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# python import
import logging
# ..
from gettext import gettext as _
# gtk import
import gtk
# graphics import
from lib import graphics
# atoidejouer import
from atoidejouer.db import story
from atoidejouer.tools import config, image, sound, storage
# get application logger
logger = logging.getLogger('atoidejouer')
def _on_drag_finish(image, event, scene, key, image_size):
# get align values
key.x, key.y = scene._reverse_x_y(image_size, (image.x, image.y))
# do update
rowcount = story.DB().update(key)
# DEBUG
# logger.debug('[ui.screen.story] _on_drag_finish - key: %s' % key)
# logger.debug('[ui.screen.story] _on_drag_finish - rowcount: %s' % rowcount)
# DEBUG
# refresh
scene.toolbar.activity.get_current_screen().refresh(key=key)
def _on_click(image, event, scene, key):
# remove image on right click
if event.button == 3:
story.DB()._del(key)
# invalidate key
key = None
# refresh
scene.toolbar.activity.get_current_screen().refresh(key=key)
class ScreenStory(graphics.Scene):
def __init__(self, toolbar, height_offset=0, width_offset=0,
set_canvas=False, clear=False):
# ..
graphics.Scene.__init__(self)
self.background_color = "#ffffff"
# keep toolbar
self.toolbar = toolbar
# ..
self._set_canvas = set_canvas
self._clear = False
# init image dicts
self.__sizes = dict()
self.__graphics = dict()
self.__sounds = dict()
self.__dd_signals = dict()
# init fullscreen flag
self.fullscreen = False
self._fullscreen_changed = True
# screen size first
self._height_offset = height_offset
self._width_offset = width_offset
# ..
self._screen_height = None
self._screen_width = None
# ...
self._refresh_screen_size()
# and show
self._show()
def set_fullscreen(self, fullscreen):
# update fullscreen flag
self.fullscreen = fullscreen
# has changed
self._fullscreen_changed = True
# refresh
self.refresh()
def _refresh_screen_size(self):
# keep some info
self._screen_height = gtk.gdk.screen_height() - self._height_offset
self._screen_width = gtk.gdk.screen_width() - self._width_offset
def set_clear(self, clear):
self._clear = clear
def _check_clear(self):
# need clear
if self._clear is True:
# hide previous
for _image in self.__graphics.values():
_image.visible = False
del _image
# ..
self.__graphics = dict()
# ..
self.__sizes = dict()
# done
self._clear = False
return True
else:
return False
def refresh(self, **kargs):
# ensure valid screen size
self._refresh_screen_size()
# get the current frame
_time = 0.0 if self.toolbar.activity._thread is None\
else self.toolbar.activity._thread._time
# get the current rate
_rate = config.Config().get_rate_value()
# using DB
_currents = list()
for _k in story.DB().get(story.Key(mime_type='image/png', time=_time)):
self.__refresh_image(_k, _rate)
_currents.append(_k.id)
# draw mask
_currents.append(self.__refresh_default('mask'))
# hide previous
for _id, _image in self.__graphics.items():
if _id not in _currents:
_image.visible = False
self.queue_draw()
# show first
if self._fullscreen_changed is True:
# disable changed flag
self._fullscreen_changed = False
else:
pass
# refresh sounds if playing
if self.toolbar.activity._thread is None:
pass
elif self.toolbar.activity._thread._pause is False:
"""
# for each sound
for _n in self._get_keys('sounds').get_names():
if sequence_name is None\
or sequence_name == _n:
# do move
self.__refresh_sound(_n, _time)
else:
# just get code
_currents.append(self._get_current_code('sounds', _n,
_time))
# using DB
for key in story.DB().get(story.Key(mime_type='audio/ogg', time=_time)):
self.__refresh_sound(key)
"""
else:
# stop all
for _id, _sound in self.__sounds.items():
if self.toolbar.activity._thread._time == 0:
_sound.stop()
else:
_sound.pause()
def _update_w_h(self, key):
if key.id in self.__sizes:
pass
else:
# get file size
_c, _w, _h = image.get_image_info(key.get_path())
# ..
if (self.fullscreen is True\
or self._screen_width < 1024)\
and _w != 0:
_new_w = _w * self._screen_width / 1024
_new_h = _h * _new_w / _w
else:
_new_w = _w
_new_h = _h
# update size
self.__sizes[key.id] = _new_w, _new_h, _w, _h
# return new values
return self.__sizes[key.id]
def _reverse_x_y(self, size, position):
# ..
_w, _h = size
_x, _y = position
# ..
if self.fullscreen is True\
or self._screen_width < 1024:
_scene_with = self._screen_width
_scene_height = 516 * _scene_with / 1024.0
else:
_scene_with = 1024
_scene_height = 516
# update x
_a_x = _x - (self._screen_width - _w) / 2
_a_x = int(_a_x * 100.0 / _scene_with)
# update y
_a_y = _y - (self._screen_height - _h - 88) / 2
_a_y = int(_a_y * 100.0 / _scene_height)
# return it
return _a_x, _a_y
def _update_x_y(self, size, align):
_new_w, _new_h, _w, _h = size
_x, _y = align
if self.fullscreen is True\
or self._screen_width < 1024:
_scene_with = self._screen_width
_scene_height = 516 * _scene_with / 1024.0
else:
_scene_with = 1024
_scene_height = 516
# update x
_new_x = ((self._screen_width - _new_w) / 2)
_new_x += int(_x * _scene_with / 100.0)
# update y
_new_y = ((self._screen_height - _new_h - 88) / 2)
_new_y += int(_y * _scene_height / 100.0)
# return it
return _new_x, _new_y
def __get_scene_size(self):
#
if self.fullscreen is True\
or self._screen_width < 1024:
_scene_with = self._screen_width
_scene_height = 516 * _scene_with / 1024.0
else:
_scene_with = 1024
_scene_height = 516
# ..
return _scene_with, _scene_height
def __refresh_default(self, default_name):
_code = '__%s' % default_name
# ensure current image
if _code in self.__graphics:
# ..
self.__graphics[_code].visible = True
else:
_filename = '%s_default' % default_name
_path = storage.get_image_path(_filename)
_key = story.Key(id=_code, path=_path, layer=0)
