from pygame.event import get, pump, Event, post
from pygame.locals import *

from GameChild import GameChild
from Input import Input

class Delegate(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.subscribers = dict()
        self.load_configuration()
        self.disable()

    def load_configuration(self):
        config = self.get_configuration("event")
        self.cancel_flag_key = config["cancel-flag-key"]
        self.command_key = config["command-key"]
        self.command_event_id = config["command-id-offset"] + \
                                globals()[config["user-event-id"]]

    def disable(self):
        self.enabled = False

    def enable(self):
        self.enabled = True
        self.interpolator = self.get_game().interpolator

    def dispatch(self):
        if self.enabled:
            subscribers = self.subscribers
            for evt in get():
                kind = evt.type
                if kind in subscribers:
                    for subscriber in subscribers[kind]:
                        if not self.interpolator.is_gui_active() or \
                               hasattr(subscriber, "im_class") and \
                               (subscriber.im_class == Input or \
                                subscriber.im_class == \
                                self.interpolator.gui.__class__):
                            self.print_debug("Passing %s to %s" % (evt,
                                                                   subscriber))
                            subscriber(evt)
        else:
            pump()

    def add_subscriber(self, callback, kind=None):
        self.print_debug("Subscribing %s to %s" % (callback, kind))
        if kind is None:
            kind = self.command_event_id
        subscribers = self.subscribers
        if kind not in subscribers:
            subscribers[kind] = list()
        subscribers[kind].append(callback)

    def is_command(self, event):
        return event.type == self.command_event_id

    def remove_subscriber(self, callback, kind=None):
        if kind is None:
            kind = self.command_event_id
        self.subscribers[kind].remove(callback)

    def compare(self, evt, commands=None, cancel=False, **attributes):
        if evt.type == self.command_event_id:
            self.add_cancel_flag_to_attributes(attributes, cancel)
        if commands is not None and not isinstance(commands, list) and not \
               isinstance(commands, tuple):
            commands = [commands]
        if commands is not None:
            if not self.command_in_list(evt, commands):
                return False
        return all(key in evt.dict and evt.dict[key] == value for \
                   key, value in attributes.iteritems())

    def add_cancel_flag_to_attributes(self, attributes, cancel):
        attributes[self.cancel_flag_key] = cancel

    def command_in_list(self, evt, commands):
        return self.get_command_attribute(evt) in commands

    def get_command_attribute(self, evt):
        return evt.dict[self.command_key]

    def post(self, command=None, cancel=False, **attributes):
        attributes[self.command_key] = command
        self.add_cancel_flag_to_attributes(attributes, cancel)
        post(Event(self.command_event_id, attributes))
from re import match
from os.path import join
from tempfile import gettempdir

from pygame import Surface
from pygame.font import Font
from pygame.draw import aaline
from pygame.locals import *

from GameChild import GameChild
from Sprite import Sprite
from Animation import Animation

class Interpolator(list, GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.set_nodesets()
        self.gui_enabled = self.check_command_line("-interpolator")
        if self.gui_enabled:
            self.gui = GUI(self)

    def set_nodesets(self):
        config = self.get_configuration()
        if config.has_section("interpolate"):
            for name, value in config.get_section("interpolate").iteritems():
                self.add_nodeset(name, value)

    def add_nodeset(self, name, value, method=None):
        self.append(Nodeset(name, value, method))
        return len(self) - 1

    def is_gui_active(self):
        return self.gui_enabled and self.gui.active

    def get_nodeset(self, name):
        for nodeset in self:
            if nodeset.name == name:
                return nodeset

    def remove(self, outgoing):
        for ii, nodeset in enumerate(self):
            if nodeset.name == outgoing.name:
                self.pop(ii)
                break


class Nodeset(list):

