Mercurial > traipse_dev
view orpg/mapper/miniatures_handler.py @ 32:c223c1051f4a traipse_dev
Update Manager moves into Beta 0.3 with a nice new look. The skeleton is
designed, not the functionality will be added.
author | sirebral |
---|---|
date | Sun, 02 Aug 2009 16:43:55 -0500 |
parents | 072ffc1d466f |
children | 5aff3ef1ae46 |
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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/whiteboard_hander.py # Author: OpenRPG Team # Maintainer: # Version: # $Id: miniatures_handler.py,v 1.43 2007/12/07 20:39:50 digitalxero Exp $ # # Description: Miniature layer handler # __version__ = "$Id: miniatures_handler.py,v 1.43 2007/12/07 20:39:50 digitalxero Exp $" from base_handler import * from min_dialogs import * import thread import time import mimetypes import urllib import xml.dom.minidom as minidom import wx from grid import GRID_RECTANGLE from grid import GRID_HEXAGON from grid import GRID_ISOMETRIC import os LABEL_TOOL = wx.NewId() LAYER_TOOL = wx.NewId() MIN_LIST_TOOL = wx.NewId() MIN_TOOL = wx.NewId() MIN_URL = wx.NewId() SERIAL_TOOL = wx.NewId() MIN_MOVE = wx.NewId() MIN_REMOVE = wx.NewId() MIN_PROP_DLG = wx.NewId() MIN_FACING_NONE = wx.NewId() MIN_FACING_MATCH = wx.NewId() MIN_FACING_EAST = wx.NewId() MIN_FACING_WEST = wx.NewId() MIN_FACING_NORTH = wx.NewId() MIN_FACING_SOUTH = wx.NewId() MIN_FACING_NORTHEAST = wx.NewId() MIN_FACING_SOUTHEAST = wx.NewId() MIN_FACING_SOUTHWEST = wx.NewId() MIN_FACING_NORTHWEST = wx.NewId() MIN_HEADING_NONE = wx.NewId() MIN_HEADING_MATCH = wx.NewId() MIN_HEADING_EAST = wx.NewId() MIN_HEADING_WEST = wx.NewId() MIN_HEADING_NORTH = wx.NewId() MIN_HEADING_SOUTH = wx.NewId() MIN_HEADING_NORTHEAST = wx.NewId() MIN_HEADING_SOUTHEAST = wx.NewId() MIN_HEADING_SOUTHWEST = wx.NewId() MIN_HEADING_NORTHWEST = wx.NewId() MIN_HEADING_SUBMENU = wx.NewId() MIN_FACING_SUBMENU = wx.NewId() MIN_ALIGN_SUBMENU = wx.NewId() MIN_ALIGN_GRID_CENTER = wx.NewId() MIN_ALIGN_GRID_TL = wx.NewId() MIN_TITLE_HACK = wx.NewId() MIN_TO_GAMETREE = wx.NewId() MIN_BACK_ONE = wx.NewId() MIN_FORWARD_ONE = wx.NewId() MIN_TO_BACK = wx.NewId() MIN_TO_FRONT = wx.NewId() MIN_LOCK_BACK = wx.NewId() MIN_LOCK_FRONT = wx.NewId() MIN_FRONTBACK_UNLOCK = wx.NewId() MIN_ZORDER_SUBMENU = wx.NewId() MIN_SHOW_HIDE = wx.NewId() MIN_LOCK_UNLOCK = wx.NewId() MAP_REFRESH_MINI_URLS = wx.NewId() class myFileDropTarget(wx.FileDropTarget): def __init__(self, handler): wx.FileDropTarget.__init__(self) self.m_handler = handler def OnDropFiles(self, x, y, filenames): self.m_handler.on_drop_files(x, y, filenames) class miniatures_handler(base_layer_handler): def __init__(self, parent, id, canvas): self.sel_min = None self.auto_label = 1 self.use_serial = 1 self.auto_label_cb = None self.canvas = canvas self.settings = self.canvas.settings self.mini_rclick_menu_extra_items = {} self.background_rclick_menu_extra_items = {} base_layer_handler.__init__(self, parent, id, canvas) # id is the index of the last good menu choice or 'None' # if the last menu was left without making a choice # should be -1 at other times to prevent events overlapping self.lastMenuChoice = None self.drag_mini = None self.tooltip_delay_miliseconds = 500 self.tooltip_timer = wx.CallLater(self.tooltip_delay_miliseconds, self.on_tooltip_timer) self.tooltip_timer.Stop() dt = myFileDropTarget(self) self.canvas.SetDropTarget(dt) # wxInitAllImageHandlers() def build_ctrls(self): base_layer_handler.build_ctrls(self) # add controls in reverse order! (unless you want them after the default tools) self.auto_label_cb = wx.CheckBox(self, wx.ID_ANY, ' Auto Label ', (-1,-1),(-1,-1)) self.auto_label_cb.SetValue(self.auto_label) self.min_url = wx.ComboBox(self, wx.ID_ANY, "http://", style=wx.CB_DROPDOWN | wx.CB_SORT) self.localBrowse = wx.Button(self, wx.ID_ANY, 'Browse', style=wx.BU_EXACTFIT) minilist = createMaskedButton( self, orpg.dirpath.dir_struct["icon"]+'questionhead.gif', 'Edit miniature properties', wx.ID_ANY) miniadd = wx.Button(self, wx.ID_OK, "Add