python/ui/demo_ui.py · 16592 字节 · 下载原文
# demo_ui.py —— **第 4 层:最新 UI 接口**(`ui_*`)
# demo_ui.py — **Layer 4: the newest UI interface** (`ui_*`)
#
# 这一层和第 3 层(BGI)正好相反:
# This layer is the exact opposite of layer 3 (BGI):
#
# · **没有固定分辨率**。画布多大由宿主给(`ui_scr_get_w()` / `ui_scr_get_h()`),
# · **No fixed resolution.** How big the canvas is comes from the host (`ui_scr_get_w()` / `ui_scr_get_h()`), and the
# 程序按拿到的尺寸现排版 —— 手机上还有手柄区收放、横竖屏切换会让它变。
# program lays out for whatever size it got — on a phone the gamepad area can collapse and rotating the screen changes it.
# · **颜色是真彩**(`0xAARRGGBB`),不是 16 个索引色。
# · **Colors are true color** (`0xAARRGGBB`), not 16 indexed colors.
# · **有消息循环**。触摸、按键、定时器、窗口被关 / 被转屏都从 `ui_msg_fetch_wait` 出来,
# · **There is a message loop.** Touches, key presses, timers, the window being closed / rotated all come out of `ui_msg_fetch_wait`, and the
# 程序按返回值分派 —— 这是"能交互的程序"和"画完就死"的分水岭。
# program dispatches on the return value — this is the divide between "a program you can interact with" and "it dies as soon as it finishes drawing".
#
# ## 这个 demo 演示什么
# ## What this demo demonstrates
#
# ① **开窗前先问屏幕方向**(`ui_scr_get_orientation()`)—— 程序据此决定排版。
# ① **Ask the screen orientation before opening the window** (`ui_scr_get_orientation()`) — the program uses it to decide the layout.
# 方向是**设备**的属性,别拿 `ui_scr_get_w() > ui_scr_get_h()` 去推(那是可用绘图区,
# Orientation is a property of the **device**; do not infer it from `ui_scr_get_w() > ui_scr_get_h()` (that is the usable drawing area, and it
# 手柄收起/展开会变)。
# changes as the gamepad is collapsed/expanded).
# ② 开窗 → 拿画布尺寸 → 按尺寸现排(**没有写死的坐标**)。
# ② Open the window → get the canvas size → lay out for that size (**no hard-coded coordinates**).
# ③ 画图元:矩形 / 圆角矩形 / 圆 / 椭圆 / 直线 / 文字,位置全部由 w/h 算出来。
# ③ Draw primitives: rectangle / rounded rectangle / circle / ellipse / line / text, with every position computed from w/h.
# ④ `ui_2d_present()` 交帧 —— 它是"这一帧画完了"的唯一信号。
# ④ `ui_2d_present()` submits the frame — it is the only signal that says "this frame is done".
# ⑤ **消息循环**:定时器驱动重画、按键 / 触摸有响应、**有界退出**
# ⑤ **Message loop**: a timer drives redraws, keys / touches respond, and it **exits in a bounded way**
# (收够 N 帧 或 按任意键 / 点任意处)。
# (after N frames, or on any key / any tap).
#
# ## 退出是有界的,这一点是刻意的
# ## The exit is bounded, and that is deliberate
#
# 没有输入也要能自己停下来:主循环数**定时器拍数**,到 `MAX_FRAMES` 就收尾。
# It must be able to stop on its own even with no input: the main loop counts **timer ticks** and wraps up at `MAX_FRAMES`.
# 手机上按任意键 / 点任意处可以提前退出。
# On a phone, any key / any tap exits early.
#
# ## ⚠ 为什么整份是平铺的(没有 def)
# ## ⚠ Why the whole thing is flat (no def)
#
# 本前端**用户函数里的赋值是局部的**(没有 `global`),而 draw 要读 `frames`/`keys`
# In this frontend, **assignments inside a user function are local** (there is no `global`), while draw needs to read `frames`/`keys`
# 这些跨帧保留的状态 ⇒ 状态要么放共享库的整数网格、要么整份平铺。
# — state that stays alive across frames ⇒ state either goes into the shared library's integer grid, or everything stays flat.
# 本 demo 选平铺(少一层依赖)。~~另一个理由是实测过的~~
# This demo chose flat (one less dependency). ~~The other reason is the measured~~
# ~~「同一个用户函数里连着调两次 `int_to_str` 会漂」(见 demo_tty.py 的文件头),~~
# ~~"calling `int_to_str` twice in a row inside one user function drifts" (see the header of demo_tty.py);~~
# ~~平铺把这类风险也一并躲开。~~ ✅ **该缺陷已修好(2026-10-04 复验)**:`int_to_str` 连着调不再漂(见 demo_tty.py 文件头)。
# ~~being flat sidesteps that class of risk too.~~ ✅ **that defect is fixed (re-checked 2026-10-04)**: consecutive `int_to_str` calls no longer drift (see the demo_tty.py header).