    LINEAR, CUBIC = range(2)

    def __init__(self, name, nodes, method=None):
        list.__init__(self, [])
        self.name = name
        if isinstance(nodes, str):
            self.parse_raw(nodes)
        else:
            self.interpolation_method = method
            self.parse_list(nodes)
        self.set_splines()

    def parse_raw(self, raw):
        raw = raw.strip()
        if raw[0].upper() == "L":
            self.set_interpolation_method(self.LINEAR, False)
        else:
            self.set_interpolation_method(self.CUBIC, False)
        for node in raw[1:].strip().split(","):
            self.add_node(map(float, node.strip().split()), False)

    def set_interpolation_method(self, method, refresh=True):
        self.interpolation_method = method
        if refresh:
            self.set_splines()

    def add_node(self, coordinates, refresh=True):
        x = coordinates[0]
        inserted = False
        index = 0
        for ii, node in enumerate(self):
            if x < node.x:
                self.insert(ii, Node(coordinates))
                inserted = True
                index = ii
                break
            elif x == node.x:
                return None
        if not inserted:
            self.append(Node(coordinates))
            index = len(self) - 1
        if refresh:
            self.set_splines()
        return index

    def parse_list(self, nodes):
        for node in nodes:
            self.add_node(node)

    def set_splines(self):
        if self.interpolation_method == self.LINEAR:
            self.set_linear_splines()
        else:
            self.set_cubic_splines()

    def set_linear_splines(self):
        self.splines = splines = []
        for ii in xrange(len(self) - 1):
            x1, y1, x2, y2 = self[ii] + self[ii + 1]
            m = float(y2 - y1) / (x2 - x1)
            splines.append(LinearSpline(x1, y1, m))

    def set_cubic_splines(self):
        n = len(self) - 1
        a = [node.y for node in self]
        b = [None] * n
        d = [None] * n
        h = [self[ii + 1].x - self[ii].x for ii in xrange(n)]
        alpha = [None] + [(3.0 / h[ii]) * (a[ii + 1] - a[ii]) - \
                          (3.0 / h[ii - 1]) * (a[ii] - a[ii - 1]) \
                          for ii in xrange(1, n)]
        c = [None] * (n + 1)
        l = [None] * (n + 1)
        u = [None] * (n + 1)
        z = [None] * (n + 1)
        l[0] = 1
        u[0] = z[0] = 0
        for ii in xrange(1, n):
            l[ii] = 2 * (self[ii + 1].x - self[ii - 1].x) - \
                    h[ii - 1] * u[ii - 1]
            u[ii] = h[ii] / l[ii]
            z[ii] = (alpha[ii] - h[ii - 1] * z[ii - 1]) / l[ii]
        l[n] = 1
        z[n] = c[n] = 0
        for jj in xrange(n - 1, -1, -1):
            c[jj] = z[jj] - u[jj] * c[jj + 1]
            b[jj] = (a[jj + 1] - a[jj]) / h[jj] - \
                    (h[jj] * (c[jj + 1] + 2 * c[jj])) / 3
            d[jj] = (c[jj + 1] - c[jj]) / (3 * h[jj])
        self.splines = [CubicSpline(self[ii].x, a[ii], b[ii], c[ii],
                                    d[ii]) for ii in xrange(n)]

    def get_y(self, t, loop=False, reverse=False, natural=False):
        if loop or reverse:
            if reverse and int(t) / int(self[-1].x) % 2:
                t = self[-1].x - t
            t %= self[-1].x
        elif not natural:
            if t < self[0].x:
                t = self[0].x
            elif t > self[-1].x:
                t = self[-1].x
        splines = self.splines
        for ii in xrange(len(splines) - 1):
            if t < splines[ii + 1].x:
                return splines[ii].get_y(t)
        return splines[-1].get_y(t)

    def remove(self, node, refresh=True):
        list.remove(self, node)
        if refresh:
            self.set_splines()

    def resize(self, left, length, refresh=True):
        old_left = self[0].x
        old_length = self.get_length()
        for node in self:
            node.x = left + length * (node.x - old_left) / old_length
        if refresh:
            self.set_splines()

    def get_length(self):
        return self[-1].x - self[0].x


class Node(list):

    def __init__(self, coordinates):
        list.__init__(self, coordinates)

    def __getattr__(self, name):
        if name == "x":
            return self[0]
        elif name == "y":
            return self[1]
        return list.__get__(self, name)

    def __setattr__(self, name, value):
        if name == "x":
            list.__setitem__(self, 0, value)
        elif name == "y":
            list.__setitem__(self, 1, value)
        else:
            list.__setattr__(self, name, value)


