latin = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
numerals = "0123456789"
punct = " .,<>/\\'[]{}:`~!@#$%^&*()_+?"
keycmds = [
"Backspace"
]
class App(EventLoop):
def __init__(self):
super().__init__()
w = get_property("/window", "width")
h = get_property("/window", "height")
self.chatbox_layer = Layer("chatbox_layer")
self.chatbox_layer.resize(w, h)
self.chatbox_layer.add_obj("outline")
self.chatbox_layer.add_obj("user_input")
self.cursor_layer = Layer("cursor_layer")
self.cursor_layer.add_obj("cursor")
self.cursor_layer.resize(w, h)
self.rounded_box_layer = Layer("rounded_box_layer")
self.rounded_box_layer.add_obj("box")
self.rounded_box_layer.resize(w, h)
self.user_input = ""
self.last_keypress_time = 0
def resize_event(self, w, h):
self.chatbox_layer.resize(w, h)
self.cursor_layer.resize(w, h)
self.rounded_box_layer.resize(w, h)
resize_box()
resize_rounded_box()
draw_txt(self.user_input)
def mouse_click(self, x, y):
print(f"mouse click ({x}, {y})")
def mouse_wheel(self, y):
settings.ui_scale *= 1 + y/100
print(settings.ui_scale)
def key_down(self, keycode, keymods, repeat):
#print(f"key_down: '{keycode}'")
if keymods.ctrl and keycode == "=":
settings.ui_scale *= 1.01
print(settings.ui_scale)
elif keymods.ctrl and keycode == "-":
settings.ui_scale *= 0.99
print(settings.ui_scale)
elif keymods.ctrl and keycode == "H":
print("hello")
elif keymods.ctrl and keycode == "P":
print_tree()
elif keycode in latin:
key = keycode.upper() if keymods.shift else keycode.lower()
self.type_key(key, keymods, repeat)
elif keycode in numerals or keycode in punct or keycode in keycmds:
self.type_key(keycode, keymods, repeat)
#else:
# print(keycode)
def type_key(self, key, _keymods, _repeat):
now = time.time()
if now - self.last_keypress_time < 0.2:
return
self.last_keypress_time = now
if key == "Backspace":
self.user_input = self.user_input[:-1]
else:
self.user_input += key
draw_txt(self.user_input)
def draw_txt(user_input):
obj_id = add_object("/window/chatbox_layer", "user_input2")
# create a new one and link it
text_id = host.create_text("/font/inter-regular", "txt2", user_input, 30)
link_node(text_id, obj_id)
layer_w = get_property("/window/chatbox_layer", "rect_w")
layer_h = get_property("/window/chatbox_layer", "rect_h")
x = 20
y = layer_h - 20 - 30
set_property_f32("/window/chatbox_layer/user_input2", "x", x)
set_property_f32("/window/chatbox_layer/user_input2", "y", y)
set_property_f32("/window/chatbox_layer/user_input2/txt2", "r", 1)
set_property_f32("/window/chatbox_layer/user_input2/txt2", "g", 1)
set_property_f32("/window/chatbox_layer/user_input2/txt2", "b", 1)
set_property_f32("/window/chatbox_layer/user_input2/txt2", "a", 1)
# Switch visibility
set_property_bool("/window/chatbox_layer/user_input", "is_visible", False)
set_property_bool("/window/chatbox_layer/user_input2", "is_visible", True)
# Remove the old object
old_id = lookup_node("/window/chatbox_layer/user_input")
unlink_from_parents(old_id)
remove_node_recursive(old_id)
rename_node("/window/chatbox_layer/user_input2/txt2", "txt")
rename_node("/window/chatbox_layer/user_input2", "user_input")
reposition_cursor()
def reposition_cursor():
layer_h = get_property("/window/chatbox_layer", "rect_h")
y = layer_h - 20 - 30
# Move the cursor
text_id = api.lookup_node_id("/window/chatbox_layer/user_input/txt")
text_px_w = 0
user_input = ""
if text_id is not None:
