Implementing Error Catching System

This commit is contained in:
Jeison Yehuda Amihud (Blender Dumbass) 2021-05-10 19:58:11 +00:00
parent d9821e1aa6
commit b71b55c7e0

View file

@ -29,6 +29,8 @@ from studio import studio_analyticsLayer
from studio import studio_scriptLayer
from studio import studio_multiuserLayer
from troubleshooter import error_notify
# UI modules
from UI import UI_testing
from UI import UI_color
@ -58,7 +60,9 @@ def run(project, win):
win.destroy()
except:
pass
# Setting up the window
win = Gtk.Window()
win.maximize()
@ -209,204 +213,211 @@ def pmdrawing(pmdrawing, main_layer, win):
# a bit simpler then making some kind of dynamic draw call system that might
# be used in such an application. But to hell with it. I did the same on the
# Blender-Organizer altho with way less cairo. And it works well enought.
# FPS counter
win.fFPS = datetime.datetime.now()
win.tFPS = win.fFPS - win.sFPS
if win.current["frame"] % 5 == 0:
win.blink = not win.blink # Iterating the blink
if win.current["frame"] % 10 == 0:
win.FPS = int ( 1.0 / ( win.tFPS.microseconds /1000000))
if "Auto_De-Blur" not in win.settings:
win.settings["Auto_De-Blur"] = True
# Fail switch for Graphics.
if win.FPS < 10 and win.settings["Auto_De-Blur"]:
win.settings["Blur"] = False
win.sFPS = datetime.datetime.now()
# Current frame (for animations and things like this)
win.current["frame"] += 1
# Getting data about the frame
win.current['mx'] = win.get_pointer()[0]
win.current['my'] = win.get_pointer()[1]
win.current['w'] = win.get_size()[0]
win.current['h'] = win.get_size()[1]
win.cursors = {
"arrow":Gdk.Cursor.new(Gdk.CursorType.ARROW),
"watch":Gdk.Cursor.new(Gdk.CursorType.WATCH),
"text" :Gdk.Cursor.new(Gdk.CursorType.XTERM),
"hand" :Gdk.Cursor.new(Gdk.CursorType.HAND1),
"cross":Gdk.Cursor.new(Gdk.CursorType.CROSS)
}
win.current["cursor"] = win.cursors["arrow"]
# Attemt to make things straight when pressing Ctrl.
if 65507 in win.current["keys"] and win.current["LMB"]:
# Let's see what's got more distance. X or Y motion of the mouse.
dx = win.current["LMB"][0] - win.current["mx"]
dx = max(dx, dx*-1)
dy = win.current["LMB"][1] - win.current["my"]
dy = max(dy, dy*-1)
# If X has more ditance. Then Y should be the same as begining.
if dx > dy:
win.current["my"] = win.current["LMB"][1]
else:
win.current["mx"] = win.current["LMB"][0]
# Attempt at making the mouse cursor a bit more usefull for stuff.
if win.previous["LMB"] and len(win.previous["LMB"]) > 2 and win.current["LMB"]:
win.current["LMB"] = win.previous["LMB"]
#Background color
UI_color.set(main_layer, win, "background")
main_layer.rectangle(
0,
0,
win.current['w'],
win.current['h'])
main_layer.fill()
# Tooltips and other junk has to be defined here. And then drawn later to
# the screen. So here we get a special layer. That will be drawn to during
# the time of drawing. And later composeted over everything.
win.tooltip_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
win.current['h'])
win.tooltip = cairo.Context(win.tooltip_surface)
win.tooltip.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
# Layers. Order of them matter
Layers = []
if win.url == "story_editor":
Layers.append([studio_storyLayer.layer(win),"story_editor"])
if "story_editor" in win.layercashe:
del win.layercashe["story_editor"]
else:
if "story_editor" not in win.layercashe:
win.layercashe["story_editor" ] = studio_storyLayer.layer(win)
Layers.append([win.layercashe["story_editor" ],"story_editor"])
if win.url == "story_deletion_dialog":
Layers.append([studio_storyDeletionLayer.layer(win),"story_deletion_dialog"])
elif win.url == "settings_layer":
Layers.append([studio_settingsLayer.layer(win),"settings_layer"])
elif win.url == "analytics":
Layers.append([studio_analyticsLayer.layer(win),"analytics"])
elif win.url == "assets":
Layers.append([studio_assetLayer.layer(win),"assets"])
elif win.url == "script":
Layers.append([studio_scriptLayer.layer(win), "script"])
elif win.url == "multiuser":
Layers.append([studio_multiuserLayer.layer(win), "multiuser"])
