612 lines
25 KiB
Python
612 lines
25 KiB
Python
# THIS FILE IS A PART OF VCStudio
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# PYTHON 3
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import os
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import datetime
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from studio import checklist
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#import checklist
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def get_legacy(project_location):
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# This function will read the .bos (Blender-Organizer Story) files. Primarily
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# to convert them to .vcss (VCStudio Story) files.
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# The concept is similar. But in order to work with them outside of reading
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# and writting the file directly. I want to make a dictionary format with in
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# the python. (Similarly to how I did with checklists and analytics)
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# In the .bos file there was what I thought was clever at the time but
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# ultimatly a dumb idea to make EVENTS and not scenes. The idea was that in
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# a single event could be multiple scenes. But in reality it very rearly used
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# and creating scenes with in events created a potential user error situation.
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# So I want to get rid of all the EVENTS and read Scenes directly. Unless
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# the event is empty of scenes. In which case to create a scene with the
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# text of that event.
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data = {
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"fraction": 0.0, # Percentage of the Scenes finished.
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"camera" : [0,0], # The position of where the user left
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"selected": [], # List of selected items in the story editor
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"active": None, # Active item.
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"scenes" : {}, # List of scenes.
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"arrows" : [], # List of connections. (A LIST. NOT DICT.)
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"links" : [], # List of links to files or assets.
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"markers": {}, # List of markers.
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"events" : {} # List of frame like containers. (It will have similar)
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} # function as events. But will have no text data with in
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# it. It will be more like Blender's node editor's Frame.
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# Even tho I want to change radically the idea of events. We still need to
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# think in the events terms. Because we are parsing and old file. Funny how
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# I will need to write this thing twice. For both file-types.
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# I can't read it the way I read most other files. Because it's not line-
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# based. But more something like HTML file. So it's going to be a little
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# issue.
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bos = open(project_location+"/pln/main.bos")
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bos = bos.read()
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cx, cy = 1, 1
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if "</camera>" in bos:
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camera = bos[bos.find("<camera>")+8:]
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camera = camera[:camera.find("</camera>")]
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camera = camera.split(",")
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for num, val in enumerate(camera):
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try:
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camera[num] = float(val)
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except:
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camera[num] = 0.0
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try:
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cx = float(camera[2])
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cy = float(camera[3])
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except:
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pass
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print (cy, cx)
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# Some stupid me made decision early in a story editor's life to use
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# per-pixel X coordinates and per line Y coordinates. Which is something
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# like 100 times the difference. Okay 50 ish is a default value for Y.
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# I'm not going to do anything about it right now. Maximum a bit later.
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camera = [camera[0], camera[1]] # I don't want scale to exist here.
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data["camera"] = camera
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# Events. They are very important. Now in the Blender-Organizer I used an
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# HTML like format to mark shots and assets with in the text. But it's not
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# a very efficient way of doing it. Because it requiered constant parsing
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# of the text in real time. Which caused quite a noticable lag. And also
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# every time I needed to read a part of it. I had to do parsing of the text.
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# So I guess the VCSS file format will be designed to deal with this kind of
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# thing. I'm actually more toward putting the text into separate files. Simple
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# text documents. And making the VCSS a linking system.
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if "</event>" in bos:
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for event in bos.split("</event>")[:-1]:
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event = event[event.find("<event>")+8:]
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# Now we have text of the event. Let's parse out of it folowing
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# stuff. We will need it if there are multiple scenes. Or when
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# there are no scenes at all.
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eventname = event[event.find('"')+1:event.replace('"'," ",1).find('"')]
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# Let's parse the coordinates.
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c = event[event.find('[')+1:event.find(']')]
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c = c.split(",")
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eventpositon = [float(c[0])*cx,float(c[2])*cy]
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eventsize = [float(c[1])*cx,60.0]
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# Now since we know the name of the event and the sizes. We can
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# start parsing the scenes from the text with in the event.
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eventtext = event[event.find(']')+2:-1]
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# Now basically have to do the same exact thing with <scene> and
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# later with <shot>, <item> to make all work.
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# But first let's record a scene if it has no scene in it.
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if not "<scene>" in eventtext:
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if eventname in data["scenes"]:
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eventname = eventname + "_copy"
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data["scenes"][eventname] = {
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"fraction":0.0, # Percentage
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"position":eventpositon,
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"size":eventsize,
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"parent":"", # For when it's in a Frame (Event)
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"shots":[[
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"text_block",[["text", eventtext]]
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]]
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}
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else:
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# If there are more then 1 scene per event. We want to create
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# an event, frame thing for them.