# ..
_align = (0, 0)
# get/update width and height
_size = self._update_w_h(_key)
# ..
self.__graphics[_key.id] =\
self.__update_drawing_area(_key, _size, _align)
# and return displayed code
return _code
def __get_transition_align(self, key, rate):
# get align
_x, _y = key.x, key.y
# get the current frame
_time = 0.0 if self.toolbar.activity._thread is None\
else self.toolbar.activity._thread._time
# get transition ratio
_ratio = _time - int(_time)
if _ratio < rate:
return _x, _y
else:
_next_key = story.Key(title=key.title, mime_type="image/png",
time=(key.time+1), layer=key.layer)
_next_key = story.DB().get(_next_key)
_next_x, _next_y = _next_key.x, _next_key.y
_next_x = _x if _next_x is None else _x + (_next_x - _x) * _ratio
_next_y = _y if _next_y is None else _y + (_next_y - _y) * _ratio
return _next_x, _next_y
def __refresh_image(self, key, rate):
# get/update width and height
_size = self._update_w_h(key)
# get align
_align = self.__get_transition_align(key, rate)
# ensure current image
if key.id in self.__graphics:
# DEBUG
# logger.debug('[ui.screen.story] __refresh_image - key: %s' % key)
# DEBUG
_image = self.__graphics[key.id]
# update x, y
_image.x, _image.y = self._update_x_y(_size, _align)
# get z_order
_image.z_order = key.layer
# scale
_new_w, _new_h, _w, _h = _size
# set visibility
_image.visible = True
# refresh signals
self.__update_image_signals(key, _image, (_new_w, _new_h))
else:
# draggable for edit only
_draggable = self._set_canvas is False\
and config.Config().use_dnd() is True
_image = self.__update_drawing_area(key, _size, _align,
draggable=_draggable)
self.__graphics[key.id] = _image
def __update_image_signals(self, key, image, size):
# remove existing handlers
if key.id in self.__dd_signals:
_h_id_drag, _h_id_click = self.__dd_signals[key.id]
image.disconnect(_h_id_drag)
image.disconnect(_h_id_click)
# connect
_h_id_drag = image.connect('on-drag-finish', _on_drag_finish, self,
key, size)
_h_id_click = image.connect('on-click', _on_click, self, key)
# update signal dict
self.__dd_signals[key.id] = (_h_id_drag, _h_id_click)
def __update_drawing_area(self, key, size, align, draggable=False):
# update x, y
_x, _y = self._update_x_y(size, align)
_new_w, _new_h, _w, _h = size
if _w is None or _w == 0:
_scale = 1
else:
_scale = float(_new_w)/_w
# DEBUG
# logger.debug('[ui.screen.story] __update_drawing_area - key: %s' % key)
# DEBUG
# image
_image = graphics.Image(key.get_path(), x=_x, y=_y, scale_x=_scale,
scale_y=_scale, z_order=key.layer, draggable=draggable)
# refresh signals
self.__update_image_signals(key, _image, (_new_w, _new_h))
# do add
self.add_child(_image)
return _image
"""
def __stop_unused_sounds(self, key):
sounds = story.DB().get(story.Key(name=key.name, mime_type='audio/ogg'))
# hide previous
for _k in keys:
if _k.id != current\
and _k.id in self.__sounds:
self.__sounds[_k.id].pause()
else:
continue
def __refresh_sound(self, sequence_name, frame):
# get sequence file codes
_seq_codes = self._get_keys('sounds').get_sequence_codes(
self.toolbar.name, sequence_name)
# get sequence filename
_current, _f_type, _k_type = self._get_keys('sounds').get_current(
sequence_name, frame)
# need current
if _current is None:
return self.__stop_unused_sounds(_seq_codes, None)
else:
pass
# current file code
_code = _seq_codes[_current] if _current in _seq_codes else None
# ensure current image
if _code in self.__sounds:
_s = self.__sounds[_code]
if _k_type is None:
_s.pause()
elif _k_type == 'key':
# reset
_s.seek(0)
# play
_s.play()
else:
_s.seek(frame)
_s.play()
else:
# create new
if _k_type is None:
pass
else:
# ... TODO manage start time
_code, _sound = self._prepare_sound(sequence_name, _current)
_sound.play()
# ..
self.__stop_unused_sounds(_seq_codes, _code)
def _prepare_sound(self, sequence_name, current):
# get graphics path
_path = storage.get_sound_path(current)
# ensure/generate code
_filecode = key.random_str()
# update story key object
self._get_keys('sounds').set_code(self.toolbar.name, sequence_name,
current, _filecode)
# ...
_sound = sound.Player()
_sound.load(_path)
# update graphic dict
self.__sounds[_filecode] = _sound
# return image for futher use
return _filecode, _sound
"""
def _show(self):
# first refresh
self.refresh()
# ..
self.show()
# update size request
self.set_size_request(self._screen_width, self._screen_height)
# update canvas
if self._set_canvas is True:
self.toolbar.activity.set_canvas(self)
else:
pass
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