view orpg/mapper/miniatures_handler.py @ 39:ed322725b928 ornery-orc tip

Traipse 'OpenRPG' {110114-00} 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 (Closed) New Features: New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order New to Server GUI, can now clear log New Earthdawn Dieroller New IronClaw roller, sheet, and image New ShapeShifter PC Sheet Updates: Update to Warhammer PC Sheet. Rollers set as macros. Should work with little maintanence. Update to Browser Server window. Display rooms with ' " & cleaner Update to Server. Handles ' " & cleaner Update to Dieroller. Cleaner, more effecient expression system Update to Hidden Die plugin, allows for non standard dice rolls Update to location.py, allows for more portable references when starting Traipse Update to the Features node Fixes: Fix to InterParse that was causing an Infernal Loop with Namespace Internal Fix to XML data, removed old Minidom and switched to Element Tree Fix to Server that was causing eternal attempt to find a Server ID, in Register Rooms thread Fix to Server, removing wxPython dependencies where not needed Fix to metaservers.xml file not being created Fix to Single and Double quotes in Whiteboard text Fix to Background images not showing when using the Image Server Fix to Duplicate chat names appearing Fix to Server GUI's logging output Fix to FNB.COLORFUL_TABS bug Fix to Gametree for XSLT Sheets Fix to Gametree for locating gametree files Fix to Send to Chat from Gametree Fix to Gametree, renaming and remapping operates correctly Fix to aliaslib, prevents error caused when SafeHTML is sent None
author sirebral
date Fri, 14 Jan 2011 05:24:52 -0600
parents ff154cf3350c
children
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/whiteboard_hander.py
# Author: OpenRPG Team
# Maintainer:
# Version:
#   $Id: miniatures_handler.py,v Traipse 'Ornery-Orc' prof.ebral Exp $
#
# Description: Miniature layer handler
#
__version__ = "$Id: miniatures_handler.py,v Traipse 'Ornery-Orc' prof.ebral Exp $"

from base_handler import *
from min_dialogs import *
import thread, time, mimetypes, urllib, wx, os

from grid import GRID_RECTANGLE
from grid import GRID_HEXAGON
from grid import GRID_ISOMETRIC

from orpg.tools.orpg_settings import settings
from xml.etree.ElementTree import ElementTree, Element
from xml.etree.ElementTree import fromstring, tostring

SHOW_LABELS_TOOL = wx.NewId()
AUTO_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.canvas = canvas
        self.settings = 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)
        self.tooltip = wx.ToolTip('')

    def build_ctrls(self):
        base_layer_handler.build_ctrls(self)
        # add controls in reverse order! (unless you want them after the default tools)
        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, 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.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)

    def on_browse(self, evt):
        if not self.role_is_gm_or_player(): return
        dlg = wx.FileDialog(None, "Select a Miniature to load", 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:
            self.CherryPit(dlg.GetDirectory(), filename)

    def CherryPit(self, path, filename):
        try: min_url = component.get("cherrypy") + filename
        except: return #chat.InfoPost('CherryPy is not started!')
        min_url = path.replace(orpg.dirpath.dir_struct["user"]+'webfiles', 
                component.get("cherrypy")).replace(os.sep, '/') + '/' + 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"
            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(SHOW_LABELS_TOOL, "&Show Labels", '', 1)
        self.main_menu.Check(SHOW_LABELS_TOOL, self.canvas.layers['miniatures'].show_labels)
        self.main_menu.Append(AUTO_LABEL_TOOL,"&Auto label","",1)
        self.main_menu.Check(AUTO_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_show_labels, id=SHOW_LABELS_TOOL)
        self.canvas.Bind(wx.EVT_MENU, self.on_auto_label, id=AUTO_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:
            ### Alpha ### implements ElementTree
            mini = self.sel_rmin.toxml(action="new")
            node = Element('nodehandler')
            node.set('module', 'map_miniature_nodehandler')
            node.set('class', 'map_miniature_handler')
            name = self.sel_rmin.label if self.sel_rmin.label else 'Unnamed Miniature'
            node.set('name', name)
            node.append(fromstring(mini))
            gametree = component.get('tree_fs')
            gametree.insert_xml(tostring(node))
            ### ElementTree is a nice decision from Core, kudos!! ###
        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):
                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
            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):
                #  The new z-order will be one more than the last index
                newz = len(self.canvas.layers['miniatures'].miniatures)
                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):

                #  Since 0 is the lowest in a normalized order, be one less
                newz = -1
                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:
            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"
            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_show_labels(self, evt):
        show_labels = not self.canvas.layers['miniatures'].show_labels
        self.canvas.layers['miniatures'].show_labels = show_labels
        self.canvas.Refresh()

    def on_auto_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})
        if self.settings.get_setting('LocalorRemote') == 'Remote':
            thread.start_new_thread(self.canvas.layers['miniatures'].upload, (postdata, filepath), {'pos':cmpPoint(x,y)})
        else: self.CherryPit(filepath, '')

    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 = mini_list[0].label
            #self.canvas.SetToolTipString(mini_list[0].label) 
            #Once set, it never unsets, so it sucks.
        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.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):
        component.get("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