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aos = eventtext.count("<scene>")
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parent = "" #This will be it's name
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if aos > 1:
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parent = eventname
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data["events"][eventname] = {
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"position":eventpositon,
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"size":[0,0]
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}
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# Now let's continue parsing the scenes.
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for num, scene in enumerate(eventtext.split("</scene>")[:-1]):
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scenename = scene[scene.find('"')+1:scene.replace('"'," ",1).find('"')]
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scenename = scenename.replace(" ", "_")
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scenetext = scene[scene.replace('"', " ", 1).find('"')+1:-1]
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scenesize = [eventsize[0] / aos , eventsize[1]]
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sceneposition = [eventpositon[0] + scenesize[0]*num,
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eventpositon[1]]
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data["scenes"][scenename] = {
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"fraction":0.0, # Percentage
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"position":sceneposition,
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"size":scenesize,
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"parent":parent, # For when it's in a Frame (Event)
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"shots":[[
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"text_block",[["text", scenetext]]
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]]
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}
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# Parsing the text inside the scenes... OMG. Finding the SHOTS.
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for scenename in data["scenes"]:
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scenetext = data["scenes"][scenename]["shots"][0][1][0][1]
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# Okay so we have both scene name and scene text. So it's
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# time so send this data into the main data thingy, right?
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# Wrong. Now we need to parse pointers to the shots, assets
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# and other stuff. This file format gonna take a while.
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# If you look into the history of this file on NotABug there
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# Will be a version with a novel-long article here in the
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# comments. I was toying with ideas of how to make stuff
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# work. I will not change the whole system a bit from what
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# I though there. (Using text pointers) and make it more like
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# list of shot_block or text_block. Which both are just text.
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# But one has a bit more metadata then the other. And inside
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# which you can specify links, frases, images and simple text...
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# So first of all we need to break the text up into shots.
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shots = []
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sa = scenetext.count("<shot>") # Shots amount
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ts = scenetext # Copy of the scene text to butcher
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for s in range(sa):
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# If the first part of the scene is not a shot.
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if not ts.startswith("<shot>"):
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shots.append([
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"text_block", [["text",ts[:ts.find("<shot>")]]]
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])
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# Now we need to erase the part from the ts.
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ts = ts[ts.find("<shot>")+6:]
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# Now we can parse the shot itself. We need the name.
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if ts.count('"') > 1:
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shotname = ts[ts.find('"')+1:ts.replace('"', " ", 1).find('"')]
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ts = ts[ts.replace('"', " ", 1).find('"')+1:]
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else:
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shotname = "Unnamed"
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# Put it also into the list.
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shots.append([
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"shot_block", shotname, [["text",ts[:ts.find("</shot>")]]]
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])
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# And erase it.
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ts = ts[ts.find("</shot>")+7:]
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shots.append([
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"text_block", [["text",ts]]
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])
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# Now I want to get a fraction from a scene.
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shotsfractions = []
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for shot in shots:
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if shot[0] == "shot_block":
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# Let's see if it has a checklist.
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if os.path.exists(project_location\
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+"/rnd/"+scenename+"/"+shot[1]+"/shot.progress"):
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check = checklist.get_list(project_location+"/project.progress")
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shotsfractions.append(check["fraction"])
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else:
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folder = project_location\
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+"/rnd/"+scenename+"/"+shot[1]
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try:
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if len(os.listdir(folder+"/rendered")) > 0:
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shotsfractions.append(1.0)
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elif len(os.listdir(folder+"/test_rnd")) > 0:
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shotsfractions.append(0.8)
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elif len(os.listdir(folder+"/opengl")) > 0:
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shotsfractions.append(0.6)
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elif len(os.listdir(folder+"/storyboard")) > 0:
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shotsfractions.append(0.4)
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elif len(os.listdir(folder+"/extra")) > 0:
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shotsfractions.append(0.2)
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except:
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shotsfractions.append(0.0)
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# Writting parsed verions of the scenes. With all the shots
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data["scenes"][scenename]["shots"] = shots
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# Now that we have SHOTS Fractions we need a scene fraction.
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try:
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data["scenes"][scenename]["fraction"] = \
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sum(shotsfractions) / len(shotsfractions)
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except:
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data["scenes"][scenename]["fraction"] = 0.0
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# Now since we have shots and we have their factors. I'd like to do
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# parsing of the text parts inside shots and texts between shots to
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# find all the images, links and phrases.