class Spline:

    def __init__(self, x):
        self.x = x


class CubicSpline(Spline):

    def __init__(self, x, a, b, c, d):
        Spline.__init__(self, x)
        self.a = a
        self.b = b
        self.c = c
        self.d = d

    def get_y(self, t):
        x = self.x
        return self.a + self.b * (t - x) + self.c * (t - x) ** 2 + self.d * \
               (t - x) ** 3


class LinearSpline(Spline):

    def __init__(self, x, y, m):
        Spline.__init__(self, x)
        self.y = y
        self.m = m

    def get_y(self, t):
        return self.m * (t - self.x) + self.y


class GUI(Animation):

    B_DUPLICATE, B_WRITE, B_DELETE, B_LINEAR, B_CUBIC, B_SPLIT = range(6)
    S_NONE, S_LEFT, S_RIGHT = range(3)

    def __init__(self, parent):
        Animation.__init__(self, parent, unfiltered=True)
        self.audio = self.get_audio()
        self.display = self.get_game().display
        self.display_surface = self.get_display_surface()
        self.time_filter = self.get_game().time_filter
        self.delegate = self.get_delegate()
        self.split = self.S_NONE
        self.success_indicator_active = True
        self.success_indicator_blink_count = 0
        self.load_configuration()
        self.font = Font(None, self.label_size)
        self.prompt = Prompt(self)
        self.set_temporary_file()
        self.set_background()
        self.set_success_indicator()
        self.set_plot_rect()
        self.set_marker_frame()
        self.set_buttons()
        self.active = False
        self.set_nodeset_index()
        self.set_y_range()
        self.set_markers()
        self.subscribe(self.respond_to_command)
        self.subscribe(self.respond_to_mouse_down, MOUSEBUTTONDOWN)
        self.subscribe(self.respond_to_key, KEYDOWN)
        self.register(self.show_success_indicator, interval=100)
        self.register(self.save_temporary_file, interval=10000)
        self.play(self.save_temporary_file)

    def load_configuration(self):
        config = self.get_configuration("interpolator-gui")
        self.label_size = config["label-size"]
        self.axis_label_count = config["axis-label-count"]
        self.margin = config["margin"]
        self.curve_color = config["curve-color"]
        self.marker_size = config["marker-size"]
        self.marker_color = config["marker-color"]
        self.label_precision = config["label-precision"]
        self.template_nodeset = config["template-nodeset"]
        self.template_nodeset_name = config["template-nodeset-name"]
        self.flat_y_range = config["flat-y-range"]

    def set_temporary_file(self):
        self.temporary_file = open(join(gettempdir(), "pgfw-config"), "w")

    def set_background(self):
        surface = Surface(self.display_surface.get_size())
        surface.fill((0, 0, 0))
        self.background = surface

    def set_success_indicator(self):
        surface = Surface((10, 10))
        surface.fill((0, 255, 0))
        rect = surface.get_rect()
        rect.topleft = self.display_surface.get_rect().topleft
        self.success_indicator, self.success_indicator_rect = surface, rect

    def set_plot_rect(self):
        margin = self.margin
        self.plot_rect = self.display_surface.get_rect().inflate(-margin,
                                                                 -margin)

    def set_marker_frame(self):
        size = self.marker_size
        surface = Surface((size, size))
        transparent_color = (255, 0, 255)
        surface.fill(transparent_color)
        surface.set_colorkey(transparent_color)
        line_color = self.marker_color
        aaline(surface, line_color, (0, 0), (size - 1, size - 1))
        aaline(surface, line_color, (0, size - 1), (size - 1, 0))
        self.marker_frame = surface

    def set_buttons(self):
        self.buttons = buttons = []
        text = "Duplicate", "Write", "Delete", "Linear", "Cubic", "Split: No"
        x = 0
        for instruction in text:
            buttons.append(Button(self, instruction, x))
            x += buttons[-1].location.w + 10

    def set_nodeset_index(self, increment=None, index=None):
        parent = self.parent
        if index is None:
            if not increment:
                index = 0
            else:
                index = self.nodeset_index + increment
                limit = len(parent) - 1
                if index > limit:
                    index = 0
                elif index < 0:
                    index = limit
        self.nodeset_index = index
        self.set_nodeset_label()

