Beispiel #1
0
 def __init__(self, mode):
     super().__init__()
     self._mode = mode
     self.clicked.connect(self.on_clicked)
     state.on_changed('body_mode', self._update)
     self._setup_ui()
     self._update()
Beispiel #2
0
 def __init__(self, camera_number, camera_id):
     super().__init__(stack=True)
     self._camera_number = camera_number
     self._camera_id = camera_id
     self._number_text = self._make_number_text()
     state.on_changed('Serial', self._update)
     self._setup_ui()
Beispiel #3
0
 def __init__(self, text, checkable=False):
     super().__init__(text, checkable)
     self.setFocusPolicy(Qt.NoFocus)
     self._text = text
     self.clicked.connect(self._on_click)
     if checkable:
         state.on_changed(text, self._update_check)
Beispiel #4
0
    def __init__(self, playback_control):
        super().__init__(spacing=12)
        self._playback_control = playback_control
        self.buttons = None
        self._setup_ui()

        state.on_changed('key', self._on_key_pressed)
Beispiel #5
0
    def __init__(self, parent):
        super().__init__(parent)
        self.setWindowTitle('Open Project')
        state.set('project_list_select', None)
        state.on_changed('project_list_dialog', self._update)
        state.on_changed('project_new_dialog', self._new_project)

        self._setup_ui()
Beispiel #6
0
    def __init__(self):
        super().__init__(self._connect_text, 'submit', size=(180, 60))
        self._is_server_on = False
        self.clicked.connect(self._submit)

        state.on_changed('deadline_status', self._update)
        state.on_changed('current_shot', self._update_shot)

        self._check_server()
Beispiel #7
0
    def __init__(self):
        super().__init__()
        self._vertex_count = 0
        self._shader_parms = OpenGLCore._default_shader_parms.copy()
        self._turntable_speed = 0
        self._real_frame = -1
        self._fps = 0

        self._setup_ui()
        state.on_changed('current_slider_value', self._update_real_frame)
Beispiel #8
0
 def __init__(self, callback):
     super().__init__()
     self._playing = False
     self._current_loaded = 0
     self._threashold = None
     self._sleep_time = 1 / setting.frame_rate * setting.speed_offset
     self._cond = Condition()
     self._prepare()
     self.tick.connect(callback)
     state.on_changed('playing', self._toggle)
     self.start()
Beispiel #9
0
 def _prepare(self):
     project = state.get('current_project')
     shot = state.get('current_shot')
     job = state.get('current_job')
     folder_name = f'{project.name}_{shot.name}_{job.name}'
     folder_name = re.sub(r'[^\w\d-]', '_', folder_name)
     path = Path(self._export_path)
     path = path.joinpath(folder_name)
     path.mkdir(exist_ok=True, parents=True)
     state.set('screenshot_export_path', str(path))
     state.on_changed('tick_update_geo', self._play_next)
Beispiel #10
0
    def __init__(self, item, project):
        super().__init__(margin=8)
        self._item = item
        self._project = project
        self._wrapper = None
        self._menu = None
        self._title_label = None

        self._setup_ui()

        self.bind_entity(project, self._update)
        state.on_changed('project_list_select', self._update)
Beispiel #11
0
 def __init__(self):
     super().__init__()
     self._setup_ui()
     state.on_changed('body_mode', self._update)
     state.on_changed('trigger', self._update)
     state.on_changed('live_view_size', self._update)
     state.on_changed('closeup_camera', self._update)
Beispiel #12
0
    def __init__(self, name, vmin, vmax, _type, tick):
        super().__init__()
        self._name = name
        self._vmin = vmin
        self._vmax = vmax
        self._type = _type
        self._tick = tick
        self._length = self._get_interval_length()
        self._label = None
        self._slider = None

        state.set('parm_outside', True)
        self._setup_ui()
        state.on_changed(self._name, self._update)
        state.set('parm_outside', False)
Beispiel #13
0
 def __init__(self):
     super().__init__('  RECORD', 'record', (180, 60))
     self._is_recording = False
     self.setEnabled(False)
     state.on_changed('recording', self._update)
     state.on_changed('status', self._update)
     state.on_changed('has_arduino', self._update)
     self.clicked.connect(self._record)
Beispiel #14
0
 def __init__(self, source):
     super().__init__(source=source)
     if source == 'play':
         state.on_changed('playing', self._update_source)
     elif source.startswith('clip'):
         self.setVisible(False)
         state.on_changed('Crop', self._update_clip_visible)
         state.on_changed('Loop', self._update_clip_visible)
Beispiel #15
0
 def _prepare(self):
     body_mode = state.get('body_mode')
     if body_mode is BodyMode.PLAYBACK:
         for camera_id in setting.get_working_camera_ids():
             state.on_changed(f'pixmap_{camera_id}', self.increase)
         if state.get('closeup_camera'):
             state.on_changed('pixmap_closeup', self.increase)
     elif body_mode is BodyMode.MODEL:
         state.on_changed('opengl_data', self.increase)
Beispiel #16
0
    def __init__(self):
        super().__init__(stack=True)
        self._camera_views = []
        self._inspector = None
        self._is_recording = False
        self._setup_ui()

