Mercurial > traipse_dev
view orpg/mapper/images.py @ 48:0aeee1992423 traipse_dev
This updates fixes three things. Branch names are now current to your udpate
and updates take place before the program starts and minor error in update
code (unremarked, removed '.')
author | sirebral |
---|---|
date | Thu, 06 Aug 2009 04:26:02 -0500 |
parents | 88cea66228d6 |
children | c54768cffbd4 |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # 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 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: mapper/images.py # Author: OpenRPG # Maintainer: # Version: # $Id: images.py,v 1.21 2007/12/11 04:07:15 digitalxero Exp $ # # Description: # __version__ = "$Id: images.py,v 1.21 2007/12/11 04:07:15 digitalxero Exp $" import urllib import Queue import thread from threading import Lock import time from orpg.orpg_wx import * from orpg.orpgCore import * def singleton(cls): instances = {} def getinstance(): if cls not in instances: instances[cls] = cls() return instances[cls] return getinstance() class ImageHandlerClass(object): __cache = {} __fetching = {} __queue = Queue.Queue(0) __lock = Lock() def load(self, path, image_type, imageId): # Load an image, with a intermideary fetching image shown while it loads in a background thread if self.__cache.has_key(path): return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap() if not self.__fetching.has_key(path): self.__fetching[path] = True #Start Image Loading Thread thread.start_new_thread(self.__loadThread, (path, image_type, imageId)) else: if self.__fetching[path] is True: thread.start_new_thread(self.__loadCacheThread, (path, image_type, imageId)) return wx.Bitmap(open_rpg.get_component("dir_struct")["icon"] + "fetching.png", wx.BITMAP_TYPE_PNG) def directLoad(self, path): # Directly load an image, no threads if self.__cache.has_key(path): return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap() uriPath = urllib.unquote(path) try: d = urllib.urlretrieve(uriPath) # We have to make sure that not only did we fetch something, but that # it was an image that we got back. if d[0] and d[1].getmaintype() == "image": self.__cache[path] = (path, d[0], d[1].gettype(), None) return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap() else: open_rpg.get_component('log').log("Image refused to load or URI did not reference a valid image: " + path, ORPG_GENERAL, True) return None except IOError: open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT loaded: " + path, ORPG_GENERAL, True) return None def cleanCache(self): # Shrinks the Cache down to the proper size try: cacheSize = int(open_rpg.get_component('settings').get_setting("ImageCacheSize")) except: cacheSize = 32 cache = self.__cache.keys() cache.sort() for key in cache[cacheSize:]: del self.__cache[key] def flushCache(self): # This function will flush all images contained within the image cache. self.__lock.acquire() try: keyList = self.__cache.keys() for key in keyList: del self.__cache[key] finally: self.__lock.release() urllib.urlcleanup() #Private Methods def __loadThread(self, path, image_type, imageId): uriPath = urllib.unquote(path) self.__lock.acquire() try: d = urllib.urlretrieve(uriPath) # We have to make sure that not only did we fetch something, but that # it was an image that we got back. if d[0] and d[1].getmaintype() == "image": self.__cache[path] = (path, d[0], d[1].gettype(), imageId) self.__queue.put((self.__cache[path], image_type, imageId)) if self.__fetching.has_key(path): del self.__fetching[path] else: open_rpg.get_component('log').log("Image refused to load or URI did not reference a valid image: " + path, ORPG_GENERAL, True) del self.__fetching[path] except IOError: del self.__fetching[path] open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT laoded: " + path, ORPG_GENERAL, True) finally: self.__lock.release() def __loadCacheThread(self, path, image_type, imageId): if self.__cache.has_key(path): try: st = time.time() while self.__fetching.has_key(path) and self.__fetching[path] is not False: time.sleep(0.025) if (time.time()-st) > 120: open_rpg.get_component('log').log("Timeout: " + path, ORPG_GENERAL, True) break except: del self.__fetching[path] open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT loaded: " + path, ORPG_GENERAL, True) return self.__lock.acquire() try: open_rpg.get_component('log').log("Adding Image to Queue from Cache: " + str(self.__cache[path]), ORPG_DEBUG) self.__queue.put((self.__cache[path], image_type, imageId)) finally: self.__lock.release() #Property Methods def _getCache(self): return self.__cache def _getQueue(self): return self.__queue #Properties Cache = property(_getCache) Queue = property(_getQueue) ImageHandler = singleton(ImageHandlerClass)