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