A tutorial¶
Installation¶
As most python libraries, PyParadigm can be installed via pip:
pip install pyparadigm
And thats it.
Overview¶
- PyParadigm is split into 4 modules:
- The Surface Composition Module which allows to create
- pygame.Surfaces , which is the class representing images, in a declarative way.
- The Event Listener Module which allows to react to user input
- The Misc-Module which just contains a few utility functions
- Extras which contains functions to render numpy arrays
Althout PyParadigm is organized into multiple modules, everything can be imported from pyparadigm directly. The contents of Extras is only imported if matplotlib and numpy are installed
Creating a Window¶
In the simplest option to create a window is nothing but a call to the
init()
function of the Misc-Module, which only takes
one parameter: a 2-tuple with the prefered resolution. E.g. init((800,
600))
. However, most of the time, this is not exactly what you want.
Usually you want to create a full-screen or borderless window (which looks like
fullscreen, if it has the size of the screen, but behaves a little different).
For these scenarios, you can use the pygame_flags argument.
One of the things that init()
does is calling
pygame.display.set_mode(), which
is the pygame function that creates the window, and the flags argument is passed
through. Here, a short list of flags you will care about the most:
pygame.FULLSCREEN
which will create a full-screen window.pygame.NOFRAME
which creates a window without window-frame. This looks- like fullscreen if the created window has the same resolution as the desktop and is placed at (0, 0).
By default, the CPU will be used to render the images. This should suffice for
most paradigms. If, however, your paradigm is computationally very intensive and
requires a GPU you could use pygame.HWSURFACE, usually in combination with
pygame.DOUBLEBUF and pygame.FULLSCREEN, you can combine multiple flags with the
|
operator. E.g:
init((1920, 1080), pygame.FULLSCREEN | pygame.HWSURFACE | pygame.DOUBLEBUF)
A warning: Creating a hardware accelerated window in other systems than Windows can be problematic. Now we can worry about how to fill this screen.
Creating Surfaces¶
An important concept here is to avoid worrying about absolute positions. Using
compose()
, an image-structure can be described as a tree of elements.
E.g.:
image = compose(target_surface)(
LinLayout("h")(
Circle(0xFF0000, width=1),
Circle(0x00FF00, width=1)
)
)
Here, the available space (which is the size of target_surface
) is divided
horizontally ("h"
) into 2 parts of equal size. Generally, the space is
equally divided between the children if not explicitly modified. Then, a red
circle will be drawn into the left area and a blue one in the right area. The
trees can get arbitrarily complex, and I recommend to take a look at the
examples
Here is a list of the different elements that can be used within
compose()
- Containers with multiple children:
LinLayout
arranges items in a horizontal or vertical lineGridLayout()
arranges items in a gridOverlay
draws its children on top of each other
- Wrappers, which take a single child:
Padding
creates a padding around its childLLItem
is only usable within aLinLayout
and defines- proportions of items within a
LinLayout
Surface
wraps pygame.Surfaces.- E.g. loaded stimuli from files or texts, which are also generated as
Surfaces. All pygame.Surfaces in a tree are wrapped in
Surface
objects automatically. It can also be done manually to change placement or scaling options.
RectangleShaper
is closely related toPadding
. It- will create horizontal or vertical padding to create a child-shape with a desired aspect ratio.
Fill
fills the assigned area with a given color before- rendering its child. Can also be used without child.
Border
creates a border around its area. Can also be used- without child.
- Primitives that don’t take any children:
Circle
draws a circle in the assigned areaCross()
draws a cross within the assigned areaLine
draws a line within the assigned areaText()
creates a pygame.Surface containing the passed text. The- text can be multi-line, left-/ or right-aligned or centered. It takes a pygame.Font as additional argument.
Children are generally passed via the __call__()
operator of the
object. E.g. LinLayout("h")(child1, child2, child3)
Whenever something only
takes a single child, the child can be a container. This way, it is possible to
add multiple children whenever only one child is allowed. compose()
itself allows only one child, which gets the whole image as target area. But
since a lot of compose()
calls would have a container as its child,
compose()
allows a second argument, which can be any component that
takes at least one child (except for Surface). The above example could also be
written like this:
image = compose(target_surface, LinLayout("h"))(
Circle(0xFF0000),
Circle(0x00FF00)
)
The first argument to compose()
can either be a pygame.Surface to
render on (like above) or a 2-tuple with width and height. In the second case, a
new pygame.Surface with the specified dimensions would be created. To get a desired
background color for the newly created surface the root component should be a
Fill
object.
