Terminal Mode ( Studio )

The initial file that does all the Terminal
mode. It's quite tiny for some reason.
This commit is contained in:
Jeison Yehuda Amihud (Blender Dumbass) 2021-01-11 20:54:27 +00:00
parent 92533b7236
commit 46cfaaa553

483
studio_console/sc_main.py Normal file
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# THIS FILE IS A PART OF VCStudio
# PYTHON 3
##############################################################################
# Not all users have the ability or the desire to run a complex Graphical UI
# to do simple tasks in the project. For example Windows users have no ability
# to run Gtk applications in general. Even tho I dislike Window and do not
# condone the use of it. I don't want to make VCStudio completilly unusable
# for them. For example let's say somebody will distribute a story.vcss file.
# I want to give Windows users at least the ability to read the text of the
# scene.
# Also the console mode could be used for the rendering servers of big
# studios. Where running a GUI is just not practical. They usually have a
# terminal only installation. And so some kind of way of working with project
# should be possible from the terminal.
##############################################################################
import os
import re
import datetime
import threading
# Let's get a terminal size for prettier rendering.
try:
w, h = os.get_terminal_size()
except:
w, h, = 50,50
from settings import settings
from settings import talk
from settings import oscalls
from project_manager import pm_project
from project_manager import pm_console
# Studio
from studio import analytics
from studio import story
from studio import studio_storyDeletionLayer
from studio import studio_storyLayer
from studio import studio_settingsLayer
from studio import studio_assetLayer
from studio import studio_analyticsLayer
from studio import studio_scriptLayer
from studio import studio_multiuserLayer
# UI modules
from UI import UI_testing
from UI import UI_color
from UI import UI_elements
# Network
from network import network_renders
from network import network_multiuser
from network import multiuser_terminal
commands1 = [
"help",# - returns this help
"asset",# - choose and asset
"assets",# - list existsing assets
"scene",# - read a scene
"scenes",# - lists available scenes
"scenes_main_chain",# - list only scenes from the main chain
"shot",# - choose a shot
"shots",# - list shots of a given scene
"file",# - open a file from a given asset or shot
"files",# - list all files from a given asset or shot
"multiuser_start",# - starts multiuser server for this project
"multiuser_stop",# - stops multiuser
"multiuser_users",# - list of users connected to multiuser
"multiuser_message",# - message users on multiuser
"vse",# - starts a vse file
"vses",# - lists all vse files
"render",# - render a given file from a shot
"render_server",# - become a render server for users on multiuser
"render_not_server",# - stop being a render server for users
"eval", # - run a python expression
"exit"
]
pm_console.commands = commands1.copy()
def cls():
#cleaning the terminal
os.system("clear")
class make_win:
# In order to make it work with all the standard functions build for the GUI
# experience. Like export, multiuser and such. Yes multiuser will be supported
# here fully. We have to be able to access the win.<anything> object. BUT
# there is a rub. The win object is not really accesable from non Gtk system.
# Because I had this genious idea to use already created Gtk.Window and just
# add a bunch stuff to it in order to have a kind of global dictionary thing.
def __init__(self, project):
self.project = project
def previous(win):
win.previous = {}
for i in win.current:
if type(win.current[i]) == list or type(win.current[i]) is dict:
win.previous[i] = win.current[i].copy()
else:
win.previous[i] = win.current[i]
def run(project):
win = make_win(project)
# Setting up the global variables. (kinda)
win.animations = {}
win.previous = {}
win.current = {}
win.images = {}
win.imageload = 0
win.text = {}
win.textactive = ""
win.scroll = {}
win.FPS = 0
win.url = "story_editor"
win.cur = "" # This will be used to get precicelly what asset / scene / shot we are in
win.update = {"versions":{}}
win.project = project
win.out_dots = {}
win.assets = {}
win.szone = [[100,100],[100,100]] # Square drawn if selected more then one node.
win.surround = { # And this is the list of the squares. Because it's not
"frame":0, # as easy to do. See UI / UI_math / rectangle_surround()
"rects":[] # for details of this implementation.
