Mercurial > traipse_dev
view orpg/mapper/images.py @ 12:c056e967907a traipse_dev
I said, 'let the users have freedom' and it was it writ in code
No more stagnant directorys inside webfiles. Make your own!
**webfiles is for security**
author | sirebral |
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date | Fri, 17 Jul 2009 09:03:41 -0500 |
parents | 28ad6bd3ac71 |
children | cab94a90f9dc |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: mapper/images.py # Author: OpenRPG # Maintainer: # Version: # $Id: images.py,v 1.21 2007/12/11 04:07:15 digitalxero Exp $ # # Description: # __version__ = "$Id: images.py,v 1.21 2007/12/11 04:07:15 digitalxero Exp $" import urllib import Queue import thread from threading import Lock import time from orpg.orpg_wx import * from orpg.orpgCore import * def singleton(cls): instances = {} def getinstance(): if cls not in instances: instances[cls] = cls() return instances[cls] return getinstance() class ImageHandlerClass(object): __cache = {} __fetching = {} __queue = Queue.Queue(0) __lock = Lock() def load(self, path, image_type, imageId): # Load an image, with a intermideary fetching image shown while it loads in a background thread if self.__cache.has_key(path): return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap() if not self.__fetching.has_key(path): self.__fetching[path] = True #Start Image Loading Thread thread.start_new_thread(self.__loadThread, (path, image_type, imageId)) else: if self.__fetching[path] is True: thread.start_new_thread(self.__loadCacheThread, (path, image_type, imageId)) return wx.Bitmap(open_rpg.get_component("dir_struct")["icon"] + "fetching.png", wx.BITMAP_TYPE_PNG) def directLoad(self, path): # Directly load an image, no threads if self.__cache.has_key(path): return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap() uriPath = urllib.unquote(path) try: d = urllib.urlretrieve(uriPath) # We have to make sure that not only did we fetch something, but that # it was an image that we got back. if d[0] and d[1].getmaintype() == "image": self.__cache[path] = (path, d[0], d[1].gettype(), None) return wx.ImageFromMime(self.__cache[path][1], self.__cache[path][2]).ConvertToBitmap() else: open_rpg.get_component('log').log("Image refused to load or URI did not reference a valid image: " + path, ORPG_GENERAL, True) return None except IOError: open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT loaded: " + path, ORPG_GENERAL, True) return None def cleanCache(self): # Shrinks the Cache down to the proper size try: cacheSize = int(open_rpg.get_component('settings').get_setting("ImageCacheSize")) except: cacheSize = 32 cache = self.__cache.keys() cache.sort() for key in cache[cacheSize:]: del self.__cache[key] def flushCache(self): # This function will flush all images contained within the image cache. self.__lock.acquire() try: keyList = self.__cache.keys() for key in keyList: del self.__cache[key] finally: self.__lock.release() urllib.urlcleanup() #Private Methods def __loadThread(self, path, image_type, imageId): uriPath = urllib.unquote(path) self.__lock.acquire() try: d = urllib.urlretrieve(uriPath) # We have to make sure that not only did we fetch something, but that # it was an image that we got back. if d[0] and d[1].getmaintype() == "image": self.__cache[path] = (path, d[0], d[1].gettype(), imageId) self.__queue.put((self.__cache[path], image_type, imageId)) if self.__fetching.has_key(path): del self.__fetching[path] else: open_rpg.get_component('log').log("Image refused to load or URI did not reference a valid image: " + path, ORPG_GENERAL, True) self.__fetching[path] = False except IOError: self.__fetching[path] = False open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT laoded: " + path, ORPG_GENERAL, True) finally: self.__lock.release() def __loadCacheThread(self, path, image_type, imageId): try: st = time.time() while self.__fetching.has_key(path) and self.__fetching[path] is not False: time.sleep(0.025) if (time.time()-st) > 120: open_rpg.get_component('log').log("Timeout: " + path, ORPG_GENERAL, True) break except: self.__fetching[path] = False open_rpg.get_component('log').log("Unable to resolve/open the specified URI; image was NOT loaded: " + path, ORPG_GENERAL, True) return self.__lock.acquire() try: open_rpg.get_component('log').log("Adding Image to Queue from Cache: " + str(self.__cache[path]), ORPG_DEBUG) self.__queue.put((self.__cache[path], image_type, imageId)) finally: self.__lock.release() #Property Methods def _getCache(self): return self.__cache def _getQueue(self): return self.__queue #Properties Cache = property(_getCache) Queue = property(_getQueue) ImageHandler = singleton(ImageHandlerClass)