#
# 又:计数器**不画成数字**,画成**长度随计数增长的条** —— 数字要转字符串,
# Also: the counters are **not drawn as numbers** but as **bars whose length grows with the count** — numbers have to be converted to strings,
# 而本前端的 `chr()` 返回的地址不是字符串(2026-10-04 复验仍成立);~~`int_to_str` 在嵌套调用里不稳~~ ✅ **已修好(2026-10-04 复验)**。
# and in this frontend `chr()` returns an address that is not a string (still true, re-checked 2026-10-04); ~~`int_to_str` is unstable in nested calls~~ ✅ **fixed (re-checked 2026-10-04)**.
# (复验实测:`int_to_str(n * 2)` 得 10、`int_to_str(1 + 2)` 得 3、两参函数里连着调得 `3/4`,都对。)
# (measured on re-check: `int_to_str(n * 2)` -> 10, `int_to_str(1 + 2)` -> 3, two back-to-back calls in a 2-arg function -> `3/4`, all correct.)
#
# 跑法:
# How to run:
# 手机 vml run examples/python/demo_ui.py
# phone vml run examples/python/demo_ui.py
# 桌面 vmlcli Examples/python/demo_ui.py --screen 640x480 --frame out.png
# desktop vmlcli Examples/python/demo_ui.py --screen 640x480 --frame out.png
# 喂输入 … --input 脚本(一行一条,如 `touchdown 100 200` / `keydown 27`)
# feed input … --input script (one entry per line, e.g. `touchdown 100 200` / `keydown 27`)
# ── 显式引用:下面用到的 `ui_*` 全部来自共享库 vmlui.vml ────────────
# ── explicit reference: every `ui_*` below comes from the shared library vmlui.vml ──
# `Lib/python/vml_ui.py` 是 GenLib 从 `Lib/shared/src/vmlui.c` 生成的声明文件(勿手写),
# `Lib/python/vml_ui.py` is the declaration file GenLib generates from `Lib/shared/src/vmlui.c` (do not hand-write);
# 前端读它登记名字与形参个数 —— 有了声明表,实参个数写错会在**编译期**报错。
# the frontend reads it to register the names and their arities — with that table a wrong argument count is a **compile-time** error.
# ↳ 2026-10-04 复验仍成立:`ui_scr_get_w(99)` 实测 `error: 'ui_scr_get_w' 需要 0 个参数,这里给了 1 个 [CodeGen_ArgCountMismatch]`。
# ↳ Still true, re-checked 2026-10-04: `ui_scr_get_w(99)` measures `error: 'ui_scr_get_w' takes 0 arguments but 1 was given [CodeGen_ArgCountMismatch]`.
import vml_ui
MAX_FRAMES = 30 # 到点自己停:30 拍 × 60ms ≈ 1.8 秒
# stops by itself when it is reached: 30 ticks × 60ms ≈ 1.8 seconds
# 消息类型(与 `UI/Shared/VmlUiProtocol.cs` 的 VmlMsgType 同源)
# Message types (same source as VmlMsgType in `UI/Shared/VmlUiProtocol.cs`)
MSG_KEYDOWN = 1
MSG_MOUSEDOWN = 4
MSG_TOUCHDOWN = 6
MSG_TIMER = 9
MSG_WINDOWCLOSE = 10
lang = ui_scr_get_language()
# ── ① 开窗**之前**就问方向:程序据此决定排版 ──
# ── ① ask the orientation **before** opening the window: the program decides its layout from it ──
orient = ui_scr_get_orientation()
# 开窗:尺寸传 0 ⇒ **交给宿主用真实可用区**。开窗**之前** `ui_scr_get_w/h` 只能估算,而估算与
# Open the window: pass size 0 ⇒ **the host uses the real available area**. **Before** the open,
# 实际总有出入(这就是"内容偏上"的根因)⇒ 所以尺寸改在**开窗之后**问(那时才是真实画布)。
# `ui_scr_get_w/h` can only estimate and the estimate differs from reality (exactly why the content sat high) ⇒ the size is now queried **after** the open, when it is the real canvas.
