Move colorization to the display layer
Color output isn't necessarily always going to be a terminal output thing, and terminals don't always support the same escape codes (e.g. on Windows). Thus, all colorization efforts are done in the Display rather than in the Game. Signed-off-by: Alek Ratzloff <alekratz@gmail.com>
This commit is contained in:
@@ -2,10 +2,11 @@ import argparse
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import importlib.util
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from pathlib import Path
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import sys
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from agame.color import colorize
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from agame.display import ANSIDisplay
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from agame.game import Game
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# TODO - conditional import for this based on OS
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from agame.display import ANSIDisplay
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# Parse args
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parser = argparse.ArgumentParser(
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@@ -1,39 +0,0 @@
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import re
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__all__ = ("colorize",)
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BOLD_PAT = re.compile(r"\*\*(.+?)\*\*", re.MULTILINE)
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ITALIC_PAT = re.compile(r"//(.+?)//", re.MULTILINE)
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INTEREST_PAT = re.compile(r"\(\((.+?)\)\)", re.MULTILINE)
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SHADOW_PAT = re.compile(r"\{\{(.+?)\}\}", re.MULTILINE)
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BOLD_COL = "\u001b[1m"
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ITALIC_COL = "\u001b[3m"
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INTEREST_COL = "\u001b[34;1m"
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SHADOW_COL = "\u001b[30;1m"
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RESET_COL = "\u001b[0m"
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def colorize(text: str) -> str:
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"""
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Colorizes text for output on an ANSI terminal.
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This will use escape codes to replace things.
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Style guide:
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((This)) is "interest" styling. This will make the text blue.
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{{This}} is "shadow" styling. This will make the text a dark grey (or at
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least, more subtle.)
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"""
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replacements = [
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(INTEREST_PAT, INTEREST_COL),
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(SHADOW_PAT, SHADOW_COL),
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(BOLD_PAT, BOLD_COL),
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(ITALIC_PAT, ITALIC_COL),
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]
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for (pat, col) in replacements:
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text = pat.sub(col + r"\1" + RESET_COL, text)
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return text
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@@ -1,7 +1,7 @@
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import re
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import sys
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import termios
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from typing import Optional, Sequence, TextIO, Tuple, TYPE_CHECKING
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from agame.color import colorize
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from agame.action import Action
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from agame.dialog import DialogOption
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from .display import Display
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@@ -9,8 +9,44 @@ from .display import Display
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if TYPE_CHECKING:
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from agame.game import Game
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__all__ = ("ANSIDisplay",)
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ESC = "\u001b"
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ANSI_MOVE_BOTTOM = f"{ESC}[999;0f"
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ANSI_BOLD_COL = f"{ESC}[1m"
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ANSI_ITALIC_COL = f"{ESC}[3m"
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ANSI_INTEREST_COL = f"{ESC}[34;1m"
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ANSI_SHADOW_COL = f"{ESC}[30;1m"
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ANSI_RESET_COL = f"{ESC}[0m"
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BOLD_PAT = re.compile(r"\*\*(.+?)\*\*", re.MULTILINE)
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ITALIC_PAT = re.compile(r"//(.+?)//", re.MULTILINE)
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INTEREST_PAT = re.compile(r"\(\((.+?)\)\)", re.MULTILINE)
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SHADOW_PAT = re.compile(r"\{\{(.+?)\}\}", re.MULTILINE)
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def colorize(text: str) -> str:
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"""
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Colorizes text for output on an ANSI terminal.
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This will use escape codes to replace things.
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Style guide:
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((This)) is "interest" styling. This will make the text blue.
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{{This}} is "shadow" styling. This will make the text a dark grey (or at
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least, more subtle.)
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"""
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replacements = [
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(INTEREST_PAT, ANSI_INTEREST_COL),
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(SHADOW_PAT, ANSI_SHADOW_COL),
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(BOLD_PAT, ANSI_BOLD_COL),
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(ITALIC_PAT, ANSI_ITALIC_COL),
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]
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for (pat, col) in replacements:
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text = pat.sub(col + r"\1" + ANSI_RESET_COL, text)
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return text
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class ANSIDisplay(Display):
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@@ -47,6 +83,7 @@ class ANSIDisplay(Display):
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self.clear()
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def line(self, line: str = ""):
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line = colorize(line)
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self.stdout.write(line)
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self.stdout.write("\n")
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@@ -2,7 +2,6 @@ import dataclasses
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import textwrap
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from typing import Any, MutableMapping, List, Match, Optional, Sequence, Union
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from agame.action import Action
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from agame.color import colorize
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from agame.display import Display
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from agame.item import Item, ItemInst
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from agame.room import Room
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@@ -141,12 +140,11 @@ class Game:
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"Format, colorize, wrap, and print the message."
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if lines:
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head = textwrap.fill(lines[0])
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# TODO - move colorize to Display
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self.display.line(colorize(head))
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self.display.line(head)
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for line in lines[1:]:
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message = textwrap.fill(line)
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self.display.line()
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self.display.line(colorize(message))
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self.display.line(message)
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else:
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self.display.line()
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