Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/game.py
blob: 6769f2f54dba3a4a9d42346bfa540703fa742a7c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
# -*- coding: utf-8 -*-
#Copyright (c) 2011-12 Walter Bender
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# You should have received a copy of the GNU General Public License
# along with this library; if not, write to the Free Software
# Foundation, 51 Franklin Street, Suite 500 Boston, MA 02110-1335 USA


from gi.repository import Gtk, GdkPixbuf, GObject, Gdk
import cairo
import os
from random import uniform

from gettext import gettext as _

import logging
_logger = logging.getLogger('reflection-activity')

try:
    from sugar3.graphics import style
    GRID_CELL_SIZE = style.GRID_CELL_SIZE
except ImportError:
    GRID_CELL_SIZE = 0

from sprites import Sprites, Sprite


ACCELEROMETER_DEVICE = '/sys/devices/platform/lis3lv02d/position'


def read_accelerometer(game):
    if not hasattr(read_accelerometer, 'device_path'):
        if os.path.exists(ACCELEROMETER_DEVICE):
            read_accelerometer.device_path = ACCELEROMETER_DEVICE
        else:
            read_accelerometer.device_path = None
    if read_accelerometer.device_path is None:
        x = int(uniform(-20, 20))
        y = int(uniform(-20, 20))
        z = int(uniform(-20, 20))
    else:
        fh = open(ACCELEROMETER_DEVICE)
        string = fh.read()
        xyz = string[1:-2].split(',')
        x = int(float(xyz[0]) / 18)
        y = int(float(xyz[1]) / 18)
        z = int(float(xyz[2]) / 18)
        fh.close()
    game.motion_cb(x, y, z)


# Grid dimensions must be even
NINE = 9
FIVE = 5
DOT_SIZE = 40
YELLOW = 8
RED = 4
BLUE = 12
WHITE = 2
BLACK = 3
DOT = 0

class Game():

    def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
        self._activity = parent
        self._colors = [colors[0]]
        self._colors.append(colors[1])
        self._colors.append('#FFFFFF')
        self._colors.append('#000000')

        self._colors.append('#FF0000')
        self._colors.append('#FF8080')
        self._colors.append('#FFa0a0')
        self._colors.append('#FFc0c0')

        self._colors.append('#FFFF00')
        self._colors.append('#FFFF80')
        self._colors.append('#FFFFa0')
        self._colors.append('#FFFFe0')

        self._colors.append('#0000FF')
        self._colors.append('#8080FF')
        self._colors.append('#80a0FF')
        self._colors.append('#c0c0FF')

        self._canvas = canvas
        if parent is not None:
            parent.show_all()
            self._parent = parent

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.connect("draw", self.__draw_cb)
        self._canvas.connect("button-press-event", self._button_press_cb)
        self._canvas.connect("button-release-event", self._button_release_cb)
        self._global_scale = 1
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - (GRID_CELL_SIZE * 1.5)
        self._scale = self._width / (10 * DOT_SIZE * 1.2)
        self._dot_size = int(DOT_SIZE * self._scale)
        self._space = int(self._dot_size / 5.)
        self._press = False
        self._release = None
        self._rubbing = False
        self._tapped = None
        self._pausing = False
        self._count = 0
        self._targets = None  # click target
        self._shake = None  # accelerometer target
        self._next = None
        self.last_spr = None
        self._timer = None
        self.roygbiv = False

        # Generate the sprites we'll need...
        self._sprites = Sprites(self._canvas)

        self._svg_width = self._width
        self._svg_height = self._height
        self._lightbg = Sprite(self._sprites, 0, 0,
                            svg_str_to_pixbuf(
                self._header() + \
                self._rect(self._width, self._height, 0, 0) + \
                self._footer()))
        self._lightbg.set_label_attributes(24)
        self._lightbg._vert_align = ["bottom"]

