view orpg/mapper/miniatures.py @ 92:68c7bd272f27 beta

Traipse Beta 'OpenRPG' {090919-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc''s main goal is to offer more advanced features and enhance the productivity of the user. Update Summary: Adds menu changes to draw attention to important updates, errors, or other events. (image info coming soon) Traipse URL is not included in the repos tab and is set as default. Fixes Copy for Windows and Linux (finally!!) users. Fixes incomplete update to Grid and List nodes. Fixes incomplete update to Chat Commands. Fixes problems with Remote Image Upload. Fixes Drop and Drag of Minis to Map. CherryPy can now use any image in the webfiles/ folder and sub-folders. CherryPy can now Drop and Drag Minis to the Map. Minor changes to Update Manager's GUI. Expert recommendation warning added to Revision Update. Step down compatibility with open_rpg & component added to orpgCore. Using majority of 'Grumpy' network folder to correct server lag.
author sirebral
date Sat, 19 Sep 2009 06:50:43 -0500
parents 37a11fea3304
children 217fb049bd00 dcf4fbe09b70
line wrap: on
line source

# 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/miniatures.py
# Author: Chris Davis
# Maintainer:
# Version:
#   $Id: miniatures.py,v 1.46 2007/12/07 20:39:50 digitalxero Exp $
#
# Description: This file contains some of the basic definitions for the chat
# utilities in the orpg project.
#
__version__ = "$Id: miniatures.py,v 1.46 2007/12/07 20:39:50 digitalxero Exp $"

from base import *
import thread
import time
import urllib
import os.path
import mimetypes

import xml.dom.minidom as minidom
from orpg.tools.orpg_settings import settings

MIN_STICKY_BACK = -0XFFFFFF
MIN_STICKY_FRONT = 0xFFFFFF

##----------------------------------------
##  miniature object
##----------------------------------------

FACE_NONE = 0
FACE_NORTH = 1
FACE_NORTHEAST = 2
FACE_EAST = 3
FACE_SOUTHEAST = 4
FACE_SOUTH = 5
FACE_SOUTHWEST = 6
FACE_WEST = 7
FACE_NORTHWEST = 8
SNAPTO_ALIGN_CENTER = 0
SNAPTO_ALIGN_TL = 1

def cmp_zorder(first,second):
    f = first.zorder
    s = second.zorder
    if f == None: f = 0
    if s == None: s = 0
    if f == s: value = 0
    elif f < s: value = -1
    else: value = 1
    return value

class BmpMiniature:
    def __init__(self, id,path, bmp, pos=cmpPoint(0,0), 
                heading=FACE_NONE, face=FACE_NONE, label="", 
                locked=False, hide=False, snap_to_align=SNAPTO_ALIGN_CENTER, 
                zorder=0, width=0, height=0, log=None, local=False, localPath='', localTime=-1):
        self.heading = heading
        self.face = face
        self.label = label
        self.path = path
        self.bmp = bmp
        self.pos = pos
        self.selected = False
        self.locked = locked
        self.snap_to_align = snap_to_align
        self.hide = hide
        self.id = id
        self.zorder = zorder
        self.left = 0
        self.local = local
        self.localPath = localPath
        self.localTime = localTime
        if not width: self.width = 0
        else: self.width = width
        if not height: self.height = 0
        else: self.height = height
        self.right = bmp.GetWidth()
        self.top = 0
        self.bottom = bmp.GetHeight()
        self.isUpdated = False
        self.gray = False

    def __del__(self):
        del self.bmp
        self.bmp = None

    def set_bmp(self, bmp):
        self.bmp = bmp

    def set_min_props(self, heading=FACE_NONE, face=FACE_NONE, label="", locked=False, hide=False, width=0, height=0):
        self.heading = heading
        self.face = face
        self.label = label
        if locked: self.locked = True
        else: self.locked = False
        if hide: self.hide = True
        else: self.hide = False
        self.width = int(width)
        self.height = int(height)
        self.isUpdated = True

    def hit_test(self, pt):
        rect = self.get_rect()
        result = None
        result = rect.InsideXY(pt.x, pt.y)
        return result

