Implementing Error Catching System
This commit is contained in:
parent
d9821e1aa6
commit
b71b55c7e0
1 changed files with 205 additions and 194 deletions
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@ -29,6 +29,8 @@ 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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from troubleshooter import error_notify
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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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@ -58,7 +60,9 @@ def run(project, win):
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win.destroy()
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except:
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pass
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# Setting up the window
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win = Gtk.Window()
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win.maximize()
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@ -209,204 +213,211 @@ def pmdrawing(pmdrawing, main_layer, win):
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# a bit simpler then making some kind of dynamic draw call system that might
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# be used in such an application. But to hell with it. I did the same on the
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# Blender-Organizer altho with way less cairo. And it works well enought.
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# FPS counter
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win.fFPS = datetime.datetime.now()
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win.tFPS = win.fFPS - win.sFPS
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if win.current["frame"] % 5 == 0:
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win.blink = not win.blink # Iterating the blink
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if win.current["frame"] % 10 == 0:
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win.FPS = int ( 1.0 / ( win.tFPS.microseconds /1000000))
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if "Auto_De-Blur" not in win.settings:
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win.settings["Auto_De-Blur"] = True
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# Fail switch for Graphics.
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if win.FPS < 10 and win.settings["Auto_De-Blur"]:
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win.settings["Blur"] = False
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win.sFPS = datetime.datetime.now()
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# Current frame (for animations and things like this)
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win.current["frame"] += 1
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# Getting data about the frame
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win.current['mx'] = win.get_pointer()[0]
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win.current['my'] = win.get_pointer()[1]
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win.current['w'] = win.get_size()[0]
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win.current['h'] = win.get_size()[1]
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win.cursors = {
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"arrow":Gdk.Cursor.new(Gdk.CursorType.ARROW),
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"watch":Gdk.Cursor.new(Gdk.CursorType.WATCH),
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"text" :Gdk.Cursor.new(Gdk.CursorType.XTERM),
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"hand" :Gdk.Cursor.new(Gdk.CursorType.HAND1),
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"cross":Gdk.Cursor.new(Gdk.CursorType.CROSS)
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}
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win.current["cursor"] = win.cursors["arrow"]
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# Attemt to make things straight when pressing Ctrl.
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if 65507 in win.current["keys"] and win.current["LMB"]:
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# Let's see what's got more distance. X or Y motion of the mouse.
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dx = win.current["LMB"][0] - win.current["mx"]
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dx = max(dx, dx*-1)
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dy = win.current["LMB"][1] - win.current["my"]
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dy = max(dy, dy*-1)
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# If X has more ditance. Then Y should be the same as begining.
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if dx > dy:
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win.current["my"] = win.current["LMB"][1]
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else:
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win.current["mx"] = win.current["LMB"][0]
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# Attempt at making the mouse cursor a bit more usefull for stuff.
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if win.previous["LMB"] and len(win.previous["LMB"]) > 2 and win.current["LMB"]:
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win.current["LMB"] = win.previous["LMB"]
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#Background color
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UI_color.set(main_layer, win, "background")
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main_layer.rectangle(
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0,
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0,
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win.current['w'],
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win.current['h'])
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main_layer.fill()
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# Tooltips and other junk has to be defined here. And then drawn later to
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# the screen. So here we get a special layer. That will be drawn to during
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# the time of drawing. And later composeted over everything.
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win.tooltip_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
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win.current['h'])
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win.tooltip = cairo.Context(win.tooltip_surface)
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win.tooltip.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
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# Layers. Order of them matter
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Layers = []
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if win.url == "story_editor":
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Layers.append([studio_storyLayer.layer(win),"story_editor"])
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if "story_editor" in win.layercashe:
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del win.layercashe["story_editor"]
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else:
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if "story_editor" not in win.layercashe:
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win.layercashe["story_editor" ] = studio_storyLayer.layer(win)
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Layers.append([win.layercashe["story_editor" ],"story_editor"])
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if win.url == "story_deletion_dialog":
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Layers.append([studio_storyDeletionLayer.layer(win),"story_deletion_dialog"])
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elif win.url == "settings_layer":
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Layers.append([studio_settingsLayer.layer(win),"settings_layer"])
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elif win.url == "analytics":
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Layers.append([studio_analyticsLayer.layer(win),"analytics"])
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elif win.url == "assets":
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Layers.append([studio_assetLayer.layer(win),"assets"])
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elif win.url == "script":
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Layers.append([studio_scriptLayer.layer(win), "script"])
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elif win.url == "multiuser":
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Layers.append([studio_multiuserLayer.layer(win), "multiuser"])
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# Call layers. See studio/studio_dialogs.py for explanation. It's wild.