        self._darkbg = Sprite(self._sprites, 0, 0,
                              svg_str_to_pixbuf(
                self._header() + \
                self._rect(self._width, self._height, 0, 0, color='#000000') + \
                self._footer()))
        self._darkbg.set_label_attributes(24)
        self._darkbg._vert_align = ["bottom"]
        self._darkbg.set_label_color('yellow')
        self._darkbg.set_layer(0)

        self._dots = []
        for y in range(FIVE):
            for x in range(NINE):
                xoffset = int((self._width - NINE * self._dot_size - \
                                   (NINE - 1) * self._space) / 2.)
                self._dots.append(
                    Sprite(self._sprites,
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space),
                           self._new_dot(self._colors[WHITE])))
                self._dots[-1].type = DOT
                self._dots[-1].set_label_attributes(40)

        n = FIVE / 2.

        # and initialize a few variables we'll need.
        self._yellow_dot()

    def _clear_pause(self):
        self._pausing = False

    def _yellow_dot(self):
        for y in range(FIVE):
            for x in range(NINE):
                xoffset = int((self._width - NINE * self._dot_size - \
                                   (NINE - 1) * self._space) / 2.)
                self._dots[x + y * NINE].move((
                           xoffset + x * (self._dot_size + self._space),
                           y * (self._dot_size + self._space)))
                self._dots[x + y * NINE].set_shape(
                    self._new_dot(self._colors[WHITE]))
                self._dots[x + y * NINE].type = DOT
                self._dots[x + y * NINE].set_layer(100)
        self._lightbg.set_label('Tap on the yellow dot.')
        self._targets = [int(uniform(0, NINE * FIVE))]
        self._next = self._yellow_dot_too
        self._dots[self._targets[0]].set_shape(
            self._new_dot(self._colors[YELLOW]))
        self._dots[self._targets[0]].type = YELLOW
        self._rubbing = False
        self._shake = None

    def _yellow_dot_too(self, append=True):
        ''' Things to reinitialize when starting up a new game. '''
        if append:
            i = self._targets[0]
            while i in self._targets:
                i = int(uniform(0, NINE * FIVE))
            self._targets.append(i)
            self._lightbg.set_label('Well done! \
Now tap on the other yellow dot.')
        self._next = self._yellow_dots_three
        self._dots[self._targets[1]].set_shape(
            self._new_dot(self._colors[YELLOW]))
        self._dots[self._targets[1]].type = YELLOW
        self._rubbing = False

    def _yellow_dots_three(self):
        ''' Things to reinitialize when starting up a new game. '''
        if self._release == self._targets[0]:
            self._yellow_dot_too(append=False)
            self._lightbg.set_label('The other yellow dot!')
            return
        i = self._targets[0]
        while i in self._targets:
            i = int(uniform(0, NINE * FIVE))
        self._targets.append(i)
        self._lightbg.set_label('Great! Now rub on one of the yellow dots.')
        self._next = self._red_dot
        self._dots[self._targets[2]].set_shape(
            self._new_dot(self._colors[YELLOW]))
        self._dots[self._targets[2]].type = YELLOW
        self._rubbing = True

    def _red_dot(self):
        if self._release is None:
            return
        self._lightbg.set_label('Good job! \
Now rub on another one of the yellow dots.')
        self._next = self._blue_dot
        self._dots[self._release].set_shape(self._new_dot(self._colors[RED]))
        self._dots[self._release].type = RED
        self._rubbing = True

    def _blue_dot(self):
        if self._release is None:
            return
        if self._dots[self._release].type != YELLOW:
            return
        self._lightbg.set_label('Now gently tap on the yellow dot five times.')
        self._next = self._yellow_tap
        self._dots[self._release].set_shape(self._new_dot(self._colors[BLUE]))
        self._dots[self._release].type = BLUE
        self._rubbing = False
        self._count = 0

    def _yellow_tap(self):
        if self._dots[self._release].type != YELLOW:
            self._lightbg.set_label('The yellow dot!!')
            return
        self._count += 1
        if self._count > 4:
            self._count = 0
            self._next = self._red_tap
            self._lightbg.set_label('Now gently tap on the red dot five times.')
        else:
            self._lightbg.set_label('Keep tapping.')
        i = self._targets[0]
        while i in self._targets:
            i = int(uniform(0, NINE * FIVE))
        self._targets.append(i)
        self._dots[i].set_shape(self._new_dot(self._colors[YELLOW]))
        self._dots[i].type = YELLOW