    def get_rect(self):
        ret = wx.Rect(self.pos.x, self.pos.y, self.bmp.GetWidth(), self.bmp.GetHeight())
        return ret

    def draw(self, dc, mini_layer, op=wx.COPY):
        if isinstance(self.bmp, tuple):
            self.bmp = wx.ImageFromMime(self.bmp[1], self.bmp[2]).ConvertToBitmap()
        if self.bmp != None and self.bmp.Ok():
            # check if hidden and GM: we outline the mini in grey (little bit smaller than the actual size)
            # and write the label in the center of the mini
            if self.hide and mini_layer.canvas.frame.session.my_role() == mini_layer.canvas.frame.session.ROLE_GM:
                # set the width and height of the image
                if self.width and self.height:
                    tmp_image = self.bmp.ConvertToImage()
                    tmp_image.Rescale(int(self.width), int(self.height))
                    tmp_image.ConvertAlphaToMask()
                    self.bmp = tmp_image.ConvertToBitmap()
                    mask = wx.Mask(self.bmp, wx.Colour(tmp_image.GetMaskRed(), 
                        tmp_image.GetMaskGreen(), tmp_image.GetMaskBlue()))
                    self.bmp.SetMask(mask)
                    del tmp_image
                    del mask
                self.left = 0
                self.right = self.bmp.GetWidth()
                self.top = 0
                self.bottom = self.bmp.GetHeight()
                # grey outline
                graypen = wx.Pen("gray", 1, wx.DOT)
                dc.SetPen(graypen)
                dc.SetBrush(wx.TRANSPARENT_BRUSH)
                #if width or height < 20 then offset = 1
                if self.bmp.GetWidth() <= 20: xoffset = 1
                else: xoffset = 5
                if self.bmp.GetHeight() <= 20: yoffset = 1
                else: yoffset = 5
                dc.DrawRectangle(self.pos.x + xoffset, 
                    self.pos.y + yoffset, self.bmp.GetWidth() - (xoffset * 2), 
                    self.bmp.GetHeight() - (yoffset * 2))
                dc.SetBrush(wx.NullBrush)
                dc.SetPen(wx.NullPen)
                ## draw label in the center of the mini
                label = mini_layer.get_mini_label(self)
                if len(label):
                    dc.SetTextForeground(wx.RED)
                    (textWidth,textHeight) = dc.GetTextExtent(label)
                    x = self.pos.x +((self.bmp.GetWidth() - textWidth) /2) - 1
                    y = self.pos.y + (self.bmp.GetHeight() / 2)
                    dc.SetPen(wx.GREY_PEN)
                    dc.SetBrush(wx.LIGHT_GREY_BRUSH)
                    dc.DrawRectangle(x, y, textWidth+2, textHeight+2)
                    if (textWidth+2 > self.right):
                        self.right += int((textWidth+2-self.right)/2)+1
                        self.left -= int((textWidth+2-self.right)/2)+1
                    self.bottom = y+textHeight+2-self.pos.y
                    dc.SetPen(wx.NullPen)
                    dc.SetBrush(wx.NullBrush)
                    dc.DrawText(label, x+1, y+1)

                #selected outline
                if self.selected:
                    dc.SetPen(wx.RED_PEN)
                    dc.SetBrush(wx.TRANSPARENT_BRUSH)
                    dc.DrawRectangle(self.pos.x, self.pos.y, self.bmp.GetWidth(), self.bmp.GetHeight())
                    dc.SetBrush(wx.NullBrush)
                    dc.SetPen(wx.NullPen)
                return True
            elif self.hide: return True

            else:
                # set the width and height of the image
                bmp = self.bmp
                if self.width and self.height:
                    tmp_image = self.bmp.ConvertToImage()
                    tmp_image.Rescale(int(self.width), int(self.height))
                    tmp_image.ConvertAlphaToMask()
                    self.bmp = tmp_image.ConvertToBitmap()
                    mask = wx.Mask(self.bmp, wx.Colour(tmp_image.GetMaskRed(), 
                        tmp_image.GetMaskGreen(), tmp_image.GetMaskBlue()))
                    self.bmp.SetMask(mask)
                    if self.gray:
                        tmp_image = tmp_image.ConvertToGreyscale()
                        bmp = tmp_image.ConvertToBitmap()
                    else: bmp = self.bmp
                dc.DrawBitmap(bmp, self.pos.x, self.pos.y, True)
                self.left = 0
                self.right = self.bmp.GetWidth()
                self.top = 0
                self.bottom = self.bmp.GetHeight()