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for scenename in data["scenes"]:
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for shotnum, shot in enumerate(data["scenes"][scenename]["shots"]):
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# Our shot data could be either text_block ot shot_block
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# and they are formatted a little bit differently.
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if shot[0] == "shot_block":
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text = shot[2][0][1]
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else:
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text = shot[1][0][1]
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# Now keep in mind that similar stuff has to be done again
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# when we saving the parsed text back
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textblock = []
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# This requires some extreme cleverness. Since I already hate
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# this file format. WHY IS IT SO COMPLICATED?!
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part = ""
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skip = 0
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for num, letter in enumerate(text):
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if num >= skip:
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if part.endswith("<item>"):
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# putting the normal text in
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if part[skip:].replace("<item>", ""):
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textblock.append([
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"text", part[skip:].replace("<item>", "")
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])
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# parsing the item
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itempart = text[num:text[num:].find("</item>")+num]
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link = itempart[itempart.find('"')+1:
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itempart.replace('"', " ", 1).find('"')]
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if link.startswith("/dev"):
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link = link[4:]
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itemtext = itempart[itempart.replace('"', " ", 1).find('"')+1:]
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# puttin the link into the list
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textblock.append([
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"link", link, itemtext
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])
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# skiping to after the item
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skip = text[num:].find("</item>")+6
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part = ""
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# Images. With the <>
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elif part.endswith("<image>"):
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# putting the normal text in
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if part[skip:].replace("<image>", ""):
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textblock.append([
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"text", part[skip:].replace("<image>", "")
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])
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# parsing the item
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link = text[num:text[num:].find("</image>")+num]
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textblock.append([
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"image", link
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])
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# skiping to after the item
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skip = text[num:].find("</image>")+7
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part = ""
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# Images. With the [] (a little older version but still
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# should be supported by default)
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elif part.endswith("[image]"):
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# putting the normal text in
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if part[skip:].replace("[image]", ""):
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textblock.append([
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"text", part[skip:].replace("[image]", "")
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])
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# parsing the item
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link = text[num:text[num:].find("[/image]")+num]
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textblock.append([
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"image", link
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])
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# skiping to after the item
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skip = text[num:].find("[/image]")+7
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part = ""
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# Now let's figure out the frases. Because it has a
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# text based thing in the beginning. Or maybe it's going
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# to be anything that was before it? Hmm...
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elif part.endswith(" - ["):
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# putting the normal text in
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if part[skip:].replace(" - [", ""):
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textblock.append([
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"text", part[skip:].replace(" - [", "")
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])
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# I designed the - [ thing to type conversation
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# easier. Example:
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# John - [Hello, World.]
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# This would be John saying the words "Hello, World."
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# but with the inclusion of <item> it became quite a
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# problem. Because I would like John to be a link.
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# It ended up looking something like:
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#<itme>"/dev/chr/John"John</item> - [Hello, World.]
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# This is a bit of a problem. Because any link that
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# marked as <item> is already in a textblock list.
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character = []
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# If it's a link
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if textblock[-1][0] == "link":
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character = textblock[-1]
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del textblock[-1]
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# If it's just a text
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elif textblock[-1][0] == "text":
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character = textblock[-1][1]
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character = character[character.rfind("\n")+1:]
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if character:
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textblock[-1][1] = textblock[-1][1].replace(character, "")
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character = ["text", character]
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# Now let's get the frase
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frase = text[num:text[num:].find("]")+num]
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# If any character. Put it into a textblock
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if character:
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textblock.append([
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"frase", character, frase
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])
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# skiping to after the item
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skip = text[num:].find("]")
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part = ""
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else:
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part = part + letter
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if shot[0] == "shot_block":
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data["scenes"][scenename]["shots"][shotnum][2] = textblock
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else:
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data["scenes"][scenename]["shots"][shotnum][1] = textblock
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# Okay this was event. LOL. This is a large function to parse them all.
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# Crazy complex bastards. Anyway. It's over. And we have to only do the
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# easy rest of it. Untill we will get to calculating the project. Because
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# we need to filter out all scenes that are not in the main chain.
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# Let's start with hard thing first. So to feel good when having to do the
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# easy stuff in the end. ARROWS. (connections between scenes)
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# To make it work. We need to fisrt of all earase all the stuff before
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# the first arrow. Because <arrow> could be mentioned in the script it
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# self. Similarly <image> is too. So it's good to complitelly clear bos
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# out of anything that came before.