    def _red_tap(self):
        if self._dots[self._release].type != RED:
            self._lightbg.set_label('The red dot!!')
            return
        self._count += 1
        if self._count > 4:
            self._count = 0
            self._next = self._blue_tap
            self._lightbg.set_label('Now gently tap on the blue dot five times.')
        else:
            self._lightbg.set_label('Keep tapping.')
        i = self._targets[0]
        while i in self._targets:
            i = int(uniform(0, NINE * FIVE))
        self._targets.append(i)
        self._dots[i].set_shape(self._new_dot(self._colors[RED]))
        self._dots[i].type = RED

    def _blue_tap(self):
        if self._dots[self._release].type != BLUE:
            self._lightbg.set_label('The blue dot!!')
            return
        self._count += 1
        if self._count > 4:
            self._count = 0
            self._next = self._shake_it
            self._lightbg.set_label('OK. Now, shake the computer!!')
            # Since we don't end up in the button press
            GObject.timeout_add(500, self._next)
        else:
            self._lightbg.set_label('Keep tapping.')
        i = self._targets[0]
        while i in self._targets:
            i = int(uniform(0, NINE * FIVE))
        self._targets.append(i)
        self._dots[i].set_shape(self._new_dot(self._colors[BLUE]))
        self._dots[i].type = BLUE

    def _shake_it(self):
        for dot in self._dots:
            if dot.type in [RED, YELLOW, BLUE]:
                dot.set_layer(200)
        self._next = self._shake_it_more
        self._shake = 'random'
        self._pausing = True
        GObject.timeout_add(5000, self._clear_pause)
        GObject.timeout_add(100, read_accelerometer, self)

    def _shake_it_more(self):
        self._lightbg.set_label('Shake it harder!!')
        self._next = self._turn_left
        self._shake = 'random2'
        self._pausing = True
        GObject.timeout_add(5000, self._clear_pause)

    def _turn_left(self):
        self._lightbg.set_label('See what happens if you turn it to the left.')
        self._next = self._turn_right
        self._shake = 'left'
        self._pausing = True

    def _turn_right(self):
        self._lightbg.set_label('Now turn it to the right.')
        self._next = self._align
        self._pausing = True
        self._shake = 'right'

    def _align(self):
        self._lightbg.set_label('Shake it some more.')
        self._next = self._tap_six
        self._pausing = True
        self._shake = 'align'

    def _tap_six(self):
        self._shake = None
        self._lightbg.set_label('OK. Now press each of the yellow dots.')
        if self._tapped == None:
            self._tapped = []
        if self._dots[self._release].type != YELLOW:
            self._lightbg.set_label('Press the yellow dots.')
            return
        else:
            if not self._release in self._tapped:
                self._tapped.append(self._release)
                self._dots[self._release].set_label(':)')
        if len(self._tapped) == 6:
            self._darkbg.set_layer(100)
            self._lightbg.set_layer(0)
            for dot in self._dots:
                if dot.type != YELLOW:
                    dot.set_layer(0)
            self._darkbg.set_label('Press all of the yellow dots again!')
            self._tapped = None
            self._next = self._tap_six_too

    def _tap_six_too(self):
        self._shake = None
        self._lightbg.set_label('Try pressing each of the yellow dots again.')
        if self._tapped == None:
            self._tapped = []
        if self._dots[self._release].type != YELLOW:
            self._lightbg.set_label('Only press the yellow dots.')
            return
        else:
            if not self._release in self._tapped:
                self._tapped.append(self._release)
                self._dots[self._release].set_label('')
        if len(self._tapped) == 6:
            self._lightbg.set_layer(100)
            self._darkbg.set_layer(0)
            for dot in self._dots:
                if dot.type in [RED, BLUE]:
                    dot.set_layer(100)
            pos1 = self._dots[self._targets[1]].get_xy()
            pos2 = self._dots[self._targets[2]].get_xy()
            self._dots[self._targets[1]].move(pos2)
            self._dots[self._targets[2]].move(pos1)
            self._lightbg.set_label(
                'Tap on the two dots that switched positions.')
            self._tapped = None
            self._next = self._tap_two