Miniature", style=wx.BU_EXACTFIT) self.sizer.Add(self.auto_label_cb,0,wx.ALIGN_CENTER) self.sizer.Add((6, 0)) self.sizer.Add(self.min_url, 1, wx.ALIGN_CENTER) self.sizer.Add((6, 0)) self.sizer.Add(miniadd, 0, wx.ALIGN_CENTER) self.sizer.Add((6, 0)) self.sizer.Add(self.localBrowse, 0, wx.ALIGN_CENTER) self.sizer.Add((6, 0)) self.sizer.Add(minilist, 0, wx.ALIGN_CENTER) self.Bind(wx.EVT_BUTTON, self.on_min_list, minilist) self.Bind(wx.EVT_BUTTON, self.on_miniature, miniadd) self.Bind(wx.EVT_BUTTON, self.on_browse, self.localBrowse) self.Bind(wx.EVT_CHECKBOX, self.on_label, self.auto_label_cb) def on_browse(self, evt): if not self.role_is_gm_or_player(): return dlg = wx.FileDialog(None, "Select a Miniature to load", orpg.dirpath.dir_struct["user"]+'webfiles/', wildcard="Image files (*.bmp, *.gif, *.jpg, *.png)|*.bmp;*.gif;*.jpg;*.png", style=wx.OPEN) if not dlg.ShowModal() == wx.ID_OK: dlg.Destroy() return file = open(dlg.GetPath(), "rb") imgdata = file.read() file.close() filename = dlg.GetFilename() (imgtype,j) = mimetypes.guess_type(filename) postdata = urllib.urlencode({'filename':filename, 'imgdata':imgdata, 'imgtype':imgtype}) if self.settings.get_setting('LocalorRemote') == 'Remote': # make the new mini appear in top left of current viewable map dc = wx.ClientDC(self.canvas) self.canvas.PrepareDC(dc) dc.SetUserScale(self.canvas.layers['grid'].mapscale,self.canvas.layers['grid'].mapscale) x = dc.DeviceToLogicalX(0) y = dc.DeviceToLogicalY(0) thread.start_new_thread(self.canvas.layers['miniatures'].upload, (postdata, dlg.GetPath()), {'pos':cmpPoint(x,y)}) else: try: min_url = open_rpg.get_component("cherrypy") + filename except: return min_url = dlg.GetDirectory().replace(orpg.dirpath.dir_struct["user"]+'webfiles' + os.sep, open_rpg.get_component("cherrypy")) + '/' + filename # build url if min_url == "" or min_url == "http://": return if min_url[:7] != "http://": min_url = "http://" + min_url # make label if self.auto_label and min_url[-4:-3] == '.': start = min_url.rfind("/") + 1 min_label = min_url[start:len(min_url)-4] if self.use_serial: min_label = '%s %d' % ( min_label, self.canvas.layers['miniatures'].next_serial() ) else: min_label = "" if self.min_url.FindString(min_url) == -1: self.min_url.Append(min_url) try: id = 'mini-' + self.canvas.frame.session.get_next_id() # make the new mini appear in top left of current viewable map dc = wx.ClientDC(self.canvas) self.canvas.PrepareDC(dc) dc.SetUserScale(self.canvas.layers['grid'].mapscale,self.canvas.layers['grid'].mapscale) x = dc.DeviceToLogicalX(0) y = dc.DeviceToLogicalY(0) self.canvas.layers['miniatures'].add_miniature(id, min_url, pos=cmpPoint(x,y), label=min_label) except: # When there is an exception here, we should be decrementing the serial_number for reuse!! unablemsg= "Unable to load/resolve URL: " + min_url + " on resource \"" + min_label + "\"!!!\n\n" #print unablemsg dlg = wx.MessageDialog(self,unablemsg, 'Url not found',wx.ICON_EXCLAMATION) dlg.ShowModal() dlg.Destroy() self.canvas.layers['miniatures'].rollback_serial() self.canvas.send_map_data() self.canvas.Refresh(False) def build_menu(self,label = "Miniature"): base_layer_handler.build_menu(self,label) self.main_menu.AppendSeparator() self.main_menu.Append(LABEL_TOOL,"&Auto label","",1) self.main_menu.Check(LABEL_TOOL,self.auto_label) self.main_menu.Append(SERIAL_TOOL,"&Number minis","",1) self.main_menu.Check(SERIAL_TOOL, self.use_serial) self.main_menu.Append(MAP_REFRESH_MINI_URLS,"&Refresh miniatures") # Add the menu item self.main_menu.AppendSeparator() self.main_menu.Append(MIN_MOVE, "Move") self.canvas.Bind(wx.EVT_MENU, self.on_map_board_menu_item, id=MAP_REFRESH_MINI_URLS) # Set the handler self.canvas.Bind(wx.EVT_MENU, self.on_label, id=LABEL_TOOL) self.canvas.Bind(wx.EVT_MENU, self.on_serial, id=SERIAL_TOOL) # build miniature meenu self.min_menu = wx.Menu() # Rectangles and hexagons require slightly different menus because of # facing and heading possibilities. heading_menu = wx.Menu() face_menu = wx.Menu() face_menu.Append(MIN_FACING_NONE,"&None") face_menu.Append(MIN_FACING_NORTH,"&North") face_menu.Append(MIN_FACING_NORTHEAST,"Northeast") face_menu.Append(MIN_FACING_EAST,"East") face_menu.Append(MIN_FACING_SOUTHEAST,"Southeast") face_menu.Append(MIN_FACING_SOUTH,"&South") face_menu.Append(MIN_FACING_SOUTHWEST,"Southwest") face_menu.Append(MIN_FACING_WEST,"West") face_menu.Append(MIN_FACING_NORTHWEST,"Northwest") heading_menu.Append(MIN_HEADING_NONE,"&None") heading_menu.Append(MIN_HEADING_NORTH,"&North") heading_menu.Append(MIN_HEADING_NORTHEAST,"Northeast") heading_menu.Append(MIN_HEADING_EAST,"East") heading_menu.Append(MIN_HEADING_SOUTHEAST,"Southeast") heading_menu.Append(MIN_HEADING_SOUTH,"&South") heading_menu.Append(MIN_HEADING_SOUTHWEST,"Southwest") heading_menu.Append(MIN_HEADING_WEST,"West") heading_menu.Append(MIN_HEADING_NORTHWEST,"Northwest") align_menu = wx.Menu() align_menu.Append(MIN_ALIGN_GRID_CENTER,"&Center") align_menu.Append(MIN_ALIGN_GRID_TL,"&Top-Left") # This is a hack to simulate a menu title, due to problem in Linux if wx.Platform == '__WXMSW__': self.min_menu.SetTitle(label) else: self.min_menu.Append(MIN_TITLE_HACK,label) self.min_menu.AppendSeparator() self.min_menu.Append(MIN_SHOW_HIDE,"Show / Hide") self.min_menu.Append(MIN_LOCK_UNLOCK, "Lock / Unlock") self.min_menu.Append(MIN_REMOVE,"&Remove") self.min_menu.Append(MIN_TO_GAMETREE,"To &Gametree") self.min_menu.AppendMenu(MIN_HEADING_SUBMENU,"Set &Heading",heading_menu) self.min_menu.AppendMenu(MIN_FACING_SUBMENU,"Set &Facing",face_menu) self.min_menu.AppendMenu(MIN_ALIGN_SUBMENU,"Snap-to &Alignment",align_menu) self.min_menu.AppendSeparator() zorder_menu = wx.Menu() zorder_menu.Append(MIN_BACK_ONE,"Back one") zorder_menu.Append(MIN_FORWARD_ONE,"Forward one") zorder_menu.Append(MIN_TO_BACK,"To back") zorder_menu.Append(MIN_TO_FRONT,"To front") zorder_menu.AppendSeparator() zorder_menu.Append(MIN_LOCK_BACK,"Lock to back") zorder_menu.Append(MIN_LOCK_FRONT,"Lock to front") zorder_menu.Append(MIN_FRONTBACK_UNLOCK,"Unlock Front/Back") self.min_menu.AppendMenu(MIN_ZORDER_SUBMENU, "Miniature Z-Order",zorder_menu) #self.min_menu.Append(MIN_LOCK,"&Lock") self.min_menu.AppendSeparator() self.min_menu.Append(MIN_PROP_DLG,"&Properties") self.min_menu.AppendSeparator() self.min_menu.Append(MIN_MOVE, "Move") self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_MOVE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_SHOW_HIDE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_LOCK_UNLOCK) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_REMOVE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_TO_GAMETREE) #self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_LOCK) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_PROP_DLG) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_NONE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_EAST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_WEST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_NORTH) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_SOUTH) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_NORTHEAST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_SOUTHEAST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_SOUTHWEST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FACING_NORTHWEST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_NONE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_EAST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_WEST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_NORTH) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_SOUTH) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_NORTHEAST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_SOUTHEAST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_SOUTHWEST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_HEADING_NORTHWEST) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_ALIGN_GRID_CENTER) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_ALIGN_GRID_TL) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_BACK_ONE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FORWARD_ONE) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_TO_BACK) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_TO_FRONT) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_LOCK_BACK) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_LOCK_FRONT) self.canvas.Bind(wx.EVT_MENU, self.on_min_menu_item, id=MIN_FRONTBACK_UNLOCK) ######### add