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Merge pull request pygame-community#3188 from zoldalma999/docs-to-stubs
Generate reST/ref docs from python or stub files, move time and cursors docs
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Original file line number | Diff line number | Diff line change |
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@@ -1,15 +1,143 @@ | ||
"""Pygame module for monitoring time. | ||
Times in pygame are represented in milliseconds (1/1000 seconds). Most | ||
platforms have a limited time resolution of around 10 milliseconds. This | ||
resolution, in milliseconds, is given in the ``TIMER_RESOLUTION`` constant. | ||
""" | ||
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from typing import Union, final | ||
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from pygame.event import Event | ||
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def get_ticks() -> int: ... | ||
def wait(milliseconds: int, /) -> int: ... | ||
def delay(milliseconds: int, /) -> int: ... | ||
def set_timer(event: Union[int, Event], millis: int, loops: int = 0) -> None: ... | ||
def get_ticks() -> int: | ||
"""Get the time in milliseconds. | ||
Return the number of milliseconds since ``pygame.init()`` was called. Before | ||
pygame is initialized this will always be 0. | ||
""" | ||
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def wait(milliseconds: int, /) -> int: | ||
"""Pause the program for an amount of time. | ||
Will pause for a given number of milliseconds. This function sleeps the | ||
process to share the processor with other programs. A program that waits for | ||
even a few milliseconds will consume very little processor time. It is | ||
slightly less accurate than the ``pygame.time.delay()`` function. | ||
This returns the actual number of milliseconds used. | ||
""" | ||
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def delay(milliseconds: int, /) -> int: | ||
"""Pause the program for an amount of time. | ||
Will pause for a given number of milliseconds. This function will use the | ||
processor (rather than sleeping) in order to make the delay more accurate | ||
than ``pygame.time.wait()``. | ||
This returns the actual number of milliseconds used. | ||
""" | ||
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def set_timer(event: Union[int, Event], millis: int, loops: int = 0) -> None: | ||
"""Repeatedly create an event on the event queue. | ||
Set an event to appear on the event queue every given number of milliseconds. | ||
The first event will not appear until the amount of time has passed. | ||
The ``event`` attribute can be a ``pygame.event.Event`` object or an integer | ||
type that denotes an event. | ||
``loops`` is an integer that denotes the number of events posted. If 0 (default) | ||
then the events will keep getting posted, unless explicitly stopped. | ||
To disable the timer for such an event, call the function again with the same | ||
event argument with ``millis`` argument set to 0. | ||
It is also worth mentioning that a particular event type can only be put on a | ||
timer once. In other words, there cannot be two timers for the same event type. | ||
Setting an event timer for a particular event discards the old one for that | ||
event type. | ||
When this function is called with an ``Event`` object, the event(s) received | ||
on the event queue will be a shallow copy; the dict attribute of the event | ||
object passed as an argument and the dict attributes of the event objects | ||
received on timer will be references to the same dict object in memory. | ||
Modifications on one dict can affect another, use deepcopy operations on the | ||
dict object if you don't want this behaviour. | ||
However, calling this function with an integer event type would place event objects | ||
on the queue that don't have a common dict reference. | ||
``loops`` replaces the ``once`` argument, and this does not break backward | ||
compatibility. | ||
.. versionaddedold:: 2.0.0.dev3 once argument added. | ||
.. versionchangedold:: 2.0.1 event argument supports ``pygame.event.Event`` object | ||
.. versionaddedold:: 2.0.1 added loops argument to replace once argument | ||
""" | ||
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@final | ||
class Clock: | ||
def tick(self, framerate: float = 0, /) -> int: ... | ||
def tick_busy_loop(self, framerate: float = 0, /) -> int: ... | ||
def get_time(self) -> int: ... | ||
def get_rawtime(self) -> int: ... | ||
def get_fps(self) -> float: ... | ||
"""Create an object to help track time. | ||
Creates a new Clock object that can be used to track an amount of time. The | ||
clock also provides several functions to help control a game's framerate. | ||
.. versionchanged:: 2.1.4 This class is also available through the ``pygame.Clock`` | ||
alias. | ||
""" | ||
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def __new__(cls) -> Clock: ... | ||
def tick(self, framerate: float = 0, /) -> int: | ||
"""Update the clock. | ||
This method should be called once per frame. It will compute how many | ||
milliseconds have passed since the previous call. | ||
If you pass the optional framerate argument the function will delay to | ||
keep the game running slower than the given ticks per second. This can be | ||
used to help limit the runtime speed of a game. By calling | ||
``Clock.tick(40)`` once per frame, the program will never run at more | ||
than 40 frames per second. | ||
Note that this function uses SDL_Delay function which is not accurate on | ||
every platform, but does not use much CPU. Use tick_busy_loop if you want | ||
an accurate timer, and don't mind chewing CPU. | ||
""" | ||
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def tick_busy_loop(self, framerate: float = 0, /) -> int: | ||
"""Update the clock. | ||
This method should be called once per frame. It will compute how many | ||
milliseconds have passed since the previous call. | ||
If you pass the optional framerate argument the function will delay to | ||
keep the game running slower than the given ticks per second. This can be | ||
