Mercurial > traipse_dev
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 |
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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/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