}
win.calllayer = False
win.layercashe = {} # Here I gonna store layers that are inactive to speed up stuff
win.checklists = {}
win.blink = False # Cursor blinking thing.
win.renders = {} # List of current active renders.
win.undo_history = []
win.undo_index = 0
win.multiuser = {
"server":False, # Whether we are connected to the server. And the server ID
"userid":"", # The id of current user in the server
"last_request": "", # The last request send to the server. ( for stopping bloat )
"curs":{}, # The information about various items on other users machines.
"request":[["story"]], # Requests done in UI space
"users":{}, # List of users information Names, IPs etc.
"messages":[], # List of messages
"unread":0 , # Amount of unread messages
"terminal":[], # The outputs from the server
"asset_list_check":False, # Whether the initial update happened when connecting to the server
"story_check":False, # Whether the first story check was done.
"analytics_check":False
}
if pm_project.is_legacy(project):
win.story = story.get_legacy(project)
win.analytics = analytics.get_legacy(project)
else:
win.story = story.load(project)
win.analytics = analytics.load(project)
# Cashed tables
win.color = UI_color.get_table()
win.settings = settings.load_all()
# Default values
win.current["frame"] = 0
win.current["testing"] = False
win.current["LMB"] = False
win.current["MMB"] = False
win.current["RMB"] = False
win.current["keys"] = []
win.current["key_letter"] = ""
win.current["scroll"] = [0,0]
win.current["project"] = ""
win.current["tool"] = "selection"
win.current["draw_dot"] = "end"
win.current["calls"] = {} # Calls. See sutdio/studio_dialogs.py
win.current["script_find"] = [0,0]
win.current["camera_arrived"] = False
if "pointers" not in win.story:
win.story["pointers"] = {} # List of text pointers per scene
new_date_format = "%Y/%m/%d"
today = datetime.datetime.strftime(datetime.datetime.today(), new_date_format)
win.current["date"] = today # Don't even ask. I'm litteraly tired already.
previous(win)
# Version of the software
win.version = 0.0
try:
vfile = open("settings/update.data")
vfile = vfile.read()
vfile = vfile.split("\n")
for line in vfile:
if line.startswith("VERSION "):
win.version = float(line.replace("VERSION ", ""))
break
except:
win.version = 0.0
# FPS
win.sFPS = datetime.datetime.now()
cls()
# The title thing in the top
print("\033[1;33m\n "+win.analytics["name"]+"")
print("\033[1;33m "+win.analytics["director"]+"")
print("\033[1;33m "+win.analytics["status"]+" \n")
progress_bar(win.analytics["fraction"])
print()
while True:
# making sure Tab is doing autocomlete to the right functions
pm_console.commands = commands1.copy()
command = input("\033[1;35m : \033[1;m")
##############
if command == "exit":
cls()
exit()
###### HELP ######
elif command == "help":
print("\033[1;32m"+talk.text("sc_help")+"\n")
##### ASSETS LIST ####
elif command == "assets":
for asset in network_multiuser.list_all_assets(win):
print("\033[1;35m "+asset)
##### ASSET ACCESS #####
elif command == "asset":
pm_console.commands = pm_project.get_list()
n = input("\033[1;33m : ")
if os.path.exists(win.project+"/dev"+n) and n.count("/") == 2:
win.cur = n
t, cur, name = n.split("/")
print("\033[1;33m\n "+talk.text(cur)+": "+name)
progress_bar(story.get_asset_data(win, n)["fraction"])
print()
else:
print("\033[1;31m"+talk.text("failed"))
#### SCENES LIST ####
elif command == "scenes":
for scene in win.story["scenes"]:
print("\033[1;35m "+scene)
#### SCENES MAIN CHAIN LIST ####
elif command == "scenes_main_chain":
lastarrow = 'start'
for i in win.story["arrows"]:
if lastarrow == "end":
break
for arrow in win.story["arrows"]:
if arrow[0] == lastarrow:
lastarrow = arrow[1]
if arrow[1] != "end":
print("\033[1;35m "+arrow[1][1])
##### READ SCENE TEXT #####
elif command == "scene":
pm_console.commands = list(win.story["scenes"].keys())
n = input("\033[1;33m : ")
if n in win.story["scenes"]:
win.cur = "/"+n
# I want to have the full scene written to the terminal at this
# point. Good that most terminals already support tiling. I don't
# need to care about that. So let's do that.
scene = win.story["scenes"][n]["shots"]
buf = "\033[1;0m"
lines = 0
for block in scene:
# For just text parts.
if block[0] == "text_block":
style = "\033[1;40m"
else:
# If It's a shot. I want the shot color marking
shotis = block[1]
rcolors = {
"shot_1":"\033[1;41m",
"shot_2":"\033[1;43m",
"shot_3":"\033[1;46m",
"shot_4":"\033[1;44m",
"shot_5":"\033[1;42m"
}
# Getting the color. It's not always works.
if "shot_colors" not in win.story:
win.story["shot_colors"] = {}
surl = "/"+n+"/"+shotis
if surl not in win.story["shot_colors"]:
win.story["shot_colors"][surl] = list(rcolors.keys())[len(win.story["shot_colors"]) % len(rcolors)]
style = rcolors[win.story["shot_colors"][surl]]
for text in block[-1]:
# For just regular parts we have our regular text
if text[0] == "text" or text[0] == "link":
for line in re.split("(\n)",text[-1]):
if line == "\n":
while buf:
print(buf[:w])
buf = buf[w:]
lines = lines + 1
if lines + 8 > h:
input("... "+talk.text("press_to_continue")+" ...")
lines = 0
buf = "\033[1;0m"
else:
if text[0] == "text":
buf = buf + style + line + "\033[1;0m"
else:
buf = buf + "\033[1;45m" + line + "\033[1;0m"
elif text[0] == "frase":
while buf:
print(buf[:w])
buf = buf[w:]
lines = lines + 1
if lines + 8 > h:
input("... "+talk.text("press_to_continue")+" ...")
lines = 0
buf = "\033[1;0m"
if text[1][0] == "text":
print(" "*int(w/2-len(text[1][-1])/2)+"\033[1;40m"+text[1][-1])
else:
print(" "*int(w/2-len(text[1][-1])/2)+"\033[1;45m"+text[1][-1]+"\033[1;40m")
for line in re.split("(\n)",text[-1]):
if line == "\n":
print(line)
else:
while line:
print(" "*int(w/3)+style+line[:int(w/3)])
line = line[int(w/3):]
lines = lines + 1
if lines + 8 > h:
input("... "+talk.text("press_to_continue")+" ...")
lines = 0
while buf:
print(buf[:w])
buf = buf[w:]
lines = lines + 1
if lines + 8 > h:
input("... "+talk.text("press_to_continue")+" ...")
lines = 0
print()
print("\033[1;33m\n "+n)
progress_bar(win.story["scenes"][n]["fraction"])
print()
else:
print("\033[1;31m"+talk.text("failed"))
### FILES ###
elif command == "files":
prefix = "/rnd"
for i in ["/chr", "/veh", "/obj","/loc"]:
if win.cur.startswith(i):
prefix = "/dev"
for i in network_multiuser.get_give_folder_list(win.project, prefix+win.cur):
print("\033[1;35m "+i[0])
elif command == "file":
n = input("\033[1;33m : ")
oscalls.Open(win.project+n)
### EVAL ###
elif command == "eval":
n = input("\033[1;33m : ")
try:
print("\033[1;33m"+str(eval(n)))
except Exception as e:
print("\033[1;31m"+talk.text("failed")+" : "+str(e))
#### NOT IMPLEMENTED YET ####
elif command in pm_console.commands:
print("\033[1;31m"+talk.text("failed")+" : Not Implemented Yet")
## FAIL ##
elif command != "":
print("\033[1;31m"+talk.text("failed"))
def progress_bar(f):
# This function will print out a progress bar similar to
# [ ############################.................................. ]
bw = w-6
pw = int(round(bw*f))
lw = bw - pw
print(" [ "+"#"*pw+"."*lw+" ] ")