    def set_nodeset_label(self):
        surface = self.font.render(self.get_nodeset().name, True, (0, 0, 0),
                                   (255, 255, 255))
        rect = surface.get_rect()
        rect.bottomright = self.display_surface.get_rect().bottomright
        self.nodeset_label, self.nodeset_label_rect = surface, rect

    def get_nodeset(self):
        if not len(self.parent):
            self.parent.add_nodeset(self.template_nodeset_name,
                                    self.template_nodeset)
            self.set_nodeset_index(0)
        return self.parent[self.nodeset_index]

    def set_y_range(self):
        width = self.plot_rect.w
        nodeset = self.get_nodeset()
        self.y_range = y_range = [nodeset[0].y, nodeset[-1].y]
        x = 0
        while x < width:
            y = nodeset.get_y(self.get_function_coordinates(x)[0])
            if y < y_range[0]:
                y_range[0] = y
            elif y > y_range[1]:
                y_range[1] = y
            x += width * .01
        if y_range[1] - y_range[0] == 0:
            y_range[1] += self.flat_y_range
        if self.split:
            self.adjust_for_split(y_range, nodeset)
        self.set_axis_labels()

    def get_function_coordinates(self, xp=0, yp=0):
        nodeset = self.get_nodeset()
        x_min, x_max, (y_min, y_max) = nodeset[0].x, nodeset[-1].x, self.y_range
        rect = self.plot_rect
        x = float(xp) / (rect.right - rect.left) * (x_max - x_min) + x_min
        y = float(yp) / (rect.bottom - rect.top) * (y_min - y_max) + y_max
        return x, y

    def adjust_for_split(self, y_range, nodeset):
        middle = nodeset[0].y if self.split == self.S_LEFT else nodeset[-1].y
        below, above = middle - y_range[0], y_range[1] - middle
        if below > above:
            y_range[1] += below - above
        else:
            y_range[0] -= above - below

    def set_axis_labels(self):
        self.axis_labels = labels = []
        nodeset, formatted, render, rect, yr = (self.get_nodeset(),
                                                self.get_formatted_measure,
                                                self.font.render,
                                                self.plot_rect, self.y_range)
        for ii, node in enumerate(nodeset[0::len(nodeset) - 1]):
            xs = render(formatted(node.x), True, (0, 0, 0), (255, 255, 255))
            xsr = xs.get_rect()
            xsr.top = rect.bottom
            if not ii:
                xsr.left = rect.left
            else:
                xsr.right = rect.right
            ys = render(formatted(yr[ii]), True, (0, 0, 0), (255, 255, 255))
            ysr = ys.get_rect()
            ysr.right = rect.left
            if not ii:
                ysr.bottom = rect.bottom
            else:
                ysr.top = rect.top
            labels.append(((xs, xsr), (ys, ysr)))

    def get_formatted_measure(self, measure):
        return "%s" % float(("%." + str(self.label_precision) + "g") % measure)

    def deactivate(self):
        self.active = False
        self.time_filter.open()
        self.audio.muted = self.saved_mute_state
        self.display.set_mouse_visibility(self.saved_mouse_state)

    def respond_to_command(self, event):
        compare = self.delegate.compare
        if compare(event, "toggle-interpolator"):
            self.toggle()
        elif self.active:
            if compare(event, "reset-game"):
                self.deactivate()
            elif compare(event, "quit"):
                self.get_game().end(event)

    def toggle(self):
        if self.active:
            self.deactivate()
        else:
            self.activate()

    def activate(self):
        self.active = True
        self.time_filter.close()
        self.saved_mute_state = self.audio.muted
        self.audio.mute()
        self.draw()
        self.saved_mouse_state = self.display.set_mouse_visibility(True)