    def _tap_two(self):
        self._shake = None
        if self._tapped == None:
            self._tapped = []
        if not self._release in [self._targets[1], self._targets[2]]:
            self._lightbg.set_label('Keep trying.')
            return
        else:
            if not self._release in self._tapped:
                self._tapped.append(self._release)
                self._dots[self._release].set_label(':)')
        if len(self._tapped) == 2:
            pos1 = self._dots[self._targets[1]].get_xy()
            pos2 = self._dots[self._targets[2]].get_xy()
            self._dots[self._targets[1]].move(pos2)
            self._dots[self._targets[2]].move(pos1)
            self._lightbg.set_label("Good job! Now let's shake again.")
            self._shake = 'random2'
            self._next = self._shake_three
            # Since we don't end up in the button press
            GObject.timeout_add(500, self._next)
            for i in self._tapped:
                self._dots[i].set_label('')
        elif len(self._tapped) == 1:
            self._lightbg.set_label('You found one. Now find the other one.')

    def _shake_three(self):
        self._next = self._fade_it
        self._shake = 'random2'
        GObject.timeout_add(100, read_accelerometer, self)
        self._pausing = True
        GObject.timeout_add(2000, self._clear_pause)

    def _fade_it(self):
        for dot in self._dots:
            if dot.type in [RED, YELLOW, BLUE]:
                self._fade_dot(dot, 1)
        self._lightbg.set_label('Going.')
        self._shake = 'random2'
        self._next = self._fade_it_again
        self._pausing = True
        GObject.timeout_add(2000, self._clear_pause)

    def _fade_it_again(self):
        for dot in self._dots:
            if dot.type in [RED, YELLOW, BLUE]:
                self._fade_dot(dot, 2)
        self._lightbg.set_label('Going.' + '.')
        self._shake = 'random2'
        self._next = self._and_again
        self._pausing = True
        GObject.timeout_add(2000, self._clear_pause)

    def _and_again(self):
        for dot in self._dots:
            if dot.type in [RED, YELLOW, BLUE]:
                self._fade_dot(dot, 3)
        self._lightbg.set_label('Going.' + '..')
        self._shake = 'random2'
        self._next = self._one_last_time
        self._pausing = True
        GObject.timeout_add(2000, self._clear_pause)

    def _one_last_time(self):
        for dot in self._dots:
            if dot.type in [RED, YELLOW, BLUE]:
                self._fade_dot(dot, 4)
        self._lightbg.set_label('Gone!')
        self._shake = None
        self._next = self._yellow_dot
        GObject.timeout_add(500, self._next)

    def _fade_dot(self, dot, i):
        if i == 4:
            dot.set_shape(self._new_dot(self._colors[WHITE]))
        else:
            dot.set_shape(self._new_dot(self._colors[dot.type + i]))

    def _set_label(self, string):
        ''' Set the label in the toolbar or the window frame. '''
        self._activity.status.set_label(string)