text_px_w = get_property(text_id, "width")
user_input = get_property(text_id, "text")
x = text_px_w + 25
if user_input and user_input[-1] == " ":
x += 10
set_property_f32("/window/cursor_layer/cursor", "x", x)
set_property_f32("/window/cursor_layer/cursor", "y", y)
def draw_cursor():
node_id = api.add_node("cursor_box", SceneNodeType.RENDER_MESH)
api.add_property(node_id, "verts", PropertyType.BUFFER)
api.add_property(node_id, "faces", PropertyType.BUFFER)
link_node(node_id, "/window/cursor_layer/cursor")
x, y = 0, 0
w, h = 20, 40
vert1 = vertex(x, y, 1, 1, 1, 1, 0, 0)
vert2 = vertex(x + w, y, 1, 1, 1, 1, 1, 0)
vert3 = vertex(x, y + h, 1, 1, 1, 1, 0, 1)
vert4 = vertex(x + w, y + h, 1, 1, 1, 1, 1, 1)
api.set_property_buffer(node_id, "verts", vert1 + vert2 + vert3 + vert4)
api.set_property_buffer(node_id, "faces", face(0, 2, 1) + face(1, 2, 3))
def draw_box():
node_id = api.add_node("box", SceneNodeType.RENDER_MESH)
api.add_property(node_id, "verts", PropertyType.BUFFER)
api.add_property(node_id, "faces", PropertyType.BUFFER)
link_node(node_id, "/window/chatbox_layer/outline")
node_id = api.add_node("inner_box", SceneNodeType.RENDER_MESH)
api.add_property(node_id, "verts", PropertyType.BUFFER)
api.add_property(node_id, "faces", PropertyType.BUFFER)
link_node(node_id, "/window/chatbox_layer/outline")
resize_box()
def resize_box():
node_id = api.lookup_node_id("/window/chatbox_layer/outline/box")
layer_w = get_property("/window/chatbox_layer", "rect_w")
layer_h = get_property("/window/chatbox_layer", "rect_h")
box_h = 60
# Inner padding, so box inside will be (box_h - 2*padding) px high
padding = 10
# Lets add a poly - must be counterclockwise
x, y = 0, layer_h - box_h
w, h = layer_w, box_h
vert1 = vertex(x, y, 1, 1, 1, 1, 0, 0)
vert2 = vertex(x + w, y, 1, 1, 1, 1, 1, 0)
vert3 = vertex(x, y + h, 1, 1, 1, 1, 0, 1)
vert4 = vertex(x + w, y + h, 1, 1, 1, 1, 1, 1)
api.set_property_buffer(node_id, "verts", vert1 + vert2 + vert3 + vert4)
api.set_property_buffer(node_id, "faces", face(0, 2, 1) + face(1, 2, 3))
# Second mesh
node_id = api.lookup_node_id("/window/chatbox_layer/outline/inner_box")
x, y = x + padding, y + padding
w -= 2*padding
h -= 2*padding
vert1 = vertex(x, y, 0, 0, 0, 1, 0, 0)
vert2 = vertex(x + w, y, 0, 0, 0, 1, 1, 0)
vert3 = vertex(x, y + h, 0, 0, 0, 1, 0, 1)
vert4 = vertex(x + w, y + h, 0.3, 0.3, 0.3, 1, 1, 1)
api.set_property_buffer(node_id, "verts", vert1 + vert2 + vert3 + vert4)
api.set_property_buffer(node_id, "faces", face(0, 2, 1) + face(1, 2, 3))
def draw_rounded_box():
node_id = api.add_node("box", SceneNodeType.RENDER_MESH)
api.add_property(node_id, "verts", PropertyType.BUFFER)
api.add_property(node_id, "faces", PropertyType.BUFFER)
link_node(node_id, "/window/rounded_box_layer/box")
node_id = api.add_node("inner_box", SceneNodeType.RENDER_MESH)
api.add_property(node_id, "verts", PropertyType.BUFFER)
api.add_property(node_id, "faces", PropertyType.BUFFER)
link_node(node_id, "/window/rounded_box_layer/box")
resize_rounded_box()
def resize_rounded_box():
node_id = api.lookup_node_id("/window/rounded_box_layer/box/box")
layer_w = get_property("/window/rounded_box_layer", "rect_w")
layer_h = get_property("/window/rounded_box_layer", "rect_h")
# Inner padding, so box inside will be (box_h - 2*padding) px high
padding = 5
bevel = 20
# Lets add a poly - must be counterclockwise
x, y = layer_w/4, layer_h/4
w, h = layer_w/2, layer_h/2
y0 = y + bevel