    def respond_to_mouse_down(self, event):
        redraw = False
        if self.active and not self.prompt.active:
            nodeset_rect = self.nodeset_label_rect
            plot_rect = self.plot_rect
            if event.button == 1:
                pos = event.pos
                if nodeset_rect.collidepoint(pos):
                    self.set_nodeset_index(1)
                    redraw = True
                elif self.axis_labels[0][0][1].collidepoint(pos):
                    text = "{0} {1}".format(*map(self.get_formatted_measure,
                                                 self.get_nodeset()[0]))
                    self.prompt.activate(text, self.resize_nodeset, 0)
                elif self.axis_labels[1][0][1].collidepoint(pos):
                    text = "{0} {1}".format(*map(self.get_formatted_measure,
                                                 self.get_nodeset()[-1]))
                    self.prompt.activate(text, self.resize_nodeset, -1)
                else:
                    bi = self.collide_buttons(pos)
                    if bi is not None:
                        if bi == self.B_WRITE:
                            self.get_configuration().write()
                            self.play(self.show_success_indicator)
                        elif bi in (self.B_LINEAR, self.B_CUBIC):
                            nodeset = self.get_nodeset()
                            if bi == self.B_LINEAR:
                                nodeset.set_interpolation_method(Nodeset.LINEAR)
                            else:
                                nodeset.set_interpolation_method(Nodeset.CUBIC)
                            self.store_in_configuration()
                            redraw = True
                        elif bi == self.B_DUPLICATE:
                            self.prompt.activate("", self.add_nodeset)
                        elif bi == self.B_DELETE and len(self.parent) > 1:
                            self.parent.remove(self.get_nodeset())
                            self.set_nodeset_index(1)
                            self.store_in_configuration()
                            redraw = True
                        elif bi == self.B_SPLIT:
                            self.toggle_split()
                            redraw = True
                    elif plot_rect.collidepoint(pos) and \
                             not self.collide_markers(pos):
                        xp, yp = pos[0] - plot_rect.left, pos[1] - plot_rect.top
                        self.get_nodeset().add_node(
                            self.get_function_coordinates(xp, yp))
                        self.store_in_configuration()
                        redraw = True
            elif event.button == 3:
                pos = event.pos
                if nodeset_rect.collidepoint(pos):
                    self.set_nodeset_index(-1)
                    redraw = True
                elif plot_rect.collidepoint(pos):
                    marker = self.collide_markers(pos)
                    if marker:
                        self.get_nodeset().remove(marker.node)
                        self.store_in_configuration()
                        redraw = True
        elif self.active and self.prompt.active and \
                 not self.prompt.rect.collidepoint(event.pos):
            self.prompt.deactivate()
            redraw = True
        if redraw:
            self.set_y_range()
            self.set_markers()
            self.draw()

    def resize_nodeset(self, text, index):
        result = match("^\s*(-{,1}\d*\.{,1}\d*)\s+(-{,1}\d*\.{,1}\d*)\s*$",
                       text)
        if result:
            try:
                nodeset = self.get_nodeset()
                x, y = map(float, result.group(1, 2))
                if (index == -1 and x > nodeset[0].x) or \
                       (index == 0 and x < nodeset[-1].x):
                    nodeset[index].y = y
                    if index == -1:
                        nodeset.resize(nodeset[0].x, x - nodeset[0].x)
                    else:
                        nodeset.resize(x, nodeset[-1].x - x)
                    self.store_in_configuration()
                    self.set_y_range()
                    self.set_axis_labels()
                    self.set_markers()
                    self.draw()
                    return True
            except ValueError:
                return False

    def collide_buttons(self, pos):
        for ii, button in enumerate(self.buttons):
            if button.location.collidepoint(pos):
                return ii

    def store_in_configuration(self):
        config = self.get_configuration()
        section = "interpolate"
        config.clear_section(section)
        for nodeset in self.parent:
            code = "L" if nodeset.interpolation_method == Nodeset.LINEAR else \
                   "C"
            for ii, node in enumerate(nodeset):
                if ii > 0:
                    code += ","
                code += " {0} {1}".format(*map(self.get_formatted_measure,
                                               node))
            if not config.has_section(section):
                config.add_section(section)
            config.set(section, nodeset.name, code)

    def toggle_split(self):
        self.split += 1
        if self.split > self.S_RIGHT:
            self.split = self.S_NONE
        self.buttons[self.B_SPLIT].set_frame(["Split: No", "Split: L",
                                              "Split: R"][self.split])