                # Draw the facing marker if needed
                if self.face != 0:
                    x_mid = self.pos.x + (self.bmp.GetWidth()/2)
                    x_right = self.pos.x + self.bmp.GetWidth()
                    y_mid = self.pos.y + (self.bmp.GetHeight()/2)
                    y_bottom = self.pos.y + self.bmp.GetHeight()
                    dc.SetPen(wx.WHITE_PEN)
                    dc.SetBrush(wx.RED_BRUSH)
                    triangle = []

                    # Figure out which direction to draw the marker!!
                    if self.face == FACE_WEST:
                        triangle.append(cmpPoint(self.pos.x,self.pos.y))
                        triangle.append(cmpPoint(self.pos.x - 5, y_mid))
                        triangle.append(cmpPoint(self.pos.x, y_bottom))
                    elif self.face ==  FACE_EAST:
                        triangle.append(cmpPoint(x_right, self.pos.y))
                        triangle.append(cmpPoint(x_right + 5, y_mid))
                        triangle.append(cmpPoint(x_right, y_bottom))
                    elif self.face ==  FACE_SOUTH:
                        triangle.append(cmpPoint(self.pos.x, y_bottom))
                        triangle.append(cmpPoint(x_mid, y_bottom + 5))
                        triangle.append(cmpPoint(x_right, y_bottom))
                    elif self.face ==  FACE_NORTH:
                        triangle.append(cmpPoint(self.pos.x, self.pos.y))
                        triangle.append(cmpPoint(x_mid, self.pos.y - 5))
                        triangle.append(cmpPoint(x_right, self.pos.y))
                    elif self.face == FACE_NORTHEAST:
                        triangle.append(cmpPoint(x_mid, self.pos.y))
                        triangle.append(cmpPoint(x_right + 5, self.pos.y - 5))
                        triangle.append(cmpPoint(x_right, y_mid))
                        triangle.append(cmpPoint(x_right, self.pos.y))
                    elif self.face == FACE_SOUTHEAST:
                        triangle.append(cmpPoint(x_right, y_mid))
                        triangle.append(cmpPoint(x_right + 5, y_bottom + 5))
                        triangle.append(cmpPoint(x_mid, y_bottom))
                        triangle.append(cmpPoint(x_right, y_bottom))
                    elif self.face == FACE_SOUTHWEST:
                        triangle.append(cmpPoint(x_mid, y_bottom))
                        triangle.append(cmpPoint(self.pos.x - 5, y_bottom + 5))
                        triangle.append(cmpPoint(self.pos.x, y_mid))
                        triangle.append(cmpPoint(self.pos.x, y_bottom))
                    elif self.face == FACE_NORTHWEST:
                        triangle.append(cmpPoint(self.pos.x, y_mid))
                        triangle.append(cmpPoint(self.pos.x - 5, self.pos.y - 5))
                        triangle.append(cmpPoint(x_mid, self.pos.y))
                        triangle.append(cmpPoint(self.pos.x, self.pos.y))
                    dc.DrawPolygon(triangle)
                    dc.SetBrush(wx.NullBrush)
                    dc.SetPen(wx.NullPen)

                # Draw the heading if needed
                if self.heading:
                    x_adjust = 0
                    y_adjust = 4
                    x_half = self.bmp.GetWidth()/2
                    y_half = self.bmp.GetHeight()/2
                    x_quarter = self.bmp.GetWidth()/4
                    y_quarter = self.bmp.GetHeight()/4
                    x_3quarter = x_quarter*3
                    y_3quarter = y_quarter*3
                    x_full = self.bmp.GetWidth()
                    y_full = self.bmp.GetHeight()
                    x_center = self.pos.x + x_half
                    y_center = self.pos.y + y_half
                    # Remember, the pen/brush must be a different color than the
                    # facing marker!!!!  We'll use black/cyan for starters.
                    # Also notice that we will draw the heading on top of the
                    # larger facing marker.
                    dc.SetPen(wx.BLACK_PEN)
                    dc.SetBrush(wx.CYAN_BRUSH)
                    triangle = []