plugin added menu items ######### if len(self.mini_rclick_menu_extra_items)>0: self.min_menu.AppendSeparator() for item in self.mini_rclick_menu_extra_items.items(): self.min_menu.Append(item[1], item[0]) if len(self.background_rclick_menu_extra_items)>0: self.main_menu.AppendSeparator() for item in self.background_rclick_menu_extra_items.items(): self.main_menu.Append(item[1], item[0]) def do_min_menu(self,pos): self.canvas.PopupMenu(self.min_menu,pos) def do_min_select_menu(self, min_list, pos): # to prevent another event being processed self.lastMenuChoice = None self.min_select_menu = wx.Menu() self.min_select_menu.SetTitle("Select Miniature") loop_count = 1 try: for m in min_list: # Either use the miniatures label for the selection list if m.label: self.min_select_menu.Append(loop_count, m.label) # Or use part of the images filename as an identifier else: string_split = string.split(m.path,"/",) last_string = string_split[len(string_split)-1] self.min_select_menu.Append(loop_count, 'Unlabeled - ' + last_string[:len(last_string)-4]) self.canvas.Bind(wx.EVT_MENU, self.min_selected, id=loop_count) loop_count += 1 self.canvas.PopupMenu(self.min_select_menu,pos) except: pass def min_selected(self,evt): # this is the callback function for the menu that is used to choose # between minis when you right click, left click or left double click # on a stack of two or more self.canvas.Refresh(False) self.canvas.send_map_data() self.lastMenuChoice = evt.GetId()-1 def on_min_menu_item(self,evt): id = evt.GetId() if id == MIN_MOVE: if self.sel_min: self.moveSelectedMini(self.last_rclick_pos) self.deselectAndRefresh() return elif id == MIN_REMOVE: self.canvas.layers['miniatures'].del_miniature(self.sel_rmin) elif id == MIN_TO_GAMETREE: min_xml = self.sel_rmin.toxml(action="new") node_begin = "<nodehandler module='map_miniature_nodehandler' class='map_miniature_handler' name='" if self.sel_rmin.label: node_begin += self.sel_rmin.label + "'" else: node_begin += "Unnamed Miniature'" node_begin += ">" gametree = open_rpg.get_component('tree') node_xml = node_begin + min_xml + '</nodehandler>' #print "Sending this XML to insert_xml:" + node_xml gametree.insert_xml(node_xml) elif id == MIN_SHOW_HIDE: if self.sel_rmin.hide: self.sel_rmin.hide = 0 else: self.sel_rmin.hide = 1 elif id == MIN_LOCK_UNLOCK: if self.sel_rmin.locked: self.sel_rmin.locked = False else: self.sel_rmin.locked = True if self.sel_rmin == self.sel_min: # when we lock / unlock the selected mini make sure it isn't still selected # or it might easily get moved by accident and be hard to move back self.sel_min.selected = False self.sel_min.isUpdated = True self.sel_min = None recycle_bin = {MIN_HEADING_NONE: FACE_NONE, MIN_HEADING_NORTH: FACE_NORTH, MIN_HEADING_NORTHWEST: FACE_NORTHWEST, MIN_HEADING_NORTHEAST: FACE_NORTHEAST, MIN_HEADING_EAST: FACE_EAST, MIN_HEADING_SOUTHEAST: FACE_SOUTHEAST, MIN_HEADING_SOUTHWEST: FACE_SOUTHWEST, MIN_HEADING_SOUTH: FACE_SOUTH, MIN_HEADING_WEST: FACE_WEST} if recycle_bin.has_key(id): self.sel_rmin.heading = recycle_bin[id] del recycle_bin recycle_bin = {MIN_FACING_NONE: FACE_NONE, MIN_FACING_NORTH: FACE_NORTH, MIN_FACING_NORTHWEST: FACE_NORTHWEST, MIN_FACING_NORTHEAST: FACE_NORTHEAST, MIN_FACING_EAST: FACE_EAST, MIN_FACING_SOUTHEAST: FACE_SOUTHEAST, MIN_FACING_SOUTHWEST: FACE_SOUTHWEST, MIN_FACING_SOUTH: FACE_SOUTH, MIN_FACING_WEST: FACE_WEST} if recycle_bin.has_key(id): self.sel_rmin.face = recycle_bin[id] del recycle_bin elif id == MIN_ALIGN_GRID_CENTER: self.sel_rmin.snap_to_align = SNAPTO_ALIGN_CENTER elif id == MIN_ALIGN_GRID_TL: self.sel_rmin.snap_to_align = SNAPTO_ALIGN_TL elif id == MIN_PROP_DLG: old_lock_value = self.sel_rmin.locked dlg = min_edit_dialog(self.canvas.frame.GetParent(),self.sel_rmin) if dlg.ShowModal() == wx.ID_OK: if self.sel_rmin == self.sel_min and self.sel_rmin.locked != old_lock_value: # when we lock / unlock the selected mini make sure it isn't still selected # or it might easily get moved by accident and be hard to move back self.sel_min.selected = False self.sel_min.isUpdated = True self.sel_min = None self.canvas.Refresh(False) self.canvas.send_map_data() return elif id == MIN_BACK_ONE: # This assumes that we always start out with a z-order # that starts at 0 and goes up to the number of # minis - 1. If this isn't the case, then execute # a self.canvas.layers['miniatures'].collapse_zorder() # before getting the oldz to test # Save the selected minis current z-order oldz = self.sel_rmin.zorder # Make sure the mini isn't sticky front or back if (oldz != MIN_STICKY_BACK) and (oldz != MIN_STICKY_FRONT): ## print "old z-order = " + str(oldz) self.sel_rmin.zorder -= 1 # Re-collapse to normalize # Note: only one update (with the final values) will be sent self.canvas.layers['miniatures'].collapse_zorder() elif id == MIN_FORWARD_ONE: # This assumes that we always start out with a z-order # that starts at 0 and goes up to the number of # minis - 1. If this isn't the case, then execute # a self.canvas.layers['miniatures'].collapse_zorder() # before getting the oldz to test # Save the selected minis current z-order oldz = self.sel_rmin.zorder ## print "old z-order = " + str(oldz) self.sel_rmin.zorder += 1 # Re-collapse to normalize # Note: only one update (with the final values) will be sent self.canvas.layers['miniatures'].collapse_zorder() elif id == MIN_TO_FRONT: # This assumes that we always start out with a z-order # that starts at 0 and goes up to the number of # minis - 1. If this isn't the case, then execute # a self.canvas.layers['miniatures'].collapse_zorder() # before getting the oldz to test # Save the selected minis current z-order oldz = self.sel_rmin.zorder # Make sure the mini isn't sticky front or back if (oldz != MIN_STICKY_BACK) and (oldz != MIN_STICKY_FRONT): ## print "old z-order = " + str(oldz) # The new z-order will be one more than the last index newz = len(self.canvas.layers['miniatures'].miniatures) ## print "new z-order = " + str(newz) self.sel_rmin.zorder = newz # Re-collapse to normalize # Note: only one update (with the final values) will be sent self.canvas.layers['miniatures'].collapse_zorder() elif id == MIN_TO_BACK: # This assumes that we always start out with a z-order # that starts at 0 and goes up to the number of # minis - 1. If this isn't the case, then execute # a self.canvas.layers['miniatures'].collapse_zorder() # before getting the oldz to test # Save the selected minis current z-order oldz = self.sel_rmin.zorder # Make sure the mini isn't sticky front or back if (oldz != MIN_STICKY_BACK) and (oldz != MIN_STICKY_FRONT): ## print "old z-order = " + str(oldz) # Since 0 is the lowest in a normalized order, be one less newz = -1 ## print "new z-order = " + str(newz) self.sel_rmin.zorder = newz # Re-collapse to normalize # Note: only one update (with the final values) will be sent self.canvas.layers['miniatures'].collapse_zorder() elif id == MIN_FRONTBACK_UNLOCK: #print "Unlocked/ unstickified..." if self.sel_rmin.zorder == MIN_STICKY_BACK: self.sel_rmin.zorder = MIN_STICKY_BACK + 1 elif self.sel_rmin.zorder == MIN_STICKY_FRONT: self.sel_rmin.zorder = MIN_STICKY_FRONT - 1 elif id == MIN_LOCK_BACK: self.sel_rmin.zorder = MIN_STICKY_BACK elif id == MIN_LOCK_FRONT: self.sel_rmin.zorder = MIN_STICKY_FRONT # Pretty much, we always want to refresh when we go through here # This helps us remove the redundant self.Refresh() on EVERY menu event # that we process above. self.sel_rmin.isUpdated = True self.canvas.Refresh(False) self.canvas.send_map_data() def on_miniature(self, evt): session = self.canvas.frame.session if (session.my_role() != session.ROLE_GM) and (session.my_role() != session.ROLE_PLAYER) and (session.use_roles()): self.infoPost("You must be either a player or GM to use the miniature