    def add_nodeset(self, name):
        nodeset = self.get_nodeset()
        self.set_nodeset_index(index=self.parent.add_nodeset(\
            name, nodeset, nodeset.interpolation_method))
        self.store_in_configuration()
        self.draw()
        return True

    def collide_markers(self, pos):
        for marker in self.markers:
            if marker.location.collidepoint(pos):
                return marker

    def set_markers(self):
        self.markers = markers = []
        for node in self.get_nodeset()[1:-1]:
            markers.append(Marker(self, node))
            markers[-1].location.center = self.get_plot_coordinates(*node)

    def get_plot_coordinates(self, x=0, y=0):
        nodeset = self.get_nodeset()
        x_min, x_max, (y_min, y_max) = nodeset[0].x, nodeset[-1].x, self.y_range
        x_ratio = float(x - x_min) / (x_max - x_min)
        rect = self.plot_rect
        xp = x_ratio * (rect.right - rect.left) + rect.left
        y_ratio = float(y - y_min) / (y_max - y_min)
        yp = rect.bottom - y_ratio * (rect.bottom - rect.top)
        return xp, yp

    def draw(self):
        display_surface = self.display_surface
        display_surface.blit(self.background, (0, 0))
        display_surface.blit(self.nodeset_label, self.nodeset_label_rect)
        self.draw_axes()
        self.draw_function()
        self.draw_markers()
        self.draw_buttons()

    def draw_axes(self):
        display_surface = self.display_surface
        for xl, yl in self.axis_labels:
            display_surface.blit(*xl)
            display_surface.blit(*yl)

    def draw_function(self):
        rect = self.plot_rect
        surface = self.display_surface
        nodeset = self.get_nodeset()
        step = 1
        for x in xrange(rect.left, rect.right + step, step):
            ii = x - rect.left
            fx = nodeset.get_y(self.get_function_coordinates(ii)[0])
            y = self.get_plot_coordinates(y=fx)[1]
            if ii > 0:
                aaline(surface, self.curve_color, (x - step, last_y), (x, y))
            last_y = y

    def draw_markers(self):
        for marker in self.markers:
            marker.update()

    def draw_buttons(self):
        for button in self.buttons:
            button.update()

    def respond_to_key(self, event):
        if self.prompt.active:
            prompt = self.prompt
            if event.key == K_RETURN:
                if prompt.callback[0](prompt.text, *prompt.callback[1]):
                    prompt.deactivate()
            elif event.key == K_BACKSPACE:
                prompt.text = prompt.text[:-1]
                prompt.update()
                prompt.draw_text()
            elif (event.unicode.isalnum() or event.unicode.isspace() or \
                  event.unicode in (".", "-", "_")) and len(prompt.text) < \
                  prompt.character_limit:
                prompt.text += event.unicode
                prompt.update()
                prompt.draw_text()

    def show_success_indicator(self):
        self.draw()
        if self.success_indicator_blink_count > 1:
            self.success_indicator_blink_count = 0
            self.halt(self.show_success_indicator)
        else:
            if self.success_indicator_active:
                self.display_surface.blit(self.success_indicator,
                                          self.success_indicator_rect)
            if self.success_indicator_active:
                self.success_indicator_blink_count += 1
            self.success_indicator_active = not self.success_indicator_active

    def save_temporary_file(self):
        fp = self.temporary_file
        fp.seek(0)
        fp.truncate()
        self.get_configuration().write(fp)

    def rearrange(self):
        self.set_background()
        self.set_success_indicator()
        self.set_plot_rect()
        self.set_markers()
        self.set_nodeset_label()
        self.set_axis_labels()
        self.set_buttons()
        self.prompt.reset()

class Marker(Sprite):

    def __init__(self, parent, node):
        Sprite.__init__(self, parent)
        self.add_frame(parent.marker_frame)
        self.node = node


class Button(Sprite):

    def __init__(self, parent, text, left):
        Sprite.__init__(self, parent)
        self.set_frame(text)
        self.location.bottomleft = left, \
                                   self.get_display_surface().get_rect().bottom