                    # Figure out which direction to draw the marker!!
                    if self.heading == FACE_NORTH:
                        triangle.append(cmpPoint(x_center - x_quarter, y_center - y_half ))
                        triangle.append(cmpPoint(x_center, y_center - y_3quarter ))
                        triangle.append(cmpPoint(x_center + x_quarter, y_center - y_half ))
                    elif self.heading ==  FACE_SOUTH:
                        triangle.append(cmpPoint(x_center - x_quarter, y_center + y_half ))
                        triangle.append(cmpPoint(x_center, y_center + y_3quarter ))
                        triangle.append(cmpPoint(x_center + x_quarter, y_center + y_half ))
                    elif self.heading == FACE_NORTHEAST:
                        triangle.append(cmpPoint(x_center + x_quarter, y_center - y_half ))
                        triangle.append(cmpPoint(x_center + x_3quarter, y_center - y_3quarter ))
                        triangle.append(cmpPoint(x_center + x_half, y_center - y_quarter ))
                    elif self.heading == FACE_EAST:
                        triangle.append(cmpPoint(x_center + x_half, y_center - y_quarter ))
                        triangle.append(cmpPoint(x_center + x_3quarter, y_center ))
                        triangle.append(cmpPoint(x_center + x_half, y_center + y_quarter ))
                    elif self.heading == FACE_SOUTHEAST:
                        triangle.append(cmpPoint(x_center + x_half, y_center + y_quarter ))
                        triangle.append(cmpPoint(x_center + x_3quarter, y_center + y_3quarter ))
                        triangle.append(cmpPoint(x_center + x_quarter, y_center + y_half ))
                    elif self.heading == FACE_SOUTHWEST:
                        triangle.append(cmpPoint(x_center - x_quarter, y_center + y_half ))
                        triangle.append(cmpPoint(x_center - x_3quarter, y_center + y_3quarter ))
                        triangle.append(cmpPoint(x_center - x_half, y_center + y_quarter ))
                    elif self.heading == FACE_WEST:
                        triangle.append(cmpPoint(x_center - x_half, y_center + y_quarter ))
                        triangle.append(cmpPoint(x_center - x_3quarter, y_center ))
                        triangle.append(cmpPoint(x_center - x_half, y_center - y_quarter ))
                    elif self.heading == FACE_NORTHWEST:
                        triangle.append(cmpPoint(x_center - x_half, y_center - y_quarter ))
                        triangle.append(cmpPoint(x_center - x_3quarter, y_center - y_3quarter ))
                        triangle.append(cmpPoint(x_center - x_quarter, y_center - y_half ))
                    dc.DrawPolygon(triangle)
                    dc.SetBrush(wx.NullBrush)
                    dc.SetPen(wx.NullPen)
                #selected outline
                if self.selected:
                    dc.SetPen(wx.RED_PEN)
                    dc.SetBrush(wx.TRANSPARENT_BRUSH)
                    dc.DrawRectangle(self.pos.x, self.pos.y, self.bmp.GetWidth(), self.bmp.GetHeight())
                    dc.SetBrush(wx.NullBrush)
                    dc.SetPen(wx.NullPen)
                # draw label
                label = mini_layer.get_mini_label(self)
                if len(label):
                    dc.SetTextForeground(wx.RED)
                    (textWidth,textHeight) = dc.GetTextExtent(label)
                    x = self.pos.x +((self.bmp.GetWidth() - textWidth) /2) - 1
                    y = self.pos.y + self.bmp.GetHeight() + 6
                    dc.SetPen(wx.WHITE_PEN)
                    dc.SetBrush(wx.WHITE_BRUSH)
                    dc.DrawRectangle(x,y,textWidth+2,textHeight+2)
                    if (textWidth+2 > self.right):
                        self.right += int((textWidth+2-self.right)/2)+1
                        self.left -= int((textWidth+2-self.right)/2)+1
                    self.bottom = y+textHeight+2-self.pos.y
                    dc.SetPen(wx.NullPen)
                    dc.SetBrush(wx.NullBrush)
                    dc.DrawText(label,x+1,y+1)
                self.top-=5
                self.bottom+=5
                self.left-=5
                self.right+=5
                return True
        else: return False

