""" This module defines the base interface that all Doodle objects will need to implement. It defines two classes: Doodle and Group. Their docstrings will give specific detail, but the implementations are closely linked, as a Group is both a type of Doodle and contains a collection of additional Doodle-derived classes. This is a reasonable example of when two classes might reasonable share a file. """ import random import copy import time from abc import ABC, abstractmethod from typing import Callable, Self, Any from .color import Color from .world import world UpdateCallable = Callable[[float], Any] class Doodle(ABC): """ A doodle is a set of drawing primitives. Each doodle has a position and a color. Default: (0, 0) & black Additionally a doodle can have a parent, which forms the basis of a hierarchy between them. Doodles are drawn relative to their parent, so if a circle is placed at (100, 100) and has a child point placed at (10, 10) that point would appear ag (110, 110). Careful attention is paid in this inheritance hierarchy to the Liskov substitution principle. """ # annotations for instance attributes _parent: Self | None _updates: list[tuple[str, UpdateCallable]] _color: tuple[int, int, int] _alpha: int _z_index: float def __init__(self, parent=None): # To avoid all child constructors having an ever-expanding # number of parameters as more customization options arrive, # the design decision was made # that at creation time, all Doodles will have defaults # positioned at (0, 0), black, opaque, etc. # # All child classes should follow this same guidance # setting a *visible* (i.e. non-zero) default. self._parent = parent self._updates = [] self._color = parent._color if parent else Color.BLACK self._alpha = parent._alpha if parent else 255 self._z_index = 0 # Design Note: # Is storing this vector in a tuple the right thing to do? # It might make more sense to store _x and _y, or use # a library's optimized 2D vector implementation. # # All references to _pos_vec are internal to the class, # so it will be trivial to swap this out later. self._pos_vec = (0, 0) self._register() def _register(self): """ This private method ensures that the parent knows about the child object. It also registers every drawable object with the World singleton (see world.py) which ensures that it is drawn. """ if self._parent: self._parent.add(self) world.add(self) @abstractmethod def draw(self) -> None: """ All doodles need to be drawable, but there is no way we can provide an implementation without knowing more about a concrete shape (Circle, Line, etc.) We define this interface, and mark it abstract so that derived classes will be forced to conform to it. """ pass def copy(self) -> Self: """ It will be useful to have the ability to obtain a copy of a given doodle to create repetitive designs. This method is provided to fit the chained-object pattern that will be used by the rest of the Doodle API. Additionally, while a shallow copy is enough for most cases, it will be possible for child classes to override this. """ new = copy.copy(self) new._register() return new # animate ####################### def animate(self, prop_name: str, update_func: UpdateCallable) -> Self: self._updates.append((prop_name, update_func)) return self def update(self) -> None: """ Default implementation is to support update function behavior. Can be overriden (see examples.balls) to provide per-object update behavior. """ cur_time = time.time() for prop, anim_func in self._updates: # attributes on Doodle are set via setter functions # prop is the name of a setter function, which we # retrieve here, and then populate with the result # of anim_func(time) setter = getattr(self, prop) new_val = anim_func(cur_time) setter(new_val) # Setters ####################### # As noted in the design documentation, the decision # was made to have setters be the name of the attribute. # # These modify & return the object. # # All setters (and modifiers) must return self. def color(self, color: tuple[int, int, int]) -> Self: """ Color works as a kind of setter function. The only unique part is that it returns self, accomodating the chained object pattern. """ self._color = color return self def pos(self, x: float, y: float) -> Self: """ Another setter, just like color. As noted above, this encapsulates our storage decision for our 2D vector. """ self._pos_vec = (x, y) return self def x(self, x: float) -> Self: """ Setter for x component. """ self._pos_vec = (x, self._pos_vec[1]) return self def y(self, y: float) -> Self: """ Setter for x component. """ self._pos_vec = (self._pos_vec[0], y) return self def alpha(self, a: int) -> Self: """ Setter for alpha transparency """ self._alpha = a return self def z(self, z: float) -> Self: """ Setter for z_index """ self._z_index = z return self # Modifiers ################# # These modify properties like setters, but allow # multiple operations to be done in a single call. # # They can also take advantage of knowledge of current # state, like `move` which applies a delta to the position. def move(self, dx: float, dy: float) -> Self: """ This shifts the vector by a set amount. By calling self.pos() instead of setting the vector again here it will make use of any future validation logic added to that function. """ return self.pos(self._pos_vec[0] + dx, self._pos_vec[1] + dy) def