    def set_frame(self, text):
        self.clear_frames()
        self.add_frame(self.parent.font.render(text, True, (0, 0, 0),
                                               (255, 255, 255)))


class Prompt(Sprite):

    def __init__(self, parent):
        Sprite.__init__(self, parent)
        self.load_configuration()
        self.font = Font(None, self.text_size)
        self.reset()
        self.deactivate()

    def deactivate(self):
        self.active = False

    def load_configuration(self):
        config = self.get_configuration("interpolator-gui")
        self.size = config["prompt-size"]
        self.border_color = config["prompt-border-color"]
        self.border_width = config["prompt-border-width"]
        self.character_limit = config["prompt-character-limit"]
        self.text_size = config["prompt-text-size"]

    def reset(self):
        self.set_frame()
        self.place()

    def set_frame(self):
        self.clear_frames()
        surface = Surface(self.size)
        self.add_frame(surface)
        surface.fill(self.border_color)
        width = self.border_width * 2
        surface.fill((0, 0, 0), surface.get_rect().inflate(-width, -width))

    def place(self):
        self.location.center = self.display_surface.get_rect().center

    def activate(self, text, callback, *args):
        self.active = True
        self.text = str(text)
        self.callback = callback, args
        self.update()
        self.draw_text()

    def draw_text(self):
        surface = self.font.render(self.text, True, (255, 255, 255), (0, 0, 0))
        rect = surface.get_rect()
        rect.center = self.location.center
        self.display_surface.blit(surface, rect)
216.73.216.141
216.73.216.141
216.73.216.141
 
March 3, 2021

Video 📺

Computers are a gun. They can see the target; they can pull the trigger. Computers were made by the military to blow people's brains out if they stepped out of line. Google Coral is the same technology that pollutes the oceans, and so is the computer I'm using, and so are the platforms I'm using to post this.

Game 🎲

Games are a context in which all play is purposeful. Games expose the fundamentally nihilistic nature of the universe and futility of pursuing any path other than the inevitability of death and the torture of an evil that knows and exploits absolute freedom. Games are not educational; they are education.

Propaganda 🆒

Education is propaganda — ego driven by-product conveying nothing that would enable us to expose that vanities made for gain subject us further to an illusion created by those in control: the illusion that quantity can represent substance and that data or observation can replace meaning. And why say it, or how, without contradicting yourself, that everything, once registered, no longer exists, and in fact never did, exists only in relation to other non-existent things, and when you look, it's not there, not only because it's long vanished, but because where would it be?


fig. 2: Gamer goo is a lubricant — not for your skin, but for facilitating your ability to own the competition (image from Gamer goo review)

As a result of video games, the great Trojan horse 🎠 of imperialist consumerist representationalism, people are divided in halves to encourage them to act according to market ordained impulses, to feign assurance, penetrating themselves deeper into a tyranny from which every action signals allegiance, confusing the world with definitions and borders, constantly struggling to balance or brace themselves against forces that threaten the crumbling stability of their ego.

F

or example, a cup 🥃 is designed and built to hold something, maintain order and prevent chaos. It keeps water from spilling back to where it belongs, back where it wants to go and gravity wants it to go. The cup is a trap, and it is used to assert dominance over nature, to fill with thoughts about existence, time and self, thoughts regarding dissimilarity between equal parts and patterns that manifest in variation. These ruminations disguised as revelations boil away to reveal isolated and self-aggrandizing thoughts about an analogy fabricated to herald the profundity of one's campaign's propaganda. You have no authentic impulse except to feed a delusion of ultimate and final supremacy. That is why you play games. That is your nature. That is why you eventually smash the cup to bits 💥 or otherwise watch it disintegrate forever because it, by being useful, threatens your facade of ownership and control.


fig. 3: worth1000

The cup is you; it reflects you; it is a lens through which you see yourself; it reassures you, confirming your presence; it says something, being something you can observe. When you move, it moves, and it opens after being closed. You can use it as a vessel for penetration fantasies, keeping you warm and fertile, a fine host for the plague of consciousness, you reptile, you sun scorched transgressor that not only bites the hand that feeds, but buries it deep within a sterile chamber where nothing remains for it as a means of escape except the corpses of others that infringed upon your feeding frenzy.