view orpg/mapper/miniatures.py @ 119:9314d63c0941 alpha

Traipse Alpha 'OpenRPG' {091029-00} 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 Bookmarks (Alpha) with cool Smiley Star and Plus Symbol images! Changes made to the map for increased portability. SnowDog has changes planned in Core, though. Added an initial push to the BCG. Not much to see, just shows off how it is re-writing Main code. Fix to remote admin commands Minor fix to texted based server, works in /System/ folder Some Core changes to gametree to correctly disply Pretty Print, thanks David! Fix to Splitter Nodes not being created. Added images to Plugin Control panel for Autostart feature Fix to massive amounts of images loading; from Core fix to gsclient so with_statement imports Added 'boot' command to remote admin Prep work in Pass tool for remote admin rankings and different passwords, ei, Server, Admin, Moderator, etc. Remote Admin Commands more organized, more prep work. Added Confirmation window for sent nodes. Minor changes to allow for portability to an OpenSUSE linux OS (hopefully without breaking) {091028} 00: Made changes to gametree to start working with Element Tree, mostly from Core Minor changes to Map to start working with Element Tree, from Core Preliminary changes to map efficiency, from FlexiRPG Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Changes to main.py to start working with Element Tree {091029} 00: Changes made to server to start working with Element Tree. Changes made to Meta Server Lib. Prepping test work for a multi meta network page. Minor bug fixed with mini to gametree Zoom Mouse plugin added. Known Issue: Disconnecting causes an server side error. XML data is not being passed correctly.
author sirebral
date Thu, 29 Oct 2009 20:35:28 -0500
parents 217fb049bd00
children 54446a995007
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

from xml.etree.ElementTree import ElementTree, Element
from xml.etree.ElementTree import fromstring, tostring

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, func='none'):
        self.heading = heading
        self.face = face
        self.label = label
        self.path = path
        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
        print bmp
        self.set_bmp(bmp)

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

    def set_bmp(self, bmp):
        ### Alpha ###
        try: bmp = bmp.ConvertToImage()
        except: pass
        ### Still ironing out some kinks to FlexiRPG's map features ###
        self.image = bmp
        self.image.ConvertAlphaToMask()
        self.generate_bmps()
        
    def generate_bmps(self):
        if self.width:
            bmp = self.image.Copy()
            bmp.Rescale(int(self.width), int(self.height))
        else:
            bmp = self.image
        self.bmp = bmp.ConvertToBitmap()
        self.bmp_gray = bmp.ConvertToGreyscale().ConvertToBitmap()

    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
        self.generate_bmps()