random(self) -> Self: """ Randomize the position and color. """ x = random.random() * world.WIDTH y = random.random() * world.HEIGHT color = Color.random() # again here, we opt to use the setters so that # future extensions to their behavior will be # used by all downstream functions return self.pos(x, y).color(color) # Getters ################ @property def world_x(self) -> float: """ A read-only attribute "doodle.world_x" that will return the screen position derived from the parent position plus the current object's x component. If a parent object is at (100, 100) and the child is at (10, 10) that should come through as (110, 110) in world coordinates. Note the recursion here, parent.world_x is an instance of doodle.world_x. For another example: A x = 100 |--------B x = 10 |--------C.world_x 20 When drawing object C, world_x will call B.world_x which will call A.world_x. B will return 110, and C therefore returns 130. """ if self._parent: return self._parent.world_x + self._pos_vec[0] return self._pos_vec[0] @property def world_y(self) -> float: """ See documentation for .world_y above. """ if self._parent: return self._parent.world_y + self._pos_vec[1] return self._pos_vec[1] @property def world_vec(self) -> tuple[float, float]: """ Obtain derived position vector as a 2-tuple. """ return self.world_x, self.world_y @property def rgba(self) -> tuple[int, int, int, int]: """ Access for color+alpha, used by draw functions which need a 4-tuple. """ return (*self._color, self._alpha) class Group(Doodle): """ A concrete-in-implementation, abstract-in-concept doodle. A group is merely a list of other doodles, allowing doodles to be arranged/moved/updated in a tree-like manner. For now, only Group objects can have child doodles. It may be desirable to let any object serve as a parent but for now, groups are needed. (This is analagous to files & directories making up a tree hierarchy.) This is an example of a design that requires cooperation between two classes. Each Doodle needs a _parent reference, which should only ever be a Group. In turn, each Group has a list of _doodles. This design is possible in Python due to light type coupling, but in some languages would be much trickier to pull off. """ def __init__(self, parent=None): # Like all constructors derived from doodle, this constructor # initializes the parent Doodle class, and then adds its own # additional attributse. super().__init__(parent) self._doodles = [] def __repr__(self): return f"Group(pos={self.world_vec}, doodles={len(self._doodles)})" def draw(self) -> None: """ Groups, despite being an abstract concept, are drawable. To draw a group is to draw everything in it. This is done by default, since all drawables will be registered with the scene upon creation. Thus the *complete* implementation of this function is to "pass", the drawing will be handled by the child doodles. (If they weren't already registered with the world singleton this would loop over all child doodles and draw them). """ pass def copy(self) -> Self: """ An override of copy that handles the special case of having a mutable list of Doodles as an attribute. """ # still a shallow copy of base data since # we're going to overwrite _doodles separately new = super().copy() new._doodles = [] for child in self._doodles: # this code happens outside of Doodle.copy so that # the child is never accidentally registered with # the old parent child = copy.copy(child) child._parent = new child._register() return new def color(self, color: tuple[int, int, int]) -> Self: """ An override of Doodle.color. What _color should do on Groups is a bit ambiguous. The way parent-child relationships work here means this color will never be used directly. Instead the decision was made that child objects will be colored by a call to this, and new children will be colored the color set on the parent group when added. Subsequent calls to color on child elements will recolor them allowing a group to have different colors within it. The position is handled differently (see world_x) since a moving parent should always move the children. """ super().color(color) for d in self._doodles: d.color(color) return self def add(self, doodle: Doodle) -> Self: """ The only unique method of this class, allowing us to add objects to the group. A simple implementation, but note that we set doodle._parent. This assignment is, strictly speaking, a violation of class boundaries. Sometimes two classes work together in a way that makes this necessary, as noted above. In some languages this would be done via a "protected" attribute, which is a status between public and private that only lets certain classes access internals. In Python, _parent is merely a suggestion, and in this case, it is a suggestion that we can safely ignore. These classes are tightly coupled to one another, hence their implementations living side-by-side and being allowed to peek at one another's internals. The alternative would be to have a set_parent() method but since we want groups to add children and not vice-versa there's no reason to add set_parent() to Doodle since it shouldn't be called by anything other than Group. So in effect, we're ensuring the encapsulation of Doodle's behavior everywhere else by breaking that rule here. """ self._doodles.append(doodle) doodle._parent = self return self