Mercurial > traipse_dev
view orpg/mapper/miniatures.py @ 216:a00b40ee92fc beta
Traipse Beta 'OpenRPG' {100430-00}
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 (Patch-2)
New Features:
New Namespace method with two new syntaxes
New Namespace Internal is context sensitive, always!
New Namespace External is 'as narrow as you make it'
New Namespace FutureCheck helps ensure you don't receive an incorrect node
New PluginDB access for URL2Link plugin
New to Forms, they now show their content in Design Mode
New to Update Manager, checks Repo for updates on software start
New to Mini Lin node, change title in design mode
Fixes:
Fix to Server GUI startup errors
Fix to Server GUI Rooms tab updating
Fix to Chat and Settings if non existant die roller is picked
Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated
Fix to Alias Lib's Export to Tree, Open, Save features
Fix to alias node, now works properly
Fix to Splitter node, minor GUI cleanup
Fix to Backgrounds not loading through remote loader
Fix to Node name errors
Fix to rolling dice in chat Whispers
Fix to Splitters Sizing issues
Fix to URL2Link plugin, modified regex compilation should remove memory leak
Fix to mapy.py, a roll back due to zoomed grid issues
Fix to whiteboard_handler, Circles work by you clicking the center of the circle
Fix to Servers parse_incoming_dom which was outdated and did not respect XML
Fix to a broken link in the server welcome message
Fix to InterParse and logger requiring traceback
Fix to Update Manager Status Bar
Fix to failed image and erroneous pop up
Fix to Mini Lib node that was preventing use
Fix to plugins that parce dice but did not call InterParse
Fix to nodes for name changing by double click
Fix to Game Tree, node ordering on drag and drop corrected
author | sirebral |
---|---|
date | Fri, 30 Apr 2010 05:40:52 -0500 |
parents | dcae32e219f1 |
children | 9230a33defd9 |
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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 Traipse 'Ornery-Orc' prof.ebral Exp $ # # Description: This file contains some of the basic definitions for the chat # utilities in the orpg project. # __version__ = "$Id: miniatures.py,v Traipse 'Ornery-Orc' prof.ebral Exp $" from base import * import thread, time, urllib, os.path, 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 self.set_bmp(bmp) def __del__(self): del self.image self.image = None def set_bmp(self, bmp): 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 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"): 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 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 """ 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 = fromstring(recvdata) if xml_dom.tag == 'path': path = xml_dom.get('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.get('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