Files
katrain-qt/katrain/gui/controlspanel.py
T

261 lines
11 KiB
Python

import time
from kivy.clock import Clock
from kivy.properties import ObjectProperty, OptionProperty
from kivy.uix.boxlayout import BoxLayout
from kivymd.uix.floatlayout import MDFloatLayout
from katrain.core.constants import (
MODE_ANALYZE,
MODE_PLAY,
PLAYER_HUMAN,
STATUS_ANALYSIS,
STATUS_ERROR,
AI_DEFAULT,
PLAYER_AI,
)
from katrain.gui.kivy_lang import rank_label
from katrain.gui.kivyutils import AnalysisToggle, CollapsablePanel
from katrain.gui.theme import Theme
from katrain.gui.sound import play_sound, stop_sound
def format_interactive_pv(pv):
return f"[u][ref={pv}][color={Theme.INFO_PV_COLOR}]{pv}[/color][/ref][/u]"
class PlayAnalyzeSelect(MDFloatLayout):
katrain = ObjectProperty(None)
mode = OptionProperty(MODE_PLAY, options=[MODE_PLAY, MODE_ANALYZE])
def __init__(self, **kwargs):
super().__init__(**kwargs)
Clock.schedule_once(self.load_ui_state, 1)
def save_ui_state(self):
self.katrain._config["ui_state"] = self.katrain._config.get("ui_state", {})
self.katrain._config["ui_state"][self.mode] = {
"analysis_controls": {
id: toggle.active
for id, toggle in self.katrain.analysis_controls.ids.items()
if isinstance(toggle, AnalysisToggle)
},
"panels": {
id: (panel.state, panel.option_state)
for id, panel in self.katrain.controls.ids.items()
if isinstance(panel, CollapsablePanel)
},
}
self.katrain.save_config("ui_state")
def load_ui_state(self, _dt=None):
state = self.katrain.config(f"ui_state/{self.mode}", {})
for id, active in state.get("analysis_controls", {}).items():
cb = self.katrain.analysis_controls.ids[id].checkbox
cb.active = bool(active)
for id, (panel_state, button_state) in state.get("panels", {}).items():
self.katrain.controls.ids[id].set_option_state(button_state)
self.katrain.controls.ids[id].state = panel_state
def select_mode(self, new_mode): # actual switch state handler
if self.mode == new_mode:
return
self.save_ui_state()
self.mode = new_mode
self.katrain.controls.timer_or_movetree.mode = self.mode
self.load_ui_state()
self.katrain.update_state() # for lock ai even if nothing changed
def switch_ui_mode(self): # on tab press, fake ui click and trigger everything top down
if self.mode == MODE_PLAY:
Clock.schedule_once(
lambda _dt: self.analyze.trigger_action(duration=0)
) # normal trigger does not cross thread
else:
Clock.schedule_once(lambda _dt: self.play.trigger_action(duration=0))
class ControlsPanel(BoxLayout):
katrain = ObjectProperty(None)
button_controls = ObjectProperty(None)
def __init__(self, **kwargs):
super(ControlsPanel, self).__init__(**kwargs)
self.status_state = (None, -1e9, None)
self.active_comment_node = None
self.last_timer_update = (None, 0, False)
self.beep_start = 5.2
self.timer_interval = 0.07
Clock.schedule_interval(self.update_timer, self.timer_interval)
def update_players(self, *_args):
for bw, player_info in self.katrain.players_info.items():
self.players[bw].player_type = player_info.player_type
self.players[bw].player_subtype = player_info.player_subtype
self.players[bw].name = player_info.name
self.players[bw].rank = (
player_info.sgf_rank
if player_info.player_type == PLAYER_HUMAN
else rank_label(player_info.calculated_rank)
)
def set_status(self, msg, status_type, at_node=None, check_level=True):
at_node = at_node or self.katrain and self.katrain.game and self.katrain.game.current_node
if (
at_node != self.status_state[2]
or not check_level
or int(status_type) >= int(self.status_state[1])
or msg == ""
):
if self.status_state != (msg, status_type, at_node): # prevent loop if error in update eval
Clock.schedule_once(self.update_evaluation, 0)
self.status_state = (msg, status_type, at_node)
self.status.text = msg
self.status.error = status_type == STATUS_ERROR
# handles showing completed analysis and score graph
def update_evaluation(self, *_args):
katrain = self.katrain
game = katrain and katrain.game
if not game:
return
current_node, move = game.current_node, game.current_node.move
if (
game.current_node is not self.status_state[2]
and not (self.status_state[1] == STATUS_ERROR and self.status_state[2] is None)
) or (
self.katrain.engine.is_idle() and self.status_state[1] == STATUS_ANALYSIS
): # clear status if node changes, except startup errors on root. also clear analysis message when no queries
self.status.text = ""
self.status_state = (None, -1e9, None)