    def toxml(self, action="update"):
        if action == "del":
            xml_str = "<miniature action='del' id='" + self.id + "'/>"
            return xml_str
        xml_str = "<miniature"
        xml_str += " action='" + action + "'"
        xml_str += " label='" + self.label + "'"
        xml_str+= " id='" + self.id + "'"
        if self.pos != None:
            xml_str += " posx='" + str(self.pos.x) + "'"
            xml_str += " posy='" + str(self.pos.y) + "'"
        if self.heading != None: xml_str += " heading='" + str(self.heading) + "'"
        if self.face != None: xml_str += " face='" + str(self.face) + "'"
        if self.path != None: xml_str += " path='" + urllib.quote(self.path).replace('%3A', ':') + "'"
        if self.locked: xml_str += "  locked='1'"
        else: xml_str += "  locked='0'"
        if self.hide: xml_str += " hide='1'"
        else: xml_str += " hide='0'"
        if self.snap_to_align != None: xml_str += " align='" + str(self.snap_to_align) + "'"
        if self.id != None: xml_str += " zorder='" + str(self.zorder) + "'"
        if self.width != None: xml_str += " width='" + str(self.width) + "'"
        if self.height != None: xml_str += " height='" + str(self.height) + "'"
        if self.local:
            xml_str += ' local="' + str(self.local) + '"'
            xml_str += ' localPath="' + str(urllib.quote(self.localPath).replace('%3A', ':')) + '"'
            xml_str += ' localTime="' + str(self.localTime) + '"'
        xml_str += " />"
        if (action == "update" and self.isUpdated) or action == "new":
            self.isUpdated = False
            return xml_str
        else: return ''

    def takedom(self, xml_dom):
        self.id = xml_dom.getAttribute("id")
        if xml_dom.hasAttribute("posx"):
            self.pos.x = int(xml_dom.getAttribute("posx"))
        if xml_dom.hasAttribute("posy"):
            self.pos.y = int(xml_dom.getAttribute("posy"))
        if xml_dom.hasAttribute("heading"):
            self.heading = int(xml_dom.getAttribute("heading"))
        if xml_dom.hasAttribute("face"):
            self.face = int(xml_dom.getAttribute("face"))
        if xml_dom.hasAttribute("path"):
            self.path = urllib.unquote(xml_dom.getAttribute("path"))
            self.set_bmp(ImageHandler.load(self.path, 'miniature', self.id))
        if xml_dom.hasAttribute("locked"):
            if xml_dom.getAttribute("locked") == '1' or xml_dom.getAttribute("locked") == 'True': self.locked = True
            else: self.locked = False
        if xml_dom.hasAttribute("hide"):
            if xml_dom.getAttribute("hide") == '1' or xml_dom.getAttribute("hide") == 'True': self.hide = True
            else: self.hide = False
        if xml_dom.hasAttribute("label"):
            self.label = xml_dom.getAttribute("label")
        if xml_dom.hasAttribute("zorder"):
            self.zorder = int(xml_dom.getAttribute("zorder"))
        if xml_dom.hasAttribute("align"):
            if xml_dom.getAttribute("align") == '1' or xml_dom.getAttribute("align") == 'True': self.snap_to_align = 1
            else: self.snap_to_align = 0
        if xml_dom.hasAttribute("width"):
            self.width = int(xml_dom.getAttribute("width"))
        if xml_dom.hasAttribute("height"):
            self.height = int(xml_dom.getAttribute("height"))