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bos = bos[bos.rfind("</event>"):]
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# From here everything is PER LINE BASED... YEAH!!!!
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bos = bos.split("\n")
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for line in bos:
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# This is arrows...
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if line.startswith("<arrow>"):
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arrow = line[line.find("<")+7:line.rfind("</")].split(" --> ")
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newarrow = []
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for i in arrow:
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i = i.split(",")
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if i[0] != "-1":
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newarrow.append([
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"scene", i[1][1:-1]
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])
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else:
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newarrow.append(
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i[1][1:-1]
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)
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data["arrows"].append(newarrow)
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# And this is links. Formerly known as Images. Initially the idea was to
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# just store images. But later. I started adding assets like this as well.
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elif line.startswith("<image>"):
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stuff = line.split(",")
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link = stuff[3][1:-1]
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coordinates = []
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try:
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coordinates.append(float(stuff[0].replace("<image>", ""))*cx)
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except:
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coordinates.append(0.0)
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try:
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coordinates.append(float(stuff[1])*cy)
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except:
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coordinates.append(0.0)
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# Lately the primary reason to use <image> was linking assets directly
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# into story editor's space. But it was a hack. Basically I was
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# linking a preview image. Preview.png or Preview.jpg from the
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# renders of the asset. And the drawer of the images in the story-
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# editor already knew to redirect the clicks to a different function.
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# But for VCStudio I want to link to asset or a file.
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linktype = "file"
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if "/renders/Preview." in link:
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linktype = "asset"
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link = link[:link.rfind("/renders/Preview.")].replace("/dev", "")
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data["links"].append([
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linktype, link, coordinates
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])
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# Markers. I nearly forgot about the markers. In the Story-Editor of
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# Blender-Orgaznier they were something like markers in VSE in Blender.
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# Vertical lines visible on every altitude.
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elif line.startswith("<marker>"):
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marker = line.replace("<marker>", "").replace("</marker>", "").split(",")
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try:
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markloc = float(marker[0])
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except:
|
|
markloc = 0.0
|
|
|
|
markstring = marker[1].replace('"', "")
|
|
|
|
# I do want to do something quite interesting with markers in the
|
|
# VCStudio tho. I want them to be like little nodes with text while
|
|
# in the frame. And be like directional guides. Sticking to the
|
|
# edges of the screen when outside the screen. Something like items
|
|
# that are outside of the map in the videogames. So you can see
|
|
# which direction are they. For this markers will need to have
|
|
# both X and Y coordinates.
|
|
|
|
data["markers"][markstring] = [markloc, 0.0]
|
|
|
|
# For now the Y is 0. Because we are reading from the old version.
|
|
|
|
|
|
# Okay we've got the Arrows data. Pretty much all the data. Now we just
|
|
# need to calculate the scenes fraction. For that we need to recreate the
|
|
# train of scenes. From START till END.
|
|
|
|
fractions = []
|
|
lastarrow = 'start'
|
|
|
|
|
|
for i in data["arrows"]:
|
|
if lastarrow == "end":
|
|
break
|
|
for arrow in data["arrows"]:
|
|
if arrow[0] == lastarrow:
|
|
lastarrow = arrow[1]
|
|
if arrow[1] != "end":
|
|
fractions.append(
|
|
data["scenes"][arrow[1][1]]["fraction"]
|
|
)
|
|
else:
|
|
break
|
|
|
|
# FINAL STUFF...
|
|
|
|
try:
|
|
data["fraction"] = sum(fractions) / len(fractions)
|
|
except:
|
|
data["fraction"] = 0.0
|
|
|
|
return data
|
|
|
|
def get_asset_data(win, name, force=False):
|
|
|
|
# This function will return a data of about the asset.
|
|
|
|
if name not in win.assets or force:
|
|
|
|
data = {
|
|
"fraction":0.0
|
|
}
|
|
|
|
# Now let's get a fraction of the asset
|
|
if os.path.exists(win.project+"/ast/"+name+".blend"):
|
|
data["fraction"] = 1.0
|
|
else:
|
|
check = checklist.get_list(win.project+"/dev/"+name+"/asset.progress")
|
|
data["fraction"] = check["fraction"]
|
|
|
|
win.assets[name] = data
|
|
|
|
return win.assets[name]
|