411 lines
14 KiB
Python
411 lines
14 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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# GTK module ( Graphical interface
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import gi
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gi.require_version('Gtk', '3.0')
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from gi.repository import Gtk
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import cairo
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import datetime
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# Own modules
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from settings import settings
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from settings import talk
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from project_manager import pm_project
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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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# 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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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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# OK let's make a window
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def run(project, win):
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# In the Blender-Organizer I was putting the version into the title. Not cool.
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# Because if you would snap it to the sidebar in Ubuntu. On mouse over it would
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# show the first ever version. So there will be a better way to see version.
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# I think let's do that like in Blender. Drawn with in the window somewhere.
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win.destroy()
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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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win.connect("destroy", Gtk.main_quit)
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win.set_title("VCStudio")
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win.set_default_icon_from_file("tinyicon.png")
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# Setting up the events ( mouse and keyboard handling )
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win.connect("button-press-event", mouse_button_press, win)
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win.connect("button-release-event", mouse_button_release, win)
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win.connect("key-press-event", key_press, win)
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win.connect("key-release-event", key_release, win)
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# Guess what. The entire time on Blender-Organizer 4 ( 2018 -2020 ) and
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# few days of trying connecting the scroll event directly to window or to
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# the drawing area. And just now I finally made it work. BY DOING THIS
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# Why scroll event is only on ScrolledWindow ? OMG !!!
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scroll = Gtk.ScrolledWindow()
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scroll.connect("scroll-event", scrolling, win)
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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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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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# Try to put a name of the project at the title
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win.set_title("VCStudio : "+win.analytics["name"])
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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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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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# Setting the drawable
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pmdraw = Gtk.DrawingArea()
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pmdraw.set_size_request(1280, 720)
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scroll.set_size_request(1280, 720) # This step is because GTK developers are
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win.add(scroll) # well. A good, nice, people who knows
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scroll.add_with_viewport(pmdraw) # what they are doing. Really.
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pmdraw.connect("draw", pmdrawing, win)
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#run
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win.show_all()
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Gtk.main()
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def pmdrawing(pmdrawing, main_layer, win):
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# This function draws the actuall image. I'm doing full frames redraws. It's
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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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# 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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# 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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# 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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# 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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# Window. Basically all separate windows will have to have this setup separatelly.
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# Mouse
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def mouse_button_press(widget, event, win):
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# This function marks activation of the button. Not it's deactivation.
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# I'm going to attempt something quite disturbing. Basically I want to save
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# the state of the mouse as the press begun untill it's released. And I'm
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# going to do in a slightly weird way. Because I'm bored I guess. The prob-
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# lem is that it will require to check whether the data even exists in the
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# first place. If x. Before parsing it. Because it might be False.
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for i, button in enumerate(["LMB", "MMB", "RMB"]):
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if i+1 == int(event.get_button()[1]):
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win.current[button] = [event.x, event.y]
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# If you folowed the code. By checking for example if win.current["LMB"]
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# You can know if it's even pressed to begin with. Because if it's not
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# It's False.
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def mouse_button_release(widget, event, win):
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# This function reverses the effects of the mouse_button_press() function.
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for i, button in enumerate(["LMB", "MMB", "RMB"]):
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if i+1 == int(event.get_button()[1]):
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win.current[button] = False
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# I guess it's time to make something similar for the keyboard keys as well.
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# I'm going to reuse the old system from the Blender-Organizer. Just a list of
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# pressed keys. Maybe as well a strting thingy. Because I want to type in this
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# app.
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def key_press(widget, event, win):
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if event.keyval not in win.current["keys"]:
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win.current["keys"].append(event.keyval)
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win.current["key_letter"] = event.string
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def key_release(widget, event, win):
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try:
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win.current["keys"].remove(event.keyval)
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except:
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win.current["keys"] = []
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# I also want to clean the key letter. Because other wise in the
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# script writer I had weird key presses all the time.
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win.current["key_letter"] = ""
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def scrolling(widget, event, win):
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e, x, y = event.get_scroll_deltas()
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win.current["scroll"] = [x,y]
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