    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 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(), 
                self.bmp.GetHeight())
            dc.SetBrush(wx.NullBrush)
            dc.SetPen(wx.NullPen)
            if mini_layer.show_labels:
                ## 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:
            bmp = self.bmp_gray if self.gray else self.bmp
            try: dc.DrawBitmap(bmp, self.pos.x, self.pos.y, True)
            except: print bmp
            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!!
                tri_list = {
                FACE_WEST: [cmpPoint(self.pos.x, self.pos.y), cmpPoint(self.pos.x-5, y_mid), cmpPoint(self.pos.x, y_bottom)], 
                FACE_EAST: [cmpPoint(x_right, self.pos.y), cmpPoint(x_right + 5, y_mid), cmpPoint(x_right, y_bottom)], 
                FACE_SOUTH: [cmpPoint(self.pos.x, y_bottom), cmpPoint(x_mid, y_bottom + 5), cmpPoint(x_right, y_bottom)],
                FACE_NORTH: [cmpPoint(self.pos.x, self.pos.y), cmpPoint(x_mid, self.pos.y - 5), cmpPoint(x_right, self.pos.y)],
                FACE_NORTHEAST: [cmpPoint(x_mid, self.pos.y), cmpPoint(x_right + 5, self.pos.y - 5), cmpPoint(x_right, y_mid), cmpPoint(x_right, self.pos.y)],
                FACE_SOUTHEAST: [cmpPoint(x_right, y_mid), cmpPoint(x_right + 5, y_bottom + 5), cmpPoint(x_mid, y_bottom), cmpPoint(x_right, y_bottom)],
                FACE_SOUTHWEST: [cmpPoint(x_mid, y_bottom), cmpPoint(self.pos.x - 5, y_bottom + 5),
                cmpPoint(self.pos.x, y_mid), cmpPoint(self.pos.x, y_bottom)],
                FACE_NORTHWEST: [cmpPoint(self.pos.x, y_mid), cmpPoint(self.pos.x - 5, self.pos.y - 5), cmpPoint(x_mid, self.pos.y), cmpPoint(self.pos.x, self.pos.y)]
                }
                for tri in tri_list[self.face]:
                    triangle.append(tri)
                del tri_list
                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!!
                tri_list = {
                FACE_NORTH: [cmpPoint(x_center - x_quarter, y_center - y_half ), cmpPoint(x_center, y_center - y_3quarter ), cmpPoint(x_center + x_quarter, y_center - y_half)],
                FACE_SOUTH: [cmpPoint(x_center - x_quarter, y_center + y_half ), cmpPoint(x_center, y_center + y_3quarter ), cmpPoint(x_center + x_quarter, y_center + y_half )],
                FACE_NORTHEAST: [cmpPoint(x_center + x_quarter, y_center - y_half ), cmpPoint(x_center + x_3quarter, y_center - y_3quarter ), cmpPoint(x_center + x_half, y_center - y_quarter)],
                FACE_EAST: [cmpPoint(x_center + x_half, y_center - y_quarter ), cmpPoint(x_center + x_3quarter, y_center ), cmpPoint(x_center + x_half, y_center + y_quarter )],
                FACE_SOUTHEAST: [cmpPoint(x_center + x_half, y_center + y_quarter ), cmpPoint(x_center + x_3quarter, y_center + y_3quarter ), cmpPoint(x_center + x_quarter, y_center + y_half )],
                FACE_SOUTHWEST: [cmpPoint(x_center - x_quarter, y_center + y_half ), cmpPoint(x_center - x_3quarter, y_center + y_3quarter ), cmpPoint(x_center - x_half, y_center + y_quarter )],
                FACE_WEST: [cmpPoint(x_center - x_half, y_center + y_quarter ), cmpPoint(x_center - x_3quarter, y_center ), cmpPoint(x_center - x_half, y_center - y_quarter )],
                FACE_NORTHWEST: [cmpPoint(x_center - x_half, y_center - y_quarter ), cmpPoint(x_center - x_3quarter, y_center - y_3quarter ), cmpPoint(x_center - x_quarter, y_center - y_half )]}
                for tri in tri_list[self.heading]:
                    triangle.append(tri)
                del tri_list
                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)
            if mini_layer.show_labels:
                # draw label
                self.mini_label(mini_layer, dc)
            self.top-=5
            self.bottom+=5
            self.left-=5
            self.right+=5
            return True
        
        
    def mini_label(self, mini_layer, dc):
        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)

    def toxml(self, action="update"):
        mini = Element('miniature')
        if action == 'del':
            mini.set('action', action)
            mini.set('id', str(self.id))
            return tostring(mini)
        mini.set('action', action)
        mini.set('id', str(self.id))
        mini.set('label', self.label)
        if self.pos != None:
            mini.set('posx', str(self.pos.x))
            mini.set('posy', str(self.pos.y))
        if self.heading != None: mini.set('heading', str(self.heading))
        if self.face != None: mini.set('face', str(self.face))
        if self.path != None: mini.set('path', str(urllib.quote(self.path).replace('%3A', ':')))
        mini.set('locked', '1') if self.locked else mini.set('locked', '0')
        mini.set('hide', '1') if self.hide else mini.set('hide', '0')
        if self.snap_to_align != None: mini.set('align', str(self.snap_to_align))
        if self.id != None: mini.set('zorder', str(self.zorder))
        if self.width != None: mini.set('width', str(self.width))
        if self.height != None: mini.set('height', str(self.height))
        if self.local:
            mini.set('local', str(self.local))
            mini.set('localPath', str(urllib.quote(self.localPath).replace('%3A', ':')))
            mini.set('localTime', str(localTime))
        if (action == "update" and self.isUpdated) or action == "new":
            self.isUpdated = False
            return mini
        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
        self.show_labels = True
        # 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  """
        mini_string = ""
        if self.miniatures:
            for m in self.miniatures: mini_string = m.toxml(action)
        if mini_string != '':
            s = Element('miniatures')
            s.set('serial', str(self.serial_number))
            s.append(mini_string)
            return tostring(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'))
                image = ImageHandler.load(path, 'miniature', id)
                mini = BmpMiniature(id, path, image, pos, heading, face, label, locked, hide, snap_to_align, zorder, width, height, func='minis')
                self.miniatures.append(mini)
                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