# THIS FILE IS A PART OF VCStudio # PYTHON 3 import os import datetime # GTK module ( Graphical interface import gi gi.require_version('Gtk', '3.0') from gi.repository import Gtk from gi.repository import GLib import cairo import threading # Own modules from settings import settings from settings import talk from project_manager import pm_project from project_manager import pm_mainLayer from project_manager import pm_newprojectLayer from project_manager import pm_scanLayer from project_manager import pm_helpLayer from project_manager import pm_updateLayer from project_manager import update_reader from project_manager import pm_installUpdatesLayer from project_manager import pm_settingsLayer # UI modules from UI import UI_testing from UI import UI_color from UI import UI_elements 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] # OK let's make a window def run(): # In the Blender-Organizer I was putting the version into the title. Not cool. # Because if you would snap it to the sidebar in Ubuntu. On mouse over it would # show the first ever version. So there will be a better way to see version. # I think let's do that like in Blender. Drawn with in the window somewhere. # Setting up the window win = Gtk.Window() win.maximize() win.connect("destroy", Gtk.main_quit) win.set_title("VCStudio : "+talk.text("project-manager")) win.set_default_icon_from_file("tinyicon.png") # Setting up the events ( mouse and keyboard handling ) win.connect("button-press-event", mouse_button_press, win) win.connect("button-release-event", mouse_button_release, win) win.connect("key-press-event", key_press, win) win.connect("key-release-event", key_release, win) # Guess what. The entire time on Blender-Organizer 4 ( 2018 -2020 ) and # few days of trying connecting the scroll event directly to window or to # the drawing area. And just now I finally made it work. BY DOING THIS # Why scroll event is only on ScrolledWindow ? OMG !!! scroll = Gtk.ScrolledWindow() scroll.connect("scroll-event", scrolling, win) # 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 = "project_manager" win.update = {"versions":{}} win.projects = {} win.calllayer = False win.blink = False t2 = threading.Thread(target=update_reader.get_update_info, args=(win,)) t2.start() if not settings.read("Username"): settings.write("Username", "VCStudio-User") # 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"] = "" 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() # Setting the drawable pmdraw = Gtk.DrawingArea() pmdraw.set_size_request(815, 500) scroll.set_size_request(815, 500) # This step is because GTK developers are win.add(scroll) # well. A good, nice, people who knows scroll.add_with_viewport(pmdraw) # what they are doing. Really. pmdraw.connect("draw", pmdrawing, win) #run win.show_all() Gtk.main() def pmdrawing(pmdrawing, main_layer, win): # This function draws the actuall image. I'm doing full frames redraws. It's # 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() # Getting update info. I've added a bit of delay. So the starting of the # Popen would not be noticed by the user as much. #if win.current["frame"] > 50: GLib.timeout_add(1 , update_reader.get_update_info, win) #t2 = threading.Thread(target=update_reader.get_update_info, args=(win,)) #t2.start() # 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] #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 = [] Layers.append([pm_mainLayer.layer(win),"project_manager"]) if win.url == "new_project": Layers.append([pm_newprojectLayer.layer(win), "new_project"]) elif win.url == "scan_projects": Layers.append([pm_scanLayer.layer(win), "scan_projects"]) elif win.url == "help_layer": Layers.append([pm_helpLayer.layer(win), "help_layer"]) elif win.url == "update_layer": Layers.append([pm_updateLayer.layer(win), "update_layer"]) elif win.url == "install_updates": Layers.append([pm_installUpdatesLayer.layer(win), "install_updates"]) elif win.url == "settings_layer": Layers.append([pm_settingsLayer.layer(win), "settings_layer"]) 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: blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True) else: blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True) layer = UI_elements.blur(layer, win, blur) else: layer = layer[0] main_layer.set_source_surface(layer, 0 , 0) main_layer.paint() # 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 = "project_manager" win.current["project"] = "" win.textactive = "" # 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 # Window. Basically all separate windows will have to have this setup separatelly. # Mouse def mouse_button_press(widget, event, win): # This function marks activation of the button. Not it's deactivation. # I'm going to attempt something quite disturbing. Basically I want to save # the state of the mouse as the press begun untill it's released. And I'm # going to do in a slightly weird way. Because I'm bored I guess. The prob- # lem is that it will require to check whether the data even exists in the # first place. If x. Before parsing it. Because it might be False. for i, button in enumerate(["LMB", "MMB", "RMB"]): if i+1 == int(event.get_button()[1]): win.current[button] = [event.x, event.y] # If you folowed the code. By checking for example if win.current["LMB"] # You can know if it's even pressed to begin with. Because if it's not # It's False. def mouse_button_release(widget, event, win): # This function reverses the effects of the mouse_button_press() function. for i, button in enumerate(["LMB", "MMB", "RMB"]): if i+1 == int(event.get_button()[1]): win.current[button] = False # I guess it's time to make something similar for the keyboard keys as well. # I'm going to reuse the old system from the Blender-Organizer. Just a list of # pressed keys. Maybe as well a strting thingy. Because I want to type in this # app. def key_press(widget, event, win): if event.keyval not in win.current["keys"]: win.current["keys"].append(event.keyval) win.current["key_letter"] = event.string def key_release(widget, event, win): try: win.current["keys"].remove(event.keyval) except: win.current["keys"] = [] def scrolling(widget, event, win): e, x, y = event.get_scroll_deltas() win.current["scroll"] = [x,y]