# Call layers. See studio/studio_dialogs.py for explanation. It's wild.
win.calllayer = False
remlater = []
for call in list(win.current["calls"].keys()):
if win.current["calls"][call]["var"] == None:
Layers.append([win.current["calls"][call]["draw"](win, call)])
win.url = win.current["calls"][call]["url"]
win.calllayer = True
else:
win.url = win.current["calls"][call]["back"]
win.current["calls"][call]["call"](win, win.current["calls"][call]["var"])
win.textactive = ""
remlater.append(call)
for call in remlater:
try:
del win.current["calls"][call]
Layers.append([UI_testing.layer(win)])
Layers.append([win.tooltip_surface])
# Combining layers
for layer in Layers:
if len(layer) > 1:
layer, url = layer
blur = UI_elements.animate(url+"_blur", win, 50)
if (win.url != url or win.calllayer):
if win.current["tool"] not in ["schedule", "grab"]:
blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True)
else:
blur = UI_elements.animate(url+"_blur", win, 50, 50, 0, True)
# FPS counter
win.fFPS = datetime.datetime.now()
win.tFPS = win.fFPS - win.sFPS
if win.current["frame"] % 5 == 0:
win.blink = not win.blink # Iterating the blink
if win.current["frame"] % 10 == 0:
win.FPS = int ( 1.0 / ( win.tFPS.microseconds /1000000))
if "Auto_De-Blur" not in win.settings:
win.settings["Auto_De-Blur"] = True
# Fail switch for Graphics.
if win.FPS < 10 and win.settings["Auto_De-Blur"]:
win.settings["Blur"] = False
win.sFPS = datetime.datetime.now()
# Current frame (for animations and things like this)
win.current["frame"] += 1
# Getting data about the frame
win.current['mx'] = win.get_pointer()[0]
win.current['my'] = win.get_pointer()[1]
win.current['w'] = win.get_size()[0]
win.current['h'] = win.get_size()[1]
win.cursors = {
"arrow":Gdk.Cursor.new(Gdk.CursorType.ARROW),
"watch":Gdk.Cursor.new(Gdk.CursorType.WATCH),
"text" :Gdk.Cursor.new(Gdk.CursorType.XTERM),
"hand" :Gdk.Cursor.new(Gdk.CursorType.HAND1),
"cross":Gdk.Cursor.new(Gdk.CursorType.CROSS)
}
win.current["cursor"] = win.cursors["arrow"]
# Attemt to make things straight when pressing Ctrl.
if 65507 in win.current["keys"] and win.current["LMB"]:
# Let's see what's got more distance. X or Y motion of the mouse.
dx = win.current["LMB"][0] - win.current["mx"]
dx = max(dx, dx*-1)
dy = win.current["LMB"][1] - win.current["my"]
dy = max(dy, dy*-1)
# If X has more ditance. Then Y should be the same as begining.
if dx > dy:
win.current["my"] = win.current["LMB"][1]
else:
if win.current["tool"] not in ["schedule", "grab"]:
blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True)
else:
blur = UI_elements.animate(url+"_blur", win, 0, 0, 0, True)
layer = UI_elements.blur(layer, win, blur)
win.current["mx"] = win.current["LMB"][0]
# Attempt at making the mouse cursor a bit more usefull for stuff.
if win.previous["LMB"] and len(win.previous["LMB"]) > 2 and win.current["LMB"]:
win.current["LMB"] = win.previous["LMB"]
#Background color
UI_color.set(main_layer, win, "background")
main_layer.rectangle(
0,
0,
win.current['w'],
win.current['h'])
main_layer.fill()
# Tooltips and other junk has to be defined here. And then drawn later to
# the screen. So here we get a special layer. That will be drawn to during
# the time of drawing. And later composeted over everything.
win.tooltip_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
win.current['h'])
win.tooltip = cairo.Context(win.tooltip_surface)
win.tooltip.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
# Layers. Order of them matter
Layers = []
if win.url == "story_editor":
Layers.append([studio_storyLayer.layer(win),"story_editor"])
if "story_editor" in win.layercashe:
del win.layercashe["story_editor"]
else:
layer = layer[0]
main_layer.set_source_surface(layer, 0 , 0)
main_layer.paint()
win.get_root_window().set_cursor(win.current["cursor"])