        state.on_changed('recording', self._toggle_recording)
        state.on_changed('closeup_camera', self._update)
        state.on_changed('key', self._on_key_pressed)
Beispiel #17
0
    def __init__(self):
        super().__init__(horizon=False, alignment=Qt.AlignCenter)
        self._serial = None
        self._core = None

        state.on_changed('pixmap_closeup', self._update_pixmap)
        state.on_changed('Calibrate', self._toggle_overlay)
        state.on_changed('current_shot', self._update_shot)

        self._setup_ui()
Beispiel #18
0
 def _prepare(self):
     body_mode = state.get('body_mode')
     if body_mode is BodyMode.PLAYBACK:
         self._threashold = len(setting.get_working_camera_ids())
         for camera_id in setting.get_working_camera_ids():
             state.on_changed(f'pixmap_{camera_id}', self._loaded)
         if state.get('closeup_camera'):
             state.on_changed('pixmap_closeup', self._loaded)
             self._threashold += 1
     elif body_mode is BodyMode.MODEL:
         state.on_changed('tick_update_geo', self._notify)
Beispiel #19
0
    def __init__(self, camera_number, camera_id, resize_leader=False):
        super().__init__(horizon=False, alignment=Qt.AlignCenter)
        self._camera_number = camera_number
        self._camera_id = camera_id
        self._image = None
        self._info = None
        self._inspect = False
        self._resize_leader = resize_leader
        self._setup_ui()

        state.on_changed('closeup_camera', self._update_inspect)
        state.on_changed(f'pixmap_{self._camera_id}', self._update_pixmap)
        state.on_changed('body_mode', lambda: self._image.set_map(None))
Beispiel #20
0
    def __init__(self, shot):
        super().__init__(horizon=False, margin=(8, 12, 8, 12), spacing=16)
        self._shot = shot
        self._job_list = None
        self._menu = None
        self._name_label = None
        self._state_label = None
        self._is_current = False
        self._field_info_labels = []

        self.bind_entity(shot, self._apply_data)
        state.on_changed('current_shot', self._update)
        state.on_changed('current_shot', self._update_shot_list)
        state.on_changed('body_mode', self._update_shot_list)
        self._setup_ui()
Beispiel #21
0
 def __init__(self):
     super().__init__()
     state.on_changed('current_project', self._update)
     self._setup_ui()
Beispiel #22
0
 def __init__(self):
     super().__init__(margin=(32, 16, 32, 16))
     self._widgets = []
     self._setup_ui()
     state.on_changed('body_mode', self._update)
Beispiel #23
0
    def __init__(self):
        super().__init__(Qt.Horizontal)
        self._tasks = {}
        self._crop_path = None
        self._crop_brush = None
        self._bar_map = None
        self._setup_ui()
        state.on_changed('crop_range', self._update)
        state.on_changed('loop_range', self._update)
        state.on_changed('Crop', self._update)
        state.on_changed('Loop', self._update)
        state.on_changed('key', self._on_key_pressed)
        state.on_changed('caching', self._update_progress)

        state.on_changed('closeup_camera', self._update_progress)
Beispiel #24
0
    def __init__(self):
        super().__init__()
        self._player = None
        self._entity = None
        self._playback_bar = None
        self._setup_ui()
        state.on_changed('current_slider_value', self._on_slider_value_changed)
        state.on_changed('closeup_camera', self._on_slider_value_changed)

        state.on_changed('body_mode', self._on_entity_changed)
        state.on_changed('current_shot', self._on_entity_changed)
        state.on_changed('current_job', self._on_entity_changed)

        state.on_changed('key', self._on_key_pressed)
Beispiel #25
0
 def __init__(self):
     super().__init__(horizon=False, spacing=16, alignment=Qt.AlignTop)
     self._shot_widgets = {}
     state.on_changed('shots', self._update)
     self._setup_ui()
Beispiel #26
0
 def _prepare(self):
     state.on_changed('tick_export', self.increase)
Beispiel #27
0
 def _prepare(self):
     state.on_changed('tick_submit', self._on_submit)
Beispiel #28
0
 def __init__(self, name):
     super().__init__(name)
     self._icon = None
     self._hover_icon = None
     state.on_changed('current_project', self._update)
     self._setup_ui()
Beispiel #29
0
 def __init__(self):
     super().__init__(alignment=Qt.AlignCenter)
     self._switches = []
     self._setup_ui()
     self._state = None
     state.on_changed('current_shot', self._update)
Beispiel #30
0
    def __init__(self):
        super().__init__()

        self._interface = ModelInterface()
        self._core = OpenGLCore(self, self._interface)
        self._interface.setParent(self)
        self._cache = {}

        self._turntable_speed = 0.0
        self._fps_counter = FPScounter(self._interface.update_fps)

        state.on_changed('opengl_data', self._update_geo)
        state.on_changed('Rig', self._update_rig)
        state.on_changed('Wireframe', self._update_shader)
        state.on_changed('key', self._on_key_pressed)

        state.on_changed('current_job', self._get_rig_geo)
        state.on_changed('body_mode', self._get_rig_geo)