used to help limit the runtime speed of a game. By calling | ||
``Clock.tick_busy_loop(40)`` once per frame, the program will never run at | ||
more than 40 frames per second. | ||
Note that this function uses :func:`pygame.time.delay`, which uses lots | ||
of CPU in a busy loop to make sure that timing is more accurate. | ||
.. versionaddedold:: 1.8 | ||
""" | ||
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def get_time(self) -> int: | ||
"""Time used in the previous tick. | ||
The number of milliseconds that passed between the previous two calls to | ||
``Clock.tick()``. | ||
""" | ||
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def get_rawtime(self) -> int: | ||
"""Actual time used in the previous tick. | ||
Similar to ``Clock.get_time()``, but does not include any time used | ||
while ``Clock.tick()`` was delaying to limit the framerate. | ||
""" | ||
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def get_fps(self) -> float: | ||
"""Compute the clock framerate. | ||
Compute your game's framerate (in frames per second). It is computed by | ||
averaging the last ten calls to ``Clock.tick()``. | ||
""" |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,136 @@ | ||
import autoapi | ||
import autoapi.documenters | ||
from autoapi._objects import PythonClass | ||
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def build_signatures(object): | ||
name = object.short_name | ||
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if isinstance(object, PythonClass): | ||
if object.constructor is not None: | ||
object = object.constructor | ||
object.obj["return_annotation"] = name | ||
object.obj["overloads"] = [ | ||
(arg, name) for arg, _ in object.obj["overloads"] | ||
] | ||
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else: | ||
for child in object.children: | ||
if child.short_name == "__new__": | ||
object = child | ||
break | ||
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if object is None or object.obj.get("args", None) is None: | ||
return | ||
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sigs = [(object.obj["args"], object.obj["return_annotation"])] | ||
sigs.extend(object.obj["overloads"]) | ||
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for args, ret in sigs: | ||
arg_string = "" | ||
for modifier, arg_name, _, default in args: | ||
modifier = modifier or "" | ||
arg_name = arg_name or "" | ||
default = default or "" | ||
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if default: | ||
default = "=" + default | ||
arg_string += f", {modifier}{arg_name}{default}" | ||
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if arg_string: | ||
arg_string = arg_string[2:] | ||
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if ret.count("[") > 2 or ret.count(",") > 3: | ||
ret = ret.split("[")[0] | ||
if ret in ("Optional", "Union"): | ||
ret = "..." | ||
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yield f"| :sg:`{name}({arg_string}) -> {ret}`" | ||
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def get_doc(env, obj): | ||
if obj.docstring: | ||
return obj.docstring | ||
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# If we don't already have docs, check if a python implementation exists of this | ||
# module and return its docstring if it does | ||
python_object = env.autoapi_all_objects.get( | ||
obj.id.replace("pygame", "src_py"), None | ||
) | ||
if python_object is not None: | ||
return python_object.docstring | ||
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return "" | ||
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class AutopgDocumenter(autoapi.documenters.AutoapiDocumenter): | ||
def format_signature(self, **kwargs): | ||
return "" | ||
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def get_doc(self, encoding=None, ignore=1): | ||
return [get_doc(self.env, self.object).splitlines()] | ||
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def add_directive_header(self, sig: str) -> None: | ||
super().add_directive_header(sig) | ||
if "module" in self.objtype: | ||
sourcename = self.get_sourcename() | ||
self.add_line(f" :synopsis: {self.get_doc()[0][0]}", sourcename) | ||
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def get_object_members(self, want_all): | ||
members_check_module, members = super().get_object_members(want_all) | ||
members = ( | ||
member | ||
for member in members | ||
if not member.object.obj.get("hide", False) | ||
and not member.object.imported | ||
and get_doc(self.env, member.object) != "" | ||
) | ||
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return members_check_module, members | ||
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def process_doc(self, docstrings): | ||
for docstring in docstrings: | ||
if not docstring: | ||
continue | ||
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yield f"| :sl:`{docstring[0]}`" | ||
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if "args" in self.object.obj or hasattr(self.object, "constructor"): | ||
yield from build_signatures(self.object) | ||
else: | ||
annotation = self.object.obj.get("annotation", None) | ||
if annotation is not None: | ||
if annotation.count("[") > 2 or annotation.count(",") > 3: | ||
annotation = "..." | ||
yield f"| :sg:`{self.object.short_name} -> {annotation}`" | ||
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yield from docstring[1:] | ||
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yield "" | ||
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def setup(app): | ||
names = [ | ||
"function", | ||
"property", | ||
"decorator", | ||
"class", | ||
"method", | ||
"data", | ||
"attribute", | ||
"module", | ||
"exception", | ||
] | ||
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for name in names: | ||
capitalized = name.capitalize() | ||
app.add_autodocumenter( | ||
type( | ||
f"Autopg{capitalized}Documenter", | ||
( | ||
AutopgDocumenter, | ||
getattr(autoapi.documenters, f"Autoapi{capitalized}Documenter"), | ||
), | ||
{"objtype": f"pg{name}"}, | ||
) | ||
) |
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