The most common case though would be
image = compose(empty_surface(color), LinLayout("h"))(
Circle(0xFF0000),
Circle(0x00FF00)
)
empty_surface()
is part of the Misc-Module and will
create a new pygame.Surface which is automatically filled with the given color.
A size for the new surface can be specified as second argument. If the size
argument is omitted, the created pygame.Surface will automatically have the size of the
display.
To display saved images, use pygame.image.load()
and just use the
loaded pygame.Surface in compose.
Creating Text¶
Text()
is not an object with a _draw()
-method but a function that returns
a pygame.Surface, which contains the text on a transparent background.
Since a pygame.Surface is automatically wrapped into a
surface_composition.Surface
object, it can be used like any other object.
This means that it will be centered in the available space and scaled down if the
available space is smaller than the text, but not scaled up otherwise.
You can wrap it explicitly in a surface_composition.Surface
to
change scaling and positioning behavior.
Text()
takes a pygame.Font as second argument, which can also be used to set the
size, and modifiers i.e. bold and italic.
Also Text supports multi-line texts which will be aligned according to the
align-parameter.
To load a font, the Font()
function can be used. If called without
parameters, it will use the default system font with size=20 and without any modifiers, e.g.:
Text("Hello\nWordl!", Font())
Usually most text within a paradigm uses the same font settings. Therefore, it’s recommended to define a function with according parameters. e.g.:
instruction_text = lambda s: Text(s, Font("arial", bold=True, size=30))
A tip for performance¶
Commonly, a paradigm is composed of a hand full of screens, which are the
same except for the specific content. E.g in the
IteCh example, there is a function make_offer()
that will
create the offer screen and takes the details of the offer as arguments.
If such a function is called multiple times with the same
arguments, it is recommended to use
functools.lru_cache
as annotator. In this way, the screen will only be computed once for every unique
parameter combination, and, after the first call, the result will be returned from
cache, which lowers computation time.
The reason this was not done in the IteCh example was
that make_offer()
was never called twice for a unique parameter combination.
Using numpy arrays as images¶
It is possible to use numpy arrays as input for images. The extras module
contains the mat_to_surface()
function, which will return a
pygame.Surface which can then be used within compose. It expects a 2D array of
rgb values, and applies a transformer function to create a gray-value image.
Alternatively apply_color_map()
can be used to get a colored surface
according to a matplotlib color map.
To generate a pygame.Surface from a 3D array where the third axis contains rgb
values you can use pygame.pixelcopy.make_surface()
. Be aware that it
will silently transpose your array.
Reacting to user input¶
For input The Event Listener Module is
used, which handles the corresponding pygame events. When the user presses a
key, a pygame.Event is generated and added to the event queue. The
EventListener
’s listen()
method will query all pending
events from the event-queue and process them according to handler-functions. It
has already three methods that should suffice for most needs:
wait_for_n_keypresses()
will return if a specified key was- pressed n times.
wait_for_keys()
will return if one of the given keys- was pressed and return the pressed key. It also supports a timeout; when the
timeout is reached without a user pressing one of the keys,
None
is returned.
wait_for_seconds()
will return after n seconds. Use this method- instead of
time.sleep()
, so events will be processed in the meantime.
I recommend taking a look at the implementation of these 3 methods to see how
to use the listen()
-method to implement your own handlers. The source
can be viewed from the module documentation page. There,
you can also find in-depth explanations on how to use the EventListener class.
Getting text input¶
For text input wait_for_unicode_char()
will return a string with the
last pressed key expressed as a single character, so pressing the a key, will
return an “a”, pressing shift + a will return “A” and pressing return will
return “r”. Therefore it is necessary to have a buffer. You can use
process_char()
(from the misc module)
to update the buffer using the returned character.