h0 = h - 2*bevel
verts = (
vertex(x, y0, 1, 1, 1, 1, 0, 0) +
vertex(x + w, y0, 1, 1, 1, 1, 1, 0) +
vertex(x, y0 + h0, 1, 1, 1, 1, 0, 1) +
vertex(x + w, y0 + h0, 1, 1, 1, 1, 1, 1)
)
faces = face(0, 2, 1) + face(1, 2, 3)
x0 = x + bevel
w0 = w - 2*bevel
h0 = bevel
verts += (
vertex(x0, y, 1, 1, 1, 1, 0, 0) +
vertex(x0 + w0, y, 1, 1, 1, 1, 1, 0) +
vertex(x0, y + h0, 1, 1, 1, 1, 0, 1) +
vertex(x0 + w0, y + h0, 1, 1, 1, 1, 1, 1)
)
o = 4
faces += face(o + 0, o + 2, o + 1) + face(o + 1, o + 2, o + 3)
y0 = y + h - bevel
x0 = x + bevel
w0 = w - 2*bevel
h0 = bevel
verts += (
vertex(x0, y0, 1, 1, 1, 1, 0, 0) +
vertex(x0 + w0, y0, 1, 1, 1, 1, 1, 0) +
vertex(x0, y0 + h0, 1, 1, 1, 1, 0, 1) +
vertex(x0 + w0, y0 + h0, 1, 1, 1, 1, 1, 1)
)
o = 8
faces += face(o + 0, o + 2, o + 1) + face(o + 1, o + 2, o + 3)
api.set_property_buffer(node_id, "verts", verts)
api.set_property_buffer(node_id, "faces", faces)
# Second mesh
node_id = api.lookup_node_id("/window/rounded_box_layer/box/inner_box")
x, y = x + padding, y + padding
w -= 2*padding
h -= 2*padding
vert1 = vertex(x, y, 0, 0, 0, 1, 0, 0)
vert2 = vertex(x + w, y, 0, 0, 0, 1, 1, 0)
vert3 = vertex(x, y + h, 0, 0, 0, 1, 0, 1)
vert4 = vertex(x + w, y + h, 0.3, 0.3, 0.3, 1, 1, 1)
#api.set_property_buffer(node_id, "verts", vert1 + vert2 + vert3 + vert4)
#api.set_property_buffer(node_id, "faces", face(0, 2, 1) + face(1, 2, 3))
def draw():
win_id = api.lookup_node_id("/window")
# Add foo layer
layer_id = api.add_node("foo", SceneNodeType.RENDER_LAYER)
prop = Property(
"is_visible", PropertyType.BOOL, PropertySubType.NULL,
None,
"Is Visible", "Visibility of the layer",
False, False, 1, None, None, []
)
api.add_property(layer_id, prop)
api.set_property_bool(layer_id, "is_visible", 0, True)
#prop = Property(
# "redraw", PropertyType.BOOL, PropertySubType.NULL,
# None,
# "redraw", "Redraw this layer",
# False, False, 1, None, None, []
#)
#api.add_property(layer_id, prop)
#api.set_property_bool(layer_id, "redraw", 0, True)
prop = Property(
"rect", PropertyType.UINT32, PropertySubType.PIXEL,
None,
"Rectangle", "The position and size within the layer",
False, True, 4, None, None, []
)
api.add_property(layer_id, prop)
# x
api.set_property_u32(layer_id, "rect", 0, 0)
# y
api.set_property_u32(layer_id, "rect", 1, 0)
# w
#api.set_property_u32(layer_id, "rect", 2, int(3838/2))
code = [["as_u32", ["/", ["load", "sw"], ["u32", 2]]]]
code = [["as_u32", ["load", "sw"]]]
api.set_property_expr(layer_id, "rect", 2, code)
# h
code = [["as_u32", ["/", ["load", "sh"], ["u32", 2]]]]
code = [["as_u32", ["load", "sh"]]]
api.set_property_expr(layer_id, "rect", 3, code)
api.link_node(layer_id, win_id)
# Add a bg box to our layer
node_id = api.add_node("bg", SceneNodeType.RENDER_MESH)
prop = Property(
"data", PropertyType.BUFFER, PropertySubType.NULL,
None,
"Mesh Data", "The face and vertex data for the mesh",
False, False, 2, None, None, []
)
api.add_property(node_id, prop)
#x, y = 0.1, 0.1
#w, h = 0.1, 0.1
x, y, w, h = 0, 0, 1, 1
#x, y, w, h = -1, 1, 2, -2
vert1 = vertex(x, y, 0, 0.1, 0, 1, 0, 0)
vert2 = vertex(x + w, y, 0.1, 0, 0, 1, 1, 0)
vert3 = vertex(x, y + h, 0.1, 0, 0, 1, 0, 1)
vert4 = vertex(x + w, y + h, 0.1, 0, 0, 1, 1, 1)
verts = vert1 + vert2 + vert3 + vert4
faces = face(0, 2, 1) + face(1, 2, 3)
api.set_property_buf(node_id, "data", 0, verts)
api.set_property_buf(node_id, "data", 1, faces)
prop = Property(
"rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Rectangle", "The position and size within the layer",
False, True, 4, None, None, []
)
api.add_property(node_id, prop)
# x
api.set_property_f32(node_id, "rect", 0, 0)
# y
api.set_property_f32(node_id, "rect", 1, 0)
# w
#api.set_property_f32(node_id, "rect", 2, 20)
code = [["-", ["load", "lw"], ["f32", 0]]]
api.set_property_expr(node_id, "rect", 2, code)
# h
#api.set_property_str(node_id, "rect", 3, "lh - 10")
code = [["-", ["load", "lh"], ["f32", 0]]]
api.set_property_expr(node_id, "rect", 3, code)
prop = Property(
"z_index", PropertyType.UINT32, PropertySubType.NULL,
None,
"Z-index", "Z-index: values greater than zero are deferred draws",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.link_node(node_id, layer_id)
# Add a second mesh to our layer
node_id = api.add_node("meshie2", SceneNodeType.RENDER_MESH)
prop = Property(
"data", PropertyType.BUFFER, PropertySubType.NULL,
None,
"Mesh Data", "The face and vertex data for the mesh",
False, False, 2, None, None, []
)
api.add_property(node_id, prop)
x, y, w, h = 0, 0, 1, 1
vert1 = vertex(x, y, 1, 0, 1, 1, 0, 0)
vert2 = vertex(x + w, y, 0.5, 0, 1, 1, 1, 0)
vert3 = vertex(x, y + h, 1, 0, 0.5, 1, 0, 1)
vert4 = vertex(x + w, y + h, 0.5, 1, 0.5, 1, 1, 1)
verts = vert1 + vert2 + vert3 + vert4
faces = face(0, 2, 1) + face(1, 2, 3)
api.set_property_buf(node_id, "data", 0, verts)
api.set_property_buf(node_id, "data", 1, faces)
prop = Property(
"rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Rectangle", "The position and size within the layer",
False, True, 4, None, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "rect", 0, 10)
api.set_property_f32(node_id, "rect", 1, 10)
api.set_property_f32(node_id, "rect", 2, 60)
api.set_property_f32(node_id, "rect", 3, 60)
prop = Property(
"z_index", PropertyType.UINT32, PropertySubType.NULL,
None,
"Z-index", "Z-index: values greater than zero are deferred draws",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.link_node(node_id, layer_id)
# Add some text
node_id = api.add_node("hellowurld", SceneNodeType.RENDER_TEXT)
prop = Property(
"rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Rectangle", "The position and size within the layer",
False, True, 4, None, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "rect", 0, 10)
api.set_property_f32(node_id, "rect", 1, 100)
api.set_property_f32(node_id, "rect", 2, 60)
api.set_property_f32(node_id, "rect", 3, 60)
prop = Property(
"baseline", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Baseline", "Y offset of baseline inside rect",
False, True, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "baseline", 0, 50)
prop = Property(
"font_size", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Font Size", "Font Size",
False, True, 1, 0.0, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "font_size", 0, 30)
prop = Property(
"text", PropertyType.STR, PropertySubType.NULL,
None,
"Text", "Text",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_str(node_id, "text", 0, "hello!😁🍆jelly 🍆1234")
prop = Property(
"color", PropertyType.FLOAT32, PropertySubType.COLOR,
None,
"Color", "Color of the text",
False, False, 4, 0, 1, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "color", 0, 1)
api.set_property_f32(node_id, "color", 1, 1)
api.set_property_f32(node_id, "color", 2, 1)
api.set_property_f32(node_id, "color", 3, 1)
#prop = Property(
