ai-content-maker/.venv/Lib/site-packages/sympy/plotting/pygletplot/managed_window.py

107 lines
3.0 KiB
Python

from pyglet.window import Window
from pyglet.clock import Clock
from threading import Thread, Lock
gl_lock = Lock()
class ManagedWindow(Window):
"""
A pyglet window with an event loop which executes automatically
in a separate thread. Behavior is added by creating a subclass
which overrides setup, update, and/or draw.
"""
fps_limit = 30
default_win_args = {"width": 600,
"height": 500,
"vsync": False,
"resizable": True}
def __init__(self, **win_args):
"""
It is best not to override this function in the child
class, unless you need to take additional arguments.
Do any OpenGL initialization calls in setup().
"""
# check if this is run from the doctester
if win_args.get('runfromdoctester', False):
return
self.win_args = dict(self.default_win_args, **win_args)
self.Thread = Thread(target=self.__event_loop__)
self.Thread.start()
def __event_loop__(self, **win_args):
"""
The event loop thread function. Do not override or call
directly (it is called by __init__).
"""
gl_lock.acquire()
try:
try:
super().__init__(**self.win_args)
self.switch_to()
self.setup()
except Exception as e:
print("Window initialization failed: %s" % (str(e)))
self.has_exit = True
finally:
gl_lock.release()
clock = Clock()
clock.fps_limit = self.fps_limit
while not self.has_exit:
dt = clock.tick()
gl_lock.acquire()
try:
try:
self.switch_to()
self.dispatch_events()
self.clear()
self.update(dt)
self.draw()
self.flip()
except Exception as e:
print("Uncaught exception in event loop: %s" % str(e))
self.has_exit = True
finally:
gl_lock.release()
super().close()
def close(self):
"""
Closes the window.
"""
self.has_exit = True
def setup(self):
"""
Called once before the event loop begins.
Override this method in a child class. This
is the best place to put things like OpenGL
initialization calls.
"""
pass
def update(self, dt):
"""
Called before draw during each iteration of
the event loop. dt is the elapsed time in
seconds since the last update. OpenGL rendering
calls are best put in draw() rather than here.
"""
pass
def draw(self):
"""
Called after update during each iteration of
the event loop. Put OpenGL rendering calls
here.
"""
pass
if __name__ == '__main__':
ManagedWindow()