##-----------------------------
## miniature layer
##-----------------------------
class miniature_layer(layer_base):
    def __init__(self, canvas):
        self.canvas = canvas
        layer_base.__init__(self)
        self.id = -1 #added.
        self.miniatures = []
        self.serial_number = 0

        # Set the font of the labels to be the same as the chat window
        # only smaller.
        font_size = int(settings.get_setting('defaultfontsize'))
        if (font_size >= 10): font_size -= 2
        self.label_font = wx.Font(font_size, wx.FONTFAMILY_DEFAULT, wx.FONTSTYLE_NORMAL, wx.FONTWEIGHT_NORMAL,
                                  False, settings.get_setting('defaultfont'))

    def next_serial(self):
        self.serial_number += 1
        return self.serial_number

    def get_next_highest_z(self):
        z = len(self.miniatures)+1
        return z

    def cleanly_collapse_zorder(self):
        #  lock the zorder stuff
        sorted_miniatures = self.miniatures[:]
        sorted_miniatures.sort(cmp_zorder)
        i = 0
        for mini in sorted_miniatures:
            mini.zorder = i
            i = i + 1
        #  unlock the zorder stuff

    def collapse_zorder(self):
        #  lock the zorder stuff
        sorted_miniatures = self.miniatures[:]
        sorted_miniatures.sort(cmp_zorder)
        i = 0
        for mini in sorted_miniatures:
            if (mini.zorder != MIN_STICKY_BACK) and (mini.zorder != MIN_STICKY_FRONT): mini.zorder = i
            else: pass
            i = i + 1
        #  unlock the zorder stuff

    def rollback_serial(self):
        self.serial_number -= 1

    def add_miniature(self, id, path, pos=cmpPoint(0,0), label="", heading=FACE_NONE, 
            face=FACE_NONE, width=0, height=0, local=False, localPath='', localTime=-1):
        bmp = ImageHandler.load(path, 'miniature', id)
        if bmp:
            mini = BmpMiniature(id, path, bmp, pos, heading, face, label, 
                zorder=self. get_next_highest_z(), width=width, 
                height=height, local=local, localPath=localPath, localTime=localTime)
            self.miniatures.append(mini)
            xml_str = "<map><miniatures>"
            xml_str += mini.toxml("new")
            xml_str += "</miniatures></map>"
            self.canvas.frame.session.send(xml_str)

    def get_miniature_by_id(self, id):
        for mini in self.miniatures:
            if str(mini.id) == str(id):
                return mini
        return None

    def del_miniature(self, min):
        xml_str = "<map><miniatures>"
        xml_str += min.toxml("del")
        xml_str += "</miniatures></map>"
        self.canvas.frame.session.send(xml_str)
        self.miniatures.remove(min)
        del min
        self.collapse_zorder()

    def del_all_miniatures(self):
        while len(self.miniatures):
            min = self.miniatures.pop()
            del min
        self.collapse_zorder()

    def layerDraw(self, dc, topleft, size):
        dc.SetFont(self.label_font)
        sorted_miniatures = self.miniatures[:]
        sorted_miniatures.sort(cmp_zorder)
        for m in sorted_miniatures:
            if (m.pos.x>topleft[0]-m.right and
                m.pos.y>topleft[1]-m.bottom and
                m.pos.x<topleft[0]+size[0]-m.left and
                m.pos.y<topleft[1]+size[1]-m.top):
                m.draw(dc, self)

    def find_miniature(self, pt, only_unlocked=False):
        min_list = []
        for m in self.miniatures:
            if m.hit_test(pt):
                if m.hide and self.canvas.frame.session.my_role() != self.canvas.frame.session.ROLE_GM: continue
                if only_unlocked and not m.locked: min_list.append(m)
                elif not only_unlocked and m.locked: min_list.append(m)
                else: continue
        if len(min_list) > 0:
            return min_list
        else: return None

    def layerToXML(self, action="update"):
        """ format  """
        minis_string = ""
        if self.miniatures:
            for m in self.miniatures: minis_string += m.toxml(action)
        if minis_string != '':
            s = "<miniatures"
            s += " serial='" + str(self.serial_number) + "'"
            s += ">"
            s += minis_string
            s += "</miniatures>"
            return s
        else: return ""

