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Curses screens, windows and pads are typed as curses.window, and the widgets that may get no parent window take curses.window | None. - EventHandler is generic over a ParamSpec, so each handler declares the arguments it passes, and MenuView is generic over the item its on_confirm hands out. Choice callbacks take no arguments. - Scrollable is generic over its items, which DataTable and ListBox fix to tuple[str, str] and str. - random.choice() and choice_low() are generic over the sequence, so the casts at their call sites are gone. BasicUserInterface.menu() and util.first() are generic too. - Signal callbacks and their payloads are Callable[..., object] and object, since emit() only forwards them. - JSON values in game_data are object and narrowed by isinstance, and data files are Traversable. - Signal handlers take an int and a FrameType | None, and list_players() takes a TextIO. - The focus_standout() context managers return Generator[None, None, None]. Any remains in three places: Player.__setstate__, whose pickled __dict__ holds values of every type; Focusable.__init__, a mixin that passes *args and **kwargs through to the next class; and the values load_game_data() collects, whose element type depends on the field each one fills.
18 lines
499 B
Python
18 lines
499 B
Python
from collections.abc import Callable
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from typing import Generic, ParamSpec
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P = ParamSpec("P")
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class EventHandler(Generic[P]):
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def __init__(self) -> None:
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self.callbacks: list[Callable[P, object]] = []
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def __call__(self, *args: P.args, **kwargs: P.kwargs) -> None:
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for callback in self.callbacks:
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callback(*args, **kwargs)
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def __iadd__(self, callback: Callable[P, object]) -> "EventHandler[P]":
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self.callbacks.append(callback)
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return self
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