last_player_was_ai_playing_human = katrain.last_player_info.ai and katrain.next_player_info.human
both_players_are_robots = katrain.last_player_info.ai and katrain.next_player_info.ai
self.active_comment_node = current_node
if katrain.play_analyze_mode == MODE_PLAY and last_player_was_ai_playing_human:
if katrain.next_player_info.being_taught and current_node.children and current_node.children[-1].auto_undo:
self.active_comment_node = current_node.children[-1]
elif current_node.parent:
self.active_comment_node = current_node.parent
elif both_players_are_robots and not current_node.analysis_exists and current_node.parent:
self.active_comment_node = current_node.parent
lock_ai = katrain.config("trainer/lock_ai") and katrain.play_analyze_mode == MODE_PLAY
details = self.info.detailed and not lock_ai
info = ""
if katrain.contributing:
info += katrain.engine.status()
game_id = getattr(katrain.engine, "showing_game", None)
game = getattr(katrain.engine, "active_games", {}).get(game_id)
if game is not None:
info += f"Showing game {game_id}\n"
for bw in "BW":
self.players[bw].rank = None
network = game.root.get_property(f"P{bw}", AI_DEFAULT)
parts = network.split("-")
if len(parts) == 4:
self.players[bw].player_type = parts[1]
self.players[bw].player_subtype = parts[2]
else:
self.players[bw].player_type = PLAYER_AI
self.players[bw].player_subtype = network
if move or current_node.is_root:
info += self.active_comment_node.comment(
teach=katrain.players_info[self.active_comment_node.player].being_taught,
details=details,
pv_formatter=format_interactive_pv,
)
if self.active_comment_node.analysis_exists:
self.stats.score = self.active_comment_node.format_score() or ""
self.stats.winrate = self.active_comment_node.format_winrate() or ""
self.stats.points_lost = self.active_comment_node.points_lost
self.stats.player = self.active_comment_node.player
else:
self.stats.score = ""
self.stats.winrate = ""
self.stats.points_lost = None
self.stats.player = ""
self.graph.update_value(current_node)
self.note.text = current_node.note
self.info.text = info
def update_timer(self, _dt):
game = self.katrain and self.katrain.game
current_node = game and self.katrain.game.current_node
if current_node:
last_update_node, last_update_time, beeping = self.last_timer_update
new_beeping = beeping
now = time.time()
main_time = self.katrain.config("timer/main_time", 0) * 60
byo_len = max(1, self.katrain.config("timer/byo_length"))
byo_num = max(1, self.katrain.config("timer/byo_periods"))
sounds_on = self.katrain.config("timer/sound")
player = self.katrain.next_player_info
ai = player.ai
used_period = False
min_use = self.katrain.config("timer/minimal_use", 0)
boing_at_remaining = byo_len - min_use
main_time_remaining = main_time - game.main_time_used
if not self.timer.paused and not ai and self.katrain.play_analyze_mode == MODE_PLAY:
if last_update_node == current_node and not current_node.children:
if main_time_remaining > 0:
game.main_time_used += now - last_update_time
else:
current_node.time_used += now - last_update_time
else:
current_node.time_used = 0
new_beeping = False
time_remaining = byo_len - current_node.time_used
while time_remaining < 0 and player.periods_used < byo_num:
current_node.time_used -= byo_len
time_remaining += byo_len
player.periods_used += 1
used_period = True
if (
self.beep_start - 2 * self.timer_interval < time_remaining < self.beep_start
and player.periods_used < byo_num
):
new_beeping = True
elif time_remaining > self.beep_start:
new_beeping = False
if (
min_use
and not new_beeping
and boing_at_remaining - self.timer_interval
< time_remaining
< boing_at_remaining + self.timer_interval
and player.periods_used < byo_num
):
play_sound(Theme.MINIMUM_TIME_PASSED_SOUND, volume=0.1)
else:
new_beeping = False
if player.periods_used == byo_num:
time_remaining = 0
else:
time_remaining = byo_len - current_node.time_used
periods_rem = byo_num - player.periods_used
if sounds_on:
if beeping and not new_beeping and not used_period:
stop_sound(Theme.COUNTDOWN_SOUND)
elif not beeping and new_beeping:
play_sound(Theme.COUNTDOWN_SOUND, volume=0.5 if periods_rem > 1 else 1)
self.last_timer_update = (current_node, now, new_beeping)
if main_time_remaining > 0:
self.timer.state = (main_time_remaining, None, ai)
else:
self.timer.state = (max(0, time_remaining), max(0, periods_rem), ai)