# "overflow", PropertyType.ENUM, PropertySubType.NULL,
# None,
# "Overflow Behaviour", "Behaviour when text exceeds bounding box",
# False, True, 1, None, None, [
# "ScrollRight",
# "OverflowRight"
# ]
#)
#api.add_property(node_id, prop)
#api.set_property_enum(node_id, "overflow", 0, "ScrollRight")
prop = Property(
"z_index", PropertyType.UINT32, PropertySubType.NULL,
None,
"Z-index", "Z-index: values greater than zero are deferred draws",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
prop = Property(
"debug", PropertyType.BOOL, PropertySubType.NULL,
None,
"Debug", "Draw debug outlines",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.link_node(node_id, layer_id)
# EditBox
node_id = api.add_node("editz", SceneNodeType.EDIT_BOX)
prop = Property(
"is_active", PropertyType.BOOL, PropertySubType.NULL,
None,
"Is Active", "Whether the editbox is active",
False, True, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_bool(node_id, "is_active", 0, True)
prop = Property(
"rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Rectangle", "The position and size within the layer",
False, True, 4, None, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "rect", 0, 60)
api.set_property_f32(node_id, "rect", 1, 200)
api.set_property_f32(node_id, "rect", 2, 300)
api.set_property_f32(node_id, "rect", 3, 60)
prop = Property(
"baseline", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Baseline", "Y offset of baseline inside rect",
False, True, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "baseline", 0, 50)
prop = Property(
"scroll", PropertyType.FLOAT32, PropertySubType.NULL,
None,
"Scroll", "Current scroll",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
prop = Property(
"cursor_pos", PropertyType.UINT32, PropertySubType.NULL,
None,
"Cursor Position", "Cursor position within the text",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
prop = Property(
"font_size", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Font Size", "Font Size",
False, True, 1, 0.0, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "font_size", 0, 50)
prop = Property(
"text", PropertyType.STR, PropertySubType.NULL,
None,
"Text", "Text",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_str(node_id, "text", 0, "hello king!😁🍆jelly 🍆1234")
prop = Property(
"text_color", PropertyType.FLOAT32, PropertySubType.COLOR,
None,
"Text Color", "Color of the text",
False, False, 4, 0, 1, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "text_color", 0, 1)
api.set_property_f32(node_id, "text_color", 1, 1)
api.set_property_f32(node_id, "text_color", 2, 1)
api.set_property_f32(node_id, "text_color", 3, 1)
prop = Property(
"cursor_color", PropertyType.FLOAT32, PropertySubType.COLOR,
None,
"Cursor Color", "Color of the cursor",
False, False, 4, 0, 1, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "cursor_color", 0, 1)
api.set_property_f32(node_id, "cursor_color", 1, 0.5)
api.set_property_f32(node_id, "cursor_color", 2, 0.5)
api.set_property_f32(node_id, "cursor_color", 3, 1)
prop = Property(
"hi_bg_color", PropertyType.FLOAT32, PropertySubType.COLOR,
None,
"Highlight Bg Color", "Background color for highlighted text",
False, False, 4, 0, 1, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "hi_bg_color", 0, 1)
api.set_property_f32(node_id, "hi_bg_color", 1, 1)
api.set_property_f32(node_id, "hi_bg_color", 2, 1)
api.set_property_f32(node_id, "hi_bg_color", 3, 0.5)