    def layerTakeDOM(self, xml_dom):
        if xml_dom.hasAttribute('serial'):
            self.serial_number = int(xml_dom.getAttribute('serial'))
        children = xml_dom._get_childNodes()
        for c in children:
            action = c.getAttribute("action")
            id = c.getAttribute('id')
            if action == "del": 
                mini = self.get_miniature_by_id(id)
                if mini:
                    self.miniatures.remove(mini)
                    del mini
            elif action == "new":
                pos = cmpPoint(int(c.getAttribute('posx')),int(c.getAttribute('posy')))
                path = urllib.unquote(c.getAttribute('path'))
                label = c.getAttribute('label')
                height = width = heading = face = snap_to_align = zorder = 0
                locked = hide = False
                if c.hasAttribute('height'): height = int(c.getAttribute('height'))
                if c.hasAttribute('width'): width = int(c.getAttribute('width'))
                if c.getAttribute('locked') == 'True' or c.getAttribute('locked') == '1': locked = True
                if c.getAttribute('hide') == 'True' or c.getAttribute('hide') == '1': hide = True
                if c.getAttribute('heading'): heading = int(c.getAttribute('heading'))
                if c.hasAttribute('face'): face = int(c.getAttribute('face'))
                if c.hasAttribute('align'): snap_to_align = int(c.getAttribute('align'))
                if c.getAttribute('zorder'): zorder = int(c.getAttribute('zorder'))
                min = BmpMiniature(id, path, ImageHandler.load(path, 'miniature', id), pos, heading, 
                    face, label, locked, hide, snap_to_align, zorder, width, height)
                self.miniatures.append(min)
                if c.hasAttribute('local') and c.getAttribute('local') == 'True' and os.path.exists(urllib.unquote(c.getAttribute('localPath'))):
                    localPath = urllib.unquote(c.getAttribute('localPath'))
                    local = True
                    localTime = float(c.getAttribute('localTime'))
                    if localTime-time.time() <= 144000:
                        file = open(localPath, "rb")
                        imgdata = file.read()
                        file.close()
                        filename = os.path.split(localPath)
                        (imgtype,j) = mimetypes.guess_type(filename[1])
                        postdata = urllib.urlencode({'filename':filename[1], 'imgdata':imgdata, 'imgtype':imgtype})
                        thread.start_new_thread(self.upload, (postdata, localPath, True))
                #  collapse the zorder.  If the client behaved well, then nothing should change.
                #    Otherwise, this will ensure that there's some kind of z-order
                self.collapse_zorder()
            else:
                mini = self.get_miniature_by_id(id)
                if mini: mini.takedom(c)

    def upload(self, postdata, filename, modify=False, pos=cmpPoint(0,0)):
        self.lock.acquire()
        url = settings.get_setting('ImageServerBaseURL')
        file = urllib.urlopen(url, postdata)
        recvdata = file.read()
        file.close()
        try:
            xml_dom = minidom.parseString(recvdata)._get_documentElement()
            if xml_dom.nodeName == 'path':
                path = xml_dom.getAttribute('url')
                path = urllib.unquote(path)
                if not modify:
                    start = path.rfind("/") + 1
                    if self.canvas.parent.layer_handlers[2].auto_label: min_label = path[start:len(path)-4]
                    else: min_label = ""
                    id = 'mini-' + self.canvas.frame.session.get_next_id()
                    self.add_miniature(id, path, pos=pos, label=min_label, local=True, 
                        localPath=filename, localTime=time.time())
                else:
                    self.miniatures[len(self.miniatures)-1].local = True
                    self.miniatures[len(self.miniatures)-1].localPath = filename
                    self.miniatures[len(self.miniatures)-1].localTime = time.time()
                    self.miniatures[len(self.miniatures)-1].path = path
            else:
                print xml_dom.getAttribute('msg')
        except Exception, e:
            print e
            print recvdata
        finally:
            urllib.urlcleanup()
            self.lock.release()
####################################################################
        ## helper function

    def get_mini_label(self, mini):
        # override this to change the label displayed under each mini (and the label on hidden minis)
        return mini.label