ui_win_open("demo_ui (Python)", 0, 0)
ui_scr_set_keep_on(1)
# 尺寸:开窗之后再问一次(拿不到就退到竖屏默认值)
# Size: re-queried after the open (falling back to portrait defaults if unavailable)
w = ui_scr_get_w()
h = ui_scr_get_h()
if w <= 0:
w = 360
if h <= 0:
h = 620
# 内容整块**在画布内垂直居中**(用户 2026-10-07 报的「很多程序文字没居中、很靠上」):
# 这一份的控件是**从 y=12 往下逐项堆**的:最后一项(8 格真彩色带)落在 y=384..398,下面那行
# "触摸"文字在 y=396 ⇒ 整块从标题字形顶(≈ 0)到最后约 399 ⇒ 按 **400** 算。
# 下面每一条 y 都加 `gy`(`h` 是**画布**高)。⚠ 下限保 0:画布特别矮时别把内容推出上边缘。
# ⚠ 最后两行(`h - 60` / `h - 36`)是**钉在底部的**,不动 —— 与样板 `c/ui/demo_ui.c` 的
# `SH - 44` / `SH - 24` 同理;触摸标记画在**用户自己点的那个坐标**上,更不能加偏移。
# Center the whole block vertically (user report, 2026-10-07): the widgets are stacked downward from
# y=12 and the last item (the 8-cell band) sits at y=384..398 with the "touches" row at y=396, so the
# block runs from the title's ascender (~0) to ~399 => use **400**. Every y below is offset by `gy`
# (`h` is the **canvas** height); clamp at 0 so a short canvas cannot push the content off the top.
# The two footer rows (`h - 60` / `h - 36`) stay pinned to the bottom (same idea as `SH - 44` /
# `SH - 24` in the `c/ui/demo_ui.c` model), and the touch marker uses the user's own tap coordinates.
gy = (h - 400) / 2
if gy < 0:
gy = 0
# 定时器:每 60ms 一拍,驱动重画(也是"没输入也能自己停"的那个节拍源)
# Timer: one tick every 60ms, driving redraws (also the tick source that lets it stop on its own with no input)
tid = ui_timer_set(60, 1)
frames = 0
keys = 0
touches = 0
tx = 0 - 1 # 最近一次触摸/点击的位置(没点过就是 -1)
# most recent touch/click position (-1 if never tapped)
ty = 0
done = 0
# ── ⑤ 消息循环:定时器驱动重画,有界退出 ──
# ── ⑤ message loop: the timer drives redraws, exits in a bounded way ──
while ui_win_is_closed() == 0:
if done != 0:
break
t = ui_msg_fetch_wait(0) # 阻塞等一条(有定时器在 ⇒ 一定会返回)
# block until one message arrives (a timer is running ⇒ it always returns)
if t == MSG_TIMER:
frames = frames + 1
if t == MSG_KEYDOWN:
keys = keys + 1
done = 1 # ← 有界:收到键就退
# ← bounded: exits as soon as a key arrives
if t == MSG_TOUCHDOWN:
touches = touches + 1
tx = ui_msg_get_a() # A = x
ty = ui_msg_get_b() # B = y
done = 1 # ← 有界:点到就退
# ← bounded: exits as soon as a tap arrives
if t == MSG_MOUSEDOWN:
touches = touches + 1
tx = ui_msg_get_a()
ty = ui_msg_get_b()
done = 1
if t == MSG_WINDOWCLOSE:
break # 用户把窗口关了
# the user closed the window
# ── 画这一帧(每个位置都由 w / h 现算,没有写死的坐标)──
# ── draw this frame (every position is computed from w / h, no hard-coded coordinates) ──
pad = w / 16
cx = w / 2
ui_2d_clear(0xFF101018)
ui_2d_text(cx, gy + 12, "UI 接口 / demo_ui (Python)" if lang == 0 else "UI interface / demo_ui (Python)", 0xFFE8E8F0, 16, VML_ANCHOR_CENTER)
if orient == 1:
ui_2d_text(cx, gy + 36, "屏幕方向 = 横屏 (LANDSCAPE)" if lang == 0 else "Orientation = LANDSCAPE", 0xFF51E86E, 13, VML_ANCHOR_CENTER)
if orient != 1:
ui_2d_text(cx, gy + 36, "屏幕方向 = 竖屏 (PORTRAIT)" if lang == 0 else "Orientation = PORTRAIT", 0xFF51E86E, 13, VML_ANCHOR_CENTER)
ui_2d_text(cx, gy + 56, "画布按宿主给的尺寸现排" if lang == 0 else "Canvas laid out from the host size", 0xFF9AA0B0, 12, VML_ANCHOR_CENTER)