prop = Property(
"selected", PropertyType.UINT32, PropertySubType.NULL,
None,
"Selected", "Selected range",
True, False, 2, 0, None, []
)
api.add_property(node_id, prop)
api.set_property_u32(node_id, "selected", 0, 1)
api.set_property_u32(node_id, "selected", 1, 4)
prop = Property(
"z_index", PropertyType.UINT32, PropertySubType.NULL,
None,
"Z-index", "Z-index: values greater than zero are deferred draws",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_u32(node_id, "z_index", 0, 4)
prop = Property(
"debug", PropertyType.BOOL, PropertySubType.NULL,
None,
"Debug", "Draw debug outlines",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_bool(node_id, "debug", 0, True)
arg_data = bytearray()
serial.write_u32(arg_data, node_id)
api.call_method(win_id, "create_edit_box", arg_data)
api.link_node(node_id, layer_id)
# ChatView
node_id = api.add_node("chatty", SceneNodeType.CHAT_VIEW)
prop = Property(
"rect", PropertyType.FLOAT32, PropertySubType.PIXEL,
None,
"Rectangle", "The position and size within the layer",
False, True, 4, None, None, []
)
api.add_property(node_id, prop)
api.set_property_f32(node_id, "rect", 0, 50)
api.set_property_f32(node_id, "rect", 1, 260)
code = [["-", ["load", "lw"], ["f32", 100]]]
api.set_property_expr(node_id, "rect", 2, code)
code = [["-", ["load", "lh"], ["f32", 260]]]
api.set_property_expr(node_id, "rect", 3, code)
prop = Property(
"debug", PropertyType.BOOL, PropertySubType.NULL,
None,
"Debug", "Draw debug outlines",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
api.set_property_bool(node_id, "debug", 0, True)
prop = Property(
"z_index", PropertyType.UINT32, PropertySubType.NULL,
None,
"Z-index", "Z-index: values greater than zero are deferred draws",
False, False, 1, None, None, []
)
api.add_property(node_id, prop)
arg_data = bytearray()
serial.write_u32(arg_data, node_id)
api.call_method(win_id, "create_chat_view", arg_data)
api.link_node(node_id, layer_id)
class App2(EventLoop):
def key_down(self, keycode, keymods, repeat):
if repeat:
return
win_id = api.lookup_node_id("/window")
scale = api.get_property_value(win_id, "scale")[0]
if keymods.ctrl and keycode == "=":
scale *= 1.01
elif keymods.ctrl and keycode == "-":
scale *= 0.99
print(scale)
api.set_property_f32(win_id, "scale", 0, scale)
def main():
draw()
# DEBUG
print_tree()
app = App2()
app.run()
#def main():
# if True:
# node_id = api.add_node("foo", SceneNodeType.WINDOW)
# prop = Property(
# "myprop", PropertyType.FLOAT32, PropertySubType.NULL,
# None,
# "myprop", "",
# False, 2, None, None, []
# )
# api.add_property(1, prop)
# api.link_node(node_id, 0)
# api.set_property_f32(1, "myprop", 0, 4.0)
# api.set_property_f32(1, "myprop", 1, 110.0)
# print("val =", api.get_property_value(1, "myprop"))
# for prop in api.get_properties(1):
# print("Property:")
# print(f" name = {prop.name}")
# print(f" type = {prop.type}")
# print(f" subtype = {prop.subtype}")
# print(f" defaults = {prop.defaults}")
# print(f" ui_name = {prop.ui_name}")
# print(f" desc = {prop.desc}")
# print(f" is_null_allowed = {prop.is_null_allowed}")
# print(f" array_len = {prop.array_len}")
# print(f" min_val = {prop.min_val}")
# print(f" max_val = {prop.max_val}")
# print(f" enum_items = {prop.enum_items}")
# print()
# print_tree()
# #garbage_collect()
#
# #app = App()
# #draw_box()
# #draw_rounded_box()
# #draw_cursor()
# #reposition_cursor()
# ##print_tree()
# #app.run()