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win.calllayer = False
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remlater = []
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for call in list(win.current["calls"].keys()):
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if win.current["calls"][call]["var"] == None:
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Layers.append([win.current["calls"][call]["draw"](win, call)])
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win.url = win.current["calls"][call]["url"]
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win.calllayer = True
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else:
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win.url = win.current["calls"][call]["back"]
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win.current["calls"][call]["call"](win, win.current["calls"][call]["var"])
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win.textactive = ""
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remlater.append(call)
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for call in remlater:
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try:
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del win.current["calls"][call]
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Layers.append([UI_testing.layer(win)])
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Layers.append([win.tooltip_surface])
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# Combining layers
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for layer in Layers:
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if len(layer) > 1:
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layer, url = layer
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blur = UI_elements.animate(url+"_blur", win, 50)
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if (win.url != url or win.calllayer):
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if win.current["tool"] not in ["schedule", "grab"]:
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blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True)
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else:
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blur = UI_elements.animate(url+"_blur", win, 50, 50, 0, True)
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# FPS counter
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win.fFPS = datetime.datetime.now()
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win.tFPS = win.fFPS - win.sFPS
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if win.current["frame"] % 5 == 0:
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win.blink = not win.blink # Iterating the blink
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if win.current["frame"] % 10 == 0:
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win.FPS = int ( 1.0 / ( win.tFPS.microseconds /1000000))
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if "Auto_De-Blur" not in win.settings:
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win.settings["Auto_De-Blur"] = True
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# Fail switch for Graphics.
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if win.FPS < 10 and win.settings["Auto_De-Blur"]:
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win.settings["Blur"] = False
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win.sFPS = datetime.datetime.now()
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# Current frame (for animations and things like this)
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win.current["frame"] += 1
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# Getting data about the frame
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win.current['mx'] = win.get_pointer()[0]
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win.current['my'] = win.get_pointer()[1]
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win.current['w'] = win.get_size()[0]
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win.current['h'] = win.get_size()[1]
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win.cursors = {
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"arrow":Gdk.Cursor.new(Gdk.CursorType.ARROW),
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"watch":Gdk.Cursor.new(Gdk.CursorType.WATCH),
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"text" :Gdk.Cursor.new(Gdk.CursorType.XTERM),
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"hand" :Gdk.Cursor.new(Gdk.CursorType.HAND1),
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"cross":Gdk.Cursor.new(Gdk.CursorType.CROSS)
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}
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win.current["cursor"] = win.cursors["arrow"]
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# Attemt to make things straight when pressing Ctrl.
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if 65507 in win.current["keys"] and win.current["LMB"]:
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# Let's see what's got more distance. X or Y motion of the mouse.
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dx = win.current["LMB"][0] - win.current["mx"]
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dx = max(dx, dx*-1)
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dy = win.current["LMB"][1] - win.current["my"]
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dy = max(dy, dy*-1)
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# If X has more ditance. Then Y should be the same as begining.
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if dx > dy:
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win.current["my"] = win.current["LMB"][1]
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else:
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if win.current["tool"] not in ["schedule", "grab"]:
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blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True)
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else:
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blur = UI_elements.animate(url+"_blur", win, 0, 0, 0, True)
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layer = UI_elements.blur(layer, win, blur)
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win.current["mx"] = win.current["LMB"][0]
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# Attempt at making the mouse cursor a bit more usefull for stuff.
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if win.previous["LMB"] and len(win.previous["LMB"]) > 2 and win.current["LMB"]:
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win.current["LMB"] = win.previous["LMB"]
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#Background color
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UI_color.set(main_layer, win, "background")
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main_layer.rectangle(
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0,
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0,
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win.current['w'],
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win.current['h'])
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main_layer.fill()
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# Tooltips and other junk has to be defined here. And then drawn later to
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# the screen. So here we get a special layer. That will be drawn to during
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# the time of drawing. And later composeted over everything.
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win.tooltip_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
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win.current['h'])
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win.tooltip = cairo.Context(win.tooltip_surface)
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win.tooltip.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
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# Layers. Order of them matter
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Layers = []
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if win.url == "story_editor":
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Layers.append([studio_storyLayer.layer(win),"story_editor"])
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if "story_editor" in win.layercashe:
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del win.layercashe["story_editor"]
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else:
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layer = layer[0]
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main_layer.set_source_surface(layer, 0 , 0)
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main_layer.paint()
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win.get_root_window().set_cursor(win.current["cursor"])
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# If you press ESC you get back from any window to the main menu.