# If you press ESC you get back from any window to the main menu.
if 65307 in win.current["keys"] and win.url != "install_updates":
win.url = "story_editor"
win.story["selected"] = []
win.current["tool"] = "selection"
win.current["keys"] = []
win.textactive = ""
# For the rendering I will need to read render info at each frame and parse
# it in various windows.
network_renders.read_renders(win)
if "story_editor" not in win.layercashe:
win.layercashe["story_editor" ] = studio_storyLayer.layer(win)
Layers.append([win.layercashe["story_editor" ],"story_editor"])
if win.url == "story_deletion_dialog":
Layers.append([studio_storyDeletionLayer.layer(win),"story_deletion_dialog"])
elif win.url == "settings_layer":
Layers.append([studio_settingsLayer.layer(win),"settings_layer"])
elif win.url == "analytics":
Layers.append([studio_analyticsLayer.layer(win),"analytics"])
elif win.url == "assets":
Layers.append([studio_assetLayer.layer(win),"assets"])
elif win.url == "script":
Layers.append([studio_scriptLayer.layer(win), "script"])
elif win.url == "multiuser":
Layers.append([studio_multiuserLayer.layer(win), "multiuser"])
# Call layers. See studio/studio_dialogs.py for explanation. It's wild.
win.calllayer = False
remlater = []
for call in list(win.current["calls"].keys()):
if win.current["calls"][call]["var"] == None:
Layers.append([win.current["calls"][call]["draw"](win, call)])
win.url = win.current["calls"][call]["url"]
win.calllayer = True
else:
win.url = win.current["calls"][call]["back"]
win.current["calls"][call]["call"](win, win.current["calls"][call]["var"])
win.textactive = ""
remlater.append(call)
for call in remlater:
del win.current["calls"][call]
Layers.append([UI_testing.layer(win)])
Layers.append([win.tooltip_surface])
# Combining layers
for layer in Layers:
if len(layer) > 1:
layer, url = layer
blur = UI_elements.animate(url+"_blur", win, 50)
if (win.url != url or win.calllayer):
if win.current["tool"] not in ["schedule", "grab"]:
blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True)
else:
blur = UI_elements.animate(url+"_blur", win, 50, 50, 0, True)
else:
if win.current["tool"] not in ["schedule", "grab"]:
blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True)
else:
blur = UI_elements.animate(url+"_blur", win, 0, 0, 0, True)
layer = UI_elements.blur(layer, win, blur)
else:
layer = layer[0]
main_layer.set_source_surface(layer, 0 , 0)
main_layer.paint()
win.get_root_window().set_cursor(win.current["cursor"])
# If you press ESC you get back from any window to the main menu.
if 65307 in win.current["keys"] and win.url != "install_updates":
win.url = "story_editor"
win.story["selected"] = []
win.current["tool"] = "selection"
win.current["keys"] = []
win.textactive = ""
# For the rendering I will need to read render info at each frame and parse
# it in various windows.
network_renders.read_renders(win)
# There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
# keys when you scroll to different windows. So here is a little fix.
if not win.is_active():
win.current["keys"] = []
elif "is_active" in win.previous and not win.previous["is_active"]:
win.multiuser["last_request"] = ""
UI_elements.reload_images(win)
win.current["is_active"] = win.is_active()
# Saving data about this frame for the next one. A bit hard to get WTF am I
# doing here. Basically trying to avoid current and previous data to be links
# of the same data.
previous(win) # Moved it into a seprate function for obvoius reasons
# Refreshing those that need to be refrashed
win.current["scroll"] = [0,0]
# Refreshing the frame automatically
pmdrawing.queue_draw()
except:
Gtk.main_quit()
error_notify.show()
# There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
# keys when you scroll to different windows. So here is a little fix.
if not win.is_active():
win.current["keys"] = []
elif "is_active" in win.previous and not win.previous["is_active"]:
win.multiuser["last_request"] = ""
UI_elements.reload_images(win)
win.current["is_active"] = win.is_active()
# Saving data about this frame for the next one. A bit hard to get WTF am I
# doing here. Basically trying to avoid current and previous data to be links
# of the same data.
previous(win) # Moved it into a seprate function for obvoius reasons
# Refreshing those that need to be refrashed
win.current["scroll"] = [0,0]
# Refreshing the frame automatically
pmdrawing.queue_draw()
# This program will have things like mouse and keyboard input. And this setup
# Will be done in both PM and the actuall Project window. ( Also in the render