    def motion_cb(self, x, y, z):
        jiggle_factor = 5
        if self._shake is None:
            return
        elif self._shake in ['random', 'random2']:
            if self._shake == 'random2':
                jiggle_factor = 10
            for dot in self._dots:
                if dot.type in [RED, YELLOW, BLUE]:
                    x += int(uniform(-jiggle_factor, jiggle_factor))
                    z += int(uniform(-jiggle_factor, jiggle_factor))
                    # Randomize z drift, which tends toward up...
                    if int(uniform(0, 2)) == 0:
                        z = -z
                    dot.move_relative((x, z))
        elif self._shake == 'align':
            docked = True
            yellow = 0
            red = 0
            blue = 0
            for dot in self._dots:
                if dot.type == YELLOW:
                    docked = self._dock_dot(dot, yellow + 1, 1, jiggle_factor,
                                            docked)
                    yellow += 1
                elif dot.type == RED:
                    docked = self._dock_dot(dot, red + 2, 2, jiggle_factor,
                                            docked)
                    red += 1
                elif dot.type == BLUE:
                    docked = self._dock_dot(dot, blue + 3, 3, jiggle_factor,
                                            docked)
                    blue += 1
            if docked:
                self._lightbg.set_label('Interesting.')
                self._pausing = False
        elif self._shake == 'left':
            right = False
            for dot in self._dots:
                if dot.type in [RED, YELLOW, BLUE]:
                    pos = dot.get_xy()
                    if pos[0] < 0:
                        if pos[1] > self._height:
                            z = int(uniform(-20, 0))
                        elif pos[1] < 0:
                            z = int(uniform(0, 20))
                        x = int(uniform(0, 10))
                        dot.move_relative((x, z))
                    elif x < 0:
                        x += int(uniform(-10, 0))
                        if pos[1] > self._height:
                            z = int(uniform(-20, 0))
                        elif pos[1] < 0:
                            z = int(uniform(0, 20))
                        if pos[0] > -x:
                            dot.move_relative((x, z))
                    pos = dot.get_xy()
                    if pos[0] > 100:
                        right = True
            if not right:
                self._lightbg.set_label('Hmm')
                self._pausing = False
        elif self._shake == 'right':
            left = False
            for dot in self._dots:
                if dot.type in [RED, YELLOW, BLUE]:
                    pos = dot.get_xy()
                    if pos[0] > self._width - self._dot_size:
                        if pos[1] > self._height:
                            z = int(uniform(-20, 0))
                        elif pos[1] < 0:
                            z = int(uniform(0, 20))
                        x = int(uniform(-10, 0))
                        dot.move_relative((x, z))
                    elif x < self._width - self._dot_size:
                        x += int(uniform(0, 10))
                        if pos[1] > self._height:
                            z = int(uniform(-20, 0))
                        elif pos[1] < 0:
                            z = int(uniform(0, 20))
                        if pos[0] < self._width - x - self._dot_size:
                            dot.move_relative((x, z))
                    pos = dot.get_xy()
                    if pos[0] < self._width - self._dot_size - 100:
                        left = True
            if not left:
                self._lightbg.set_label('Hmm')
                self._pausing = False
        if not self._pausing:
            if self._next is not None:
                GObject.timeout_add(1000, self._next)
            else:
                self._lightbg.set_label('')
                self._shake = None
        GObject.timeout_add(100, read_accelerometer, self)
        return

    def _dock_dot(self, dot, n, m, jiggle_factor, docked):
        x = (self._dot_size + self._space) * n
        y = (self._dot_size + self._space) * m
        pos = dot.get_xy()
        dx = x - pos[0]
        dy = y - pos[1]
        if abs(dx) < 11 and abs(dy) < 11:
            dot.move((x, y))
            return docked
        else:
            if dx < 0:
                dx = max(-10, dx)
            elif dx > 0:
                dx = min(10, dx)
            if dy < 0:
                dy = max(-10, dy)
            elif dy > 0:
                dy = min(10, dy)
            dx += int(uniform(-jiggle_factor, jiggle_factor))
            dy += int(uniform(-jiggle_factor, jiggle_factor))
            dot.move_relative((dx, dy))
            return False

    def _button_press_cb(self, win, event):
        if self._shake is not None:
            return True
        win.grab_focus()
        x, y = map(int, event.get_coords())
        self._press = True

        spr = self._sprites.find_sprite((x, y))
        if spr == None:
            return True

        self.last_spr = spr
        if self._rubbing:
            self._pausing = True
            GObject.timeout_add(1000, self._clear_pause)
        return True

    def _button_release_cb(self, win, event):
        if self._shake is not None:
            return True
        self._press = False
        self._release = None

        if self._pausing:
            self._lightbg.set_label('Rub a little longer.')
            return True

        x, y = map(int, event.get_coords())
        spr = self._sprites.find_sprite((x, y))
        if spr.type is not None:
            if spr in self._dots:
                for target in self._targets:
                    if self._dots.index(spr) == target:
                        self._release = target
                        if self._next is not None:
                            GObject.timeout_add(200, self._next)

    def _smile(self):
        for dot in self._dots:
            dot.set_label(':)')

