view orpg/mapper/miniatures.py @ 181:fa18af3e04b9 alpha

Traipse Alpha 'OpenRPG' {100115-01} 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 (Keeping up with Beta) New Features: Added Bookmarks Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Parent Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Dieroller structure from Core New DieRoller portability for odd Dice Added 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for Mythos roller also New Warhammer FRPG Die Roller (Special thanks to Puu-san for the support) New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference (Beta!) Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fix to Whiteboard ID to prevent random line or text deleting. Fixes to Server, Remote Server, and Server GUI Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and now reactive settings when Ok is pressed Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of a Splice Fix to Use panel of Forms and Tabbers. Now longer enters design mode Fix made Image Fetching. New fetching image and new failed image Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml
author sirebral
date Fri, 15 Jan 2010 20:37:03 -0600
parents 033887bb8a86
children b633f4c64aae 81d0bfd5e800
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, 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
            print xml_str; 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
        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