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if 65307 in win.current["keys"] and win.url != "install_updates":
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win.url = "story_editor"
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win.story["selected"] = []
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win.current["tool"] = "selection"
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win.current["keys"] = []
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win.textactive = ""
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# For the rendering I will need to read render info at each frame and parse
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# it in various windows.
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network_renders.read_renders(win)
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if "story_editor" not in win.layercashe:
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win.layercashe["story_editor" ] = studio_storyLayer.layer(win)
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Layers.append([win.layercashe["story_editor" ],"story_editor"])
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if win.url == "story_deletion_dialog":
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Layers.append([studio_storyDeletionLayer.layer(win),"story_deletion_dialog"])
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elif win.url == "settings_layer":
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Layers.append([studio_settingsLayer.layer(win),"settings_layer"])
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elif win.url == "analytics":
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Layers.append([studio_analyticsLayer.layer(win),"analytics"])
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elif win.url == "assets":
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Layers.append([studio_assetLayer.layer(win),"assets"])
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elif win.url == "script":
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Layers.append([studio_scriptLayer.layer(win), "script"])
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elif win.url == "multiuser":
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Layers.append([studio_multiuserLayer.layer(win), "multiuser"])
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# Call layers. See studio/studio_dialogs.py for explanation. It's wild.
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win.calllayer = False
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remlater = []
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for call in list(win.current["calls"].keys()):
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if win.current["calls"][call]["var"] == None:
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Layers.append([win.current["calls"][call]["draw"](win, call)])
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win.url = win.current["calls"][call]["url"]
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win.calllayer = True
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else:
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win.url = win.current["calls"][call]["back"]
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win.current["calls"][call]["call"](win, win.current["calls"][call]["var"])
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win.textactive = ""
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remlater.append(call)
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for call in remlater:
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del win.current["calls"][call]
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Layers.append([UI_testing.layer(win)])
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Layers.append([win.tooltip_surface])
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# Combining layers
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for layer in Layers:
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if len(layer) > 1:
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layer, url = layer
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blur = UI_elements.animate(url+"_blur", win, 50)
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if (win.url != url or win.calllayer):
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if win.current["tool"] not in ["schedule", "grab"]:
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blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True)
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else:
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blur = UI_elements.animate(url+"_blur", win, 50, 50, 0, True)
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else:
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if win.current["tool"] not in ["schedule", "grab"]:
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blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True)
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else:
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blur = UI_elements.animate(url+"_blur", win, 0, 0, 0, True)
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layer = UI_elements.blur(layer, win, blur)
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else:
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layer = layer[0]
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main_layer.set_source_surface(layer, 0 , 0)
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main_layer.paint()
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win.get_root_window().set_cursor(win.current["cursor"])
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# If you press ESC you get back from any window to the main menu.
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if 65307 in win.current["keys"] and win.url != "install_updates":
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win.url = "story_editor"
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win.story["selected"] = []
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win.current["tool"] = "selection"
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win.current["keys"] = []
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win.textactive = ""
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# For the rendering I will need to read render info at each frame and parse
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# it in various windows.
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network_renders.read_renders(win)
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# There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
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# keys when you scroll to different windows. So here is a little fix.
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if not win.is_active():
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win.current["keys"] = []
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elif "is_active" in win.previous and not win.previous["is_active"]:
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win.multiuser["last_request"] = ""
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UI_elements.reload_images(win)
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win.current["is_active"] = win.is_active()
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# Saving data about this frame for the next one. A bit hard to get WTF am I
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# doing here. Basically trying to avoid current and previous data to be links
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# of the same data.
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previous(win) # Moved it into a seprate function for obvoius reasons
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# Refreshing those that need to be refrashed
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win.current["scroll"] = [0,0]
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# Refreshing the frame automatically
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pmdrawing.queue_draw()
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except:
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Gtk.main_quit()
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error_notify.show()
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# There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
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# keys when you scroll to different windows. So here is a little fix.
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if not win.is_active():
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win.current["keys"] = []
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elif "is_active" in win.previous and not win.previous["is_active"]:
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win.multiuser["last_request"] = ""
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UI_elements.reload_images(win)
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win.current["is_active"] = win.is_active()
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# Saving data about this frame for the next one. A bit hard to get WTF am I
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# doing here. Basically trying to avoid current and previous data to be links
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# of the same data.
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previous(win) # Moved it into a seprate function for obvoius reasons
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# Refreshing those that need to be refrashed
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win.current["scroll"] = [0,0]
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# Refreshing the frame automatically
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pmdrawing.queue_draw()
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# This program will have things like mouse and keyboard input. And this setup
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# Will be done in both PM and the actuall Project window. ( Also in the render
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Reference in a new issue