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def _grid_to_dot(self, pos):
        ''' calculate the dot index from a column and row in the grid '''
        return pos[0] + pos[1] * NINE

    def _dot_to_grid(self, dot):
        ''' calculate the grid column and row for a dot '''
        return [dot % NINE, int(dot / NINE)]

    """
    def _expose_cb(self, win, event):
        self.do_expose_event(event)

    def do_expose_event(self, event):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area

        cr = self._canvas.window.cairo_create()
        cr.rectangle(event.area.x, event.area.y,
                event.area.width, event.area.height)
        cr.clip()
        # Refresh sprite list
        self._sprites.redraw_sprites(cr=cr)
    """

    def _destroy_cb(self, win, event):
        Gtk.main_quit()

    def _new_dot(self, color):
        ''' generate a dot of a color color '''
        self._dot_cache = {}
        if not color in self._dot_cache:
            self._stroke = color
            self._fill = color
            self._svg_width = self._dot_size
            self._svg_height = self._dot_size
            pixbuf = svg_str_to_pixbuf(
                self._header() + \
                self._circle(self._dot_size / 2., self._dot_size / 2.,
                             self._dot_size / 2.) + \
                self._footer())

            surface = cairo.ImageSurface(cairo.FORMAT_ARGB32,
                                         self._svg_width, self._svg_height)
            context = cairo.Context(surface)
            Gdk.cairo_set_source_pixbuf(context, pixbuf, 0, 0)
            context.rectangle(0, 0, self._svg_width, self._svg_height)
            context.fill()
            self._dot_cache[color] = surface

        return self._dot_cache[color]

    def _line(self, vertical=True):
        ''' Generate a center line '''
        if vertical:
            self._svg_width = 3
            self._svg_height = self._height
            return svg_str_to_pixbuf(
                self._header() + \
                self._rect(3, self._height, 0, 0) + \
                self._footer())
        else:
            self._svg_width = self._width
            self._svg_height = 3
            return svg_str_to_pixbuf(
                self._header() + \
                self._rect(self._width, 3, 0, 0) + \
                self._footer())

    def _header(self):
        return '<svg\n' + 'xmlns:svg="http://www.w3.org/2000/svg"\n' + \
            'xmlns="http://www.w3.org/2000/svg"\n' + \
            'xmlns:xlink="http://www.w3.org/1999/xlink"\n' + \
            'version="1.1"\n' + 'width="' + str(self._svg_width) + '"\n' + \
            'height="' + str(self._svg_height) + '">\n'

    def _rect(self, w, h, x, y, color='#ffffff'):
        svg_string = '       <rect\n'
        svg_string += '          width="%f"\n' % (w)
        svg_string += '          height="%f"\n' % (h)
        svg_string += '          rx="%f"\n' % (0)
        svg_string += '          ry="%f"\n' % (0)
        svg_string += '          x="%f"\n' % (x)
        svg_string += '          y="%f"\n' % (y)
        svg_string += 'style="fill:%s;stroke:none;"/>\n' % (color)
        return svg_string

    def _circle(self, r, cx, cy):
        return '<circle style="fill:' + str(self._fill) + ';stroke:' + \
            str(self._stroke) + ';" r="' + str(r - 0.5) + '" cx="' + \
            str(cx) + '" cy="' + str(cy) + '" />\n'

    def _footer(self):
        return '</svg>\n'


def svg_str_to_pixbuf(svg_string):
    try:
        pl = GdkPixbuf.PixbufLoader.new_with_type('svg')
        pl.write(svg_string)
        pl.close()
        pixbuf = pl.get_pixbuf()
        return pixbuf
    except:
        print svg_string
        return None