# 一个跟随尺寸的方框(转屏后它会跟着变宽变矮 —— 这就是"不写死坐标"的证明)
# A box that follows the size (after rotation it gets wider and shorter — that is the proof of "no hard-coded coordinates")
ui_2d_rect(pad, gy + 76, w - pad * 2, 84, 0xFF1A1A24, 1, 0, 10)
ui_2d_rect(pad + 6, gy + 82, w - pad * 2 - 12, 28, 0xFF4A90D9, 1, 0, 6)
ui_2d_text(pad + 16, gy + 88, "rect / 圆角矩形(随屏宽伸缩)" if lang == 0 else "rect / rounded rect (follows width)", 0xFF101018, 12, VML_ANCHOR_LEFT)
# 圆 / 椭圆 / 直线:三个基本形
# Circle / ellipse / line: three basic shapes
ui_2d_circle(cx - w / 6, gy + 200, w / 12, 0xFFE06C50, 1, 0)
ui_2d_ellipse(cx + w / 6, gy + 200, w / 9, w / 18, 0xFFD9B44A, 1, 0)
ui_2d_line(pad, gy + 250, w - pad, gy + 250, 0xFF50C878, 3)
# 一条 8 格真彩色带(这些是 RGB,不是调色板索引)
# A band of 8 true-color cells (these are RGB, not palette indices)
bw = (w - pad * 2) / 8
i = 0
while i < 8:
c = 0xFF4A90D9
if i % 2 == 1:
c = 0xFFE06C50
ui_2d_rect(pad + i * bw, gy + 266, bw - 2, 18, c, 1, 0, 2)
i = i + 1
ui_2d_text(cx, gy + 296, "真彩 0xAARRGGBB(不是索引色)" if lang == 0 else "true color 0xAARRGGBB (not indexed)", 0xFF9AA0B0, 12, VML_ANCHOR_CENTER)
# 事件计数:不画数字,画**长度随计数增长的条**(数字转字符串这条路是断的)
# Event counters: not drawn as numbers, but as **bars whose length grows with the count** (the number-to-string path is broken)
ui_2d_text(pad, gy + 336, "帧" if lang == 0 else "frames", 0xFF9AA0B0, 12, VML_ANCHOR_LEFT)
bw2 = frames * 6
if bw2 > w - pad * 2 - 40:
bw2 = w - pad * 2 - 40
ui_2d_rect(pad + 40, gy + 324, bw2, 14, 0xFF4A90D9, 1, 0, 3)
ui_2d_text(pad, gy + 366, "按键" if lang == 0 else "keys", 0xFF9AA0B0, 12, VML_ANCHOR_LEFT)
bw3 = keys * 30
if bw3 > w - pad * 2 - 60:
bw3 = w - pad * 2 - 60
ui_2d_rect(pad + 60, gy + 354, bw3, 14, 0xFFE06C50, 1, 0, 3)
ui_2d_text(pad, gy + 396, "触摸" if lang == 0 else "touches", 0xFF9AA0B0, 12, VML_ANCHOR_LEFT)
bw4 = touches * 30
if bw4 > w - pad * 2 - 60:
bw4 = w - pad * 2 - 60
ui_2d_rect(pad + 60, gy + 384, bw4, 14, 0xFFD9B44A, 1, 0, 3)
# 触摸标记:点哪儿就在哪儿留一个圈(证明坐标真的能用)
# Touch marker: leave a circle wherever the user taps (proving the coordinates really work)
if tx >= 0:
ui_2d_circle(tx, ty, 18, 0xFFFFE060, 0, 2)
ui_2d_circle(tx, ty, 4, 0xFFFFE060, 1, 0)
ui_2d_text(cx, h - 60, "触摸坐标已经用上了" if lang == 0 else "touch coordinates in use", 0xFFFFE060, 12, VML_ANCHOR_CENTER)
if tx < 0:
ui_2d_text(cx, h - 60, "点一下屏幕 / 按任意键退出" if lang == 0 else "Tap anywhere / any key to exit", 0xFF9AA0B0, 12, VML_ANCHOR_CENTER)
ui_2d_text(cx, h - 36, "退出:按任意键或点任意处(或等 N 帧到点)" if lang == 0 else "Exit: any key or any tap (or wait for N frames)", 0xFF9AA0B0, 12, VML_ANCHOR_CENTER)
ui_2d_present()
if frames >= MAX_FRAMES:
done = 1 # ← 有界:到点自己停
# ← bounded: stops by itself when the frame budget runs out
# ── 收尾:定时器要杀,屏幕常亮要还回去 ──
# ── wrap-up: kill the timer, give screen-on back ──
ui_timer_kill(tid)
ui_scr_set_keep_on(0)
ui_win_close()
# 给无头验证留几行**确定性**的判据(图形部分只能肉眼看,这几个数能自动比)
# Leave a few **deterministic** checks for headless verification (the graphics part can only be eyeballed; these numbers can be compared automatically)
print("demo_ui: orient=", orient)
print("demo_ui: canvas=", w, "x", h)
print("demo_ui: frames=", frames, " keys=", keys, " touches=", touches)
print("demo_ui: done")