Layer") return min_url = self.min_url.GetValue() # build url if min_url == "" or min_url == "http://": return if min_url[:7] != "http://" : min_url = "http://" + min_url # make label if self.auto_label and min_url[-4:-3] == '.': start = min_url.rfind("/") + 1 min_label = min_url[start:len(min_url)-4] if self.use_serial: min_label = '%s %d' % ( min_label, self.canvas.layers['miniatures'].next_serial() ) else: min_label = "" if self.min_url.FindString(min_url) == -1: self.min_url.Append(min_url) try: id = 'mini-' + self.canvas.frame.session.get_next_id() # make the new mini appear in top left of current viewable map dc = wx.ClientDC(self.canvas) self.canvas.PrepareDC(dc) dc.SetUserScale(self.canvas.layers['grid'].mapscale,self.canvas.layers['grid'].mapscale) x = dc.DeviceToLogicalX(0) y = dc.DeviceToLogicalY(0) self.canvas.layers['miniatures'].add_miniature(id, min_url, pos=cmpPoint(x,y), label=min_label) except: # When there is an exception here, we should be decrementing the serial_number for reuse!! unablemsg= "Unable to load/resolve URL: " + min_url + " on resource \"" + min_label + "\"!!!\n\n" #print unablemsg dlg = wx.MessageDialog(self,unablemsg, 'Url not found',wx.ICON_EXCLAMATION) dlg.ShowModal() dlg.Destroy() self.canvas.layers['miniatures'].rollback_serial() self.canvas.send_map_data() self.canvas.Refresh(False) #except Exception, e: #wx.MessageBox(str(e),"Miniature Error") def on_label(self,evt): self.auto_label = not self.auto_label self.auto_label_cb.SetValue(self.auto_label) #self.send_map_data() #self.Refresh() def on_min_list(self,evt): session = self.canvas.frame.session if (session.my_role() != session.ROLE_GM): self.infoPost("You must be a GM to use this feature") return #d = min_list_panel(self.frame.GetParent(),self.canvas.layers,"Miniature list") d = min_list_panel(self.canvas.frame,self.canvas.layers,"Miniature list") if d.ShowModal() == wx.ID_OK: d.Destroy() self.canvas.Refresh(False) def on_serial(self, evt): self.use_serial = not self.use_serial def on_map_board_menu_item(self,evt): id = evt.GetId() if id == MAP_REFRESH_MINI_URLS: # Note: this doesn't change the mini, so no need to update the map for mini in self.canvas.layers['miniatures'].miniatures: # For all minis mini.set_bmp(ImageHandler.load(mini.path, 'miniature', mini.id)) # Reload their bmp member self.canvas.Refresh(False) #################################################################### ## old functions, changed an awful lot def on_left_down(self, evt): if not self.role_is_gm_or_player() or self.alreadyDealingWithMenu(): return mini = self.find_mini(evt, evt.CmdDown() and self.role_is_gm()) if mini: deselecting_selected_mini = (mini == self.sel_min) #clicked on the selected mini self.deselectAndRefresh() self.drag_mini = mini if deselecting_selected_mini: return self.sel_min = mini self.sel_min.selected = True self.canvas.Refresh() else: self.drag_mini = None pos = self.getLogicalPosition(evt) self.moveSelectedMini(pos) self.deselectAndRefresh() def on_right_down(self, evt): if not self.role_is_gm_or_player() or self.alreadyDealingWithMenu(): return self.last_rclick_pos = self.getLogicalPosition(evt) mini = self.find_mini(evt, evt.CmdDown() and self.role_is_gm()) if mini: self.sel_rmin = mini if self.sel_min: self.min_menu.Enable(MIN_MOVE, True) else: self.min_menu.Enable(MIN_MOVE, False) self.prepare_mini_rclick_menu(evt) self.do_min_menu(evt.GetPosition()) else:# pass it on if self.sel_min: self.main_menu.Enable(MIN_MOVE, True) else: self.main_menu.Enable(MIN_MOVE, False) self.prepare_background_rclick_menu(evt) base_layer_handler.on_right_down(self, evt) #################################################################### ## new functions def on_drop_files(self, x, y, filepaths): # currently we ignore multiple files filepath = filepaths[0] start1 = filepath.rfind("\\") + 1 # check for both slashes in path to be on the safe side start2 = filepath.rfind("/") + 1 if start1 < start2: start1 = start2 filename = filepath[start1:] pos = filename.rfind('.') ext = filename[pos:].lower() #ext = filename[-4:].lower() if(ext != ".bmp" and ext != ".gif" and ext != ".jpg" and ext != ".jpeg" and ext != ".png"): self.infoPost("Supported file extensions are: *.bmp, *.gif, *.jpg, *.jpeg, *.png") return file = open(filepath, "rb") imgdata = file.read() file.close() dc = wx.ClientDC(self.canvas) self.canvas.PrepareDC(dc) dc.SetUserScale(self.canvas.layers['grid'].mapscale,self.canvas.layers['grid'].mapscale) x = dc.DeviceToLogicalX(x) y = dc.DeviceToLogicalY(y) (imgtype,j) = mimetypes.guess_type(filename) postdata = urllib.urlencode({'filename':filename, 'imgdata':imgdata, 'imgtype':imgtype}) thread.start_new_thread(self.canvas.layers['miniatures'].upload, (postdata, filepath), {'pos':cmpPoint(x,y)}) def on_tooltip_timer(self, *args): pos = args[0] dc = wx.ClientDC(self.canvas) self.canvas.PrepareDC(dc) dc.SetUserScale(self.canvas.layers['grid'].mapscale,self.canvas.layers['grid'].mapscale) pos = wx.Point(dc.DeviceToLogicalX(pos.x), dc.DeviceToLogicalY(pos.y)) mini_list = self.getMiniListOrSelectedMini(pos) if len(mini_list) > 0: tooltip = self.get_mini_tooltip(mini_list) self.canvas.SetToolTipString(tooltip) else: self.canvas.SetToolTipString("") def on_motion(self,evt): if evt.Dragging() and evt.LeftIsDown(): if self.canvas.drag is None and self.drag_mini is not None: drag_bmp = self.drag_mini.bmp if self.drag_mini.width and self.drag_mini.height: tmp_image = drag_bmp.ConvertToImage() tmp_image.Rescale(int(self.drag_mini.width * self.canvas.layers['grid'].mapscale), int(self.drag_mini.height * self.canvas.layers['grid'].mapscale)) tmp_image.ConvertAlphaToMask() drag_bmp = tmp_image.ConvertToBitmap() mask = wx.Mask(drag_bmp, wx.Colour(tmp_image.GetMaskRed(), tmp_image.GetMaskGreen(), tmp_image.GetMaskBlue())) drag_bmp.SetMask(mask) tmp_image = tmp_image.ConvertToGreyscale() self.drag_mini.gray = True self.drag_mini.isUpdated = True def refresh(): self.canvas.drag.Hide() self.canvas.Refresh(False) wx.CallAfter(refresh) self.canvas.drag = wx.DragImage(drag_bmp) self.drag_offset = self.getLogicalPosition(evt)- self.drag_mini.pos self.canvas.drag.BeginDrag((int(self.drag_offset.x * self.canvas.layers['grid'].mapscale), int(self.drag_offset.y * self.canvas.layers['grid'].mapscale)), self.canvas, False) elif self.canvas.drag is not None: self.canvas.drag.Move(evt.GetPosition()) self.canvas.drag.Show() # reset tool tip timer self.canvas.SetToolTipString("") self.tooltip_timer.Restart(self.tooltip_delay_miliseconds, evt.GetPosition()) def on_left_up(self,evt): if self.canvas.drag: self.canvas.drag.Hide() self.canvas.drag.EndDrag() self.canvas.drag = None pos = self.getLogicalPosition(evt) pos = pos - self.drag_offset if self.canvas.layers['grid'].snap: nudge = int(self.canvas.layers['grid'].unit_size/2) if self.canvas.layers['grid'].mode != GRID_ISOMETRIC: if self.drag_mini.snap_to_align == SNAPTO_ALIGN_CENTER: pos = pos + (int(self.drag_mini.bmp.GetWidth()/2),int(self.drag_mini.bmp.GetHeight()/2)) else: pos = pos + (nudge, nudge) else:# GRID_ISOMETRIC if self.drag_mini.snap_to_align == SNAPTO_ALIGN_CENTER: pos = pos + (int(self.drag_mini.bmp.GetWidth()/2), self.drag_mini.bmp.GetHeight()) else: pass # no nudge for the isomorphic / top-left self.sel_min = self.drag_mini # check to see if the mouse is inside the window still w = self.canvas.GetClientSizeTuple() # this is the window size, minus any scrollbars p = evt.GetPosition() # compare the window size, w with the non-logical position c = self.canvas.size # this is the grid size, compare with the logical position, pos # both are [width, height] if p.x>=0 and pos.x<c[0] and p.x<w[0] and p.y>=0 and pos.y<c[1] and p.y<w[1]: self.moveSelectedMini(pos) self.sel_min.gray = False self.sel_min.selected = False self.sel_min.isUpdated = True self.canvas.Refresh(False) self.canvas.send_map_data() self.sel_min = None self.drag_mini = None def on_left_dclick(self,evt): if not self.role_is_gm_or_player() or self.alreadyDealingWithMenu(): return mini = self.find_mini(evt, evt.CmdDown() and self.role_is_gm()) if mini: self.on_mini_dclick(evt, mini) else: base_layer_handler.on_left_dclick(self, evt) #################################################################### ## hook functions (although with python you can override any of the functions) def prepare_mini_rclick_menu(self, evt): # override the entire right-click on a mini menu pass def prepare_background_rclick_menu(self, evt): # override the entire right-click on the map menu pass def get_mini_tooltip(self, mini_list): # override to create a tooltip return "" def on_mini_dclick(self, evt, mini): # do something after the mini was left double clicked pass #################################################################### ## easy way to add a single menu item def set_mini_rclick_menu_item(self, label, callback_function): # remember you might want to call these at the end of your callback function: # mini_handler.sel_rmin.isUpdated = True # canvas.Refresh(False) # canvas.send_map_data() if callback_function == None: del self.mini_rclick_menu_extra_items[label] else: if not self.mini_rclick_menu_extra_items.has_key(label): self.mini_rclick_menu_extra_items[label]=wx.NewId() menu_id = self.mini_rclick_menu_extra_items[label] self.canvas.Bind(wx.EVT_MENU, callback_function, id=menu_id) self.build_menu() def set_background_rclick_menu_item(self, label, callback_function): if callback_function == None: del self.background_rclick_menu_extra_items[label] else: if not self.background_rclick_menu_extra_items.has_key(label): self.background_rclick_menu_extra_items[label]=wx.NewId() menu_id = self.background_rclick_menu_extra_items[label] self.canvas.Bind(wx.EVT_MENU, callback_function, id=menu_id) self.build_menu() #################################################################### ## helper functions def infoPost(self, message): open_rpg.get_component("chat").InfoPost(message) def role_is_gm_or_player(self): session = self.canvas.frame.session if (session.my_role() <> session.ROLE_GM) and (session.my_role() <> session.ROLE_PLAYER) and (session.use_roles()): self.infoPost("You must be either a player or GM to use the miniature Layer") return False return True def role_is_gm(self): session = self.canvas.frame.session if (session.my_role() <> session.ROLE_GM) and (session.use_roles()): return False return True def alreadyDealingWithMenu(self): return self.lastMenuChoice is not None def getLastMenuChoice(self): choice = self.lastMenuChoice self.lastMenuChoice = None return choice def getLogicalPosition(self, evt): dc = wx.ClientDC(self.canvas) self.canvas.PrepareDC(dc) dc.SetUserScale(self.canvas.layers['grid'].mapscale,self.canvas.layers['grid'].mapscale) pos = evt.GetLogicalPosition(dc) return pos def getMiniListOrSelectedMini(self, pos, include_locked=False): if self.sel_min and self.sel_min.hit_test(pos): # clicked on the selected mini - assume that is the intended target # and don't give a choice of it and any other minis stacked with it mini_list = [] mini_list.append(self.sel_min) return mini_list mini_list = self.canvas.layers['miniatures'].find_miniature(pos, (not include_locked)) if mini_list: return mini_list mini_list = [] return mini_list def deselectAndRefresh(self): if self.sel_min: self.sel_min.selected = False self.sel_min.isUpdated = True self.canvas.Refresh(False) self.canvas.send_map_data() self.sel_min = None def moveSelectedMini(self, pos): if self.sel_min: self.moveMini(pos, self.sel_min) def moveMini(self, pos, mini): grid = self.canvas.layers['grid'] mini.pos = grid.get_snapped_to_pos(pos, mini.snap_to_align, mini.bmp.GetWidth(), mini.bmp.GetHeight()) def find_mini(self, evt, include_locked): if not self.role_is_gm_or_player() or self.alreadyDealingWithMenu(): return pos = self.getLogicalPosition(evt) mini_list = self.getMiniListOrSelectedMini(pos, include_locked) mini = None if len(mini_list) > 1: try: self.do_min_select_menu(mini_list, evt.GetPosition()) except: pass choice = self.getLastMenuChoice() if choice == None: return None # left menu without making a choice, eg by clicking outside menu mini = mini_list[choice] elif len(mini_list) == 1: mini = mini_list[0] return mini