Example:
from pyparadigm import init, EventListener, compose, display, Text,\
Font, process_char, empty_surface, Margin, Surface
init((400, 100))
buffer = ""
el = EventListener()
while True:
display(compose(empty_surface(0xFFFFFF))(
# using a left top margin of 0 will put the resulting pygame.Surface
# to the left top corner
Surface(Margin(left=0, top=0))(
Text(buffer, Font("monospace"), align="left")
)))
new_char = el.wait_for_unicode_char()
if new_char == "\x1b": # Str representation of ESC
break
else:
buffer = process_char(buffer, new_char)
Getting mouse input¶
In this scenario it is easier to use an example. The following code will display 4 squares of random color:
import random
from pyparadigm import init, EventListener, compose, display,\
empty_surface, GridLayout, Fill, EventConsumerInfo
import pygame
init((400, 400))
all_colors = [0xFFFFFF, 0x000000, 0xFF0000, 0x00FF00, 0x0000FF]
active_colors = [random.choice(all_colors) for i in range(4)]
el = EventListener()
def field(i):
return Fill(active_colors[i])
while True:
display(compose(empty_surface(0xFFFFFF), GridLayout())(
[field(0), field(1)],
[field(2), field(3)]
))
result = el.wait_for_keys(pygame.K_ESCAPE)
if result == pygame.K_ESCAPE:
break
We will now introduce mouse support, to change the color of a square, if we
click on it. For that we install a MouseProxy()
into the render tree.
A MouseProxy has a _draw()
method that will be called by compose, but
it does not render anything, it only saves the assigned area, and then renders
its children.
A MouseProxy takes a handler function that takes 3 arguments, the event itself,
as well as an x and a y value, which are relative to the mouse area.
- The event object iteself contains a few information:
- type:
One of: pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, or pygame.MOUSEMOTION.
- pos:
a 2-tuple with the window coordinates, x and y, of the click.
- pos_rel:
only for MOUSEMOTION, contains the differences for x and y since the last MOUSEMOTION event.
- buttons:
only for MOUSEMOTION, contains a 3-tuple each value is 0 or 1, representing whether the correspoding button is pressed (1) or not (0). The order is (LEFT, MIDDLE, RIGHT)
- button:
only for MOUSEBUTTONUP and MOUSEBUTTONDOWN: contains the keycode of the pressed button. Since pygame did not define constants for them, they are defined in the eventlistener module. The possible values are:
- MOUSE_LEFT
- MOUSE_MIDDLE
- MOUSE_RIGHT
- MOUSE_SCROL_FW (forwards)
- MOUSE_SCROL_BW (backwards)
The MouseProxy
class has a method listener, which could be used in
conjunction with EventListener.listen().
There is a shortcut though: EventListener.mouse_area()
it creates
MouseProxy, stores it internally, and returns it. Every stored proxy is assigned
a group (0 by default), and only the mouse proxies from within the active group
are used as permanent handler. To prevent recreation of existing proxies during
repeated calls every proxy is assigned an id, by default the memory address of
their handlers are used.
There is a function EventListener.group()
which sets the current group,
so you could use something like el.group(2).wait_for_keys(…) to specify
which group of mouse proxies should be used explicitly. To disable proxies
simply use the id of a non existing group.
A version of the upper example which changes the color of a square randomly, if you click on it is:
import random
from pyparadigm import init, EventListener, compose, display,\
empty_surface, GridLayout, Fill, EventConsumerInfo, MOUSE_LEFT
import pygame
init((400, 400))
all_colors = [0xFFFFFF, 0x000000, 0xFF0000, 0x00FF00, 0x0000FF]
active_colors = [random.choice(all_colors) for i in range(4)]
el = EventListener()
def make_id_returner(i):
return lambda e, x, y: i if (e.type == pygame.MOUSEBUTTONDOWN
and e.button == MOUSE_LEFT)\
else EventConsumerInfo.DONT_CARE
def field(i):
return el.mouse_area(make_id_returner(i))(Fill(active_colors[i]))
while True:
display(compose(empty_surface(0xFFFFFF), GridLayout())(
[field(0), field(1)],
[field(2), field(3)]
))
result = el.wait_for_keys(pygame.K_ESCAPE)
if result == pygame.K_ESCAPE:
break
else:
active_colors[result] = random.choice(all_colors)
The Misc-Module¶
The Misc-Module contains everything that was handy enough to be part of PyParadigm, but was not big enough for its own module. It contains the following functions:
init()
needs to be called before any other call to a member of- PyParadgim and creates the pygame window in which the contents will be displayed.
display()
can be used to conveniently display a pygame surface,- which has the size of the pygame window.
slide_show()
takes a list of pygame.Surfaces, which are supposed- to have the same size as the display window, and a handler function. When the handler function returns, the next slide is shown. Handy to display multi-page text.
empty_surface()
creates a new pygame.Surface of the given size- (or of the size of the pygame window, if no size was specified) and automatically fills it with a given background color.
process_char()
returns a new version of a given buffer, modified- based on a string containing a unicode character.
Next Step¶
The next step now would be to take a look the the examples to see how to apply what you just learned.