def closeview(self, sender): # Close textview or webview subviews sender.superview.superview.remove_subview(sender.superview) # Reload sceneview subview self.scene_view = scene.SceneView(frame=self.bounds) self.scene_view.scene = MyScene() self.add_subview(self.scene_view)
def __init__(self): ui.View.__init__(self) self.scene_view = scene.SceneView() self.scene_view.scene = MainMenuScene() self.present(hide_title_bar=True) self.scene_view.frame = self.bounds self.add_subview(self.scene_view)
def __init__(self,scn,*args,**kwargs): ui.View.__init__(self,*args,**kwargs) self.sv=scene.SceneView() self.sv.scene=scn self.scene=scn self.scene.error=False self.add_subview(self.sv)
def create_sceneview(self): scene_view = scene.SceneView() scene_view.width = 0 scene_view.height = 0 scene_view.frame_interval = self.frame_interval scene_view.scene = TimerView.TimerScene() return scene_view
def __init__(self, in_scene): # Set up title bar with web view button b = ui.ButtonItem('View on the Web', action=self.web_weather) self.right_button_items = [b] self.present('full_screen') self.scene_view = scene.SceneView(frame=self.bounds) self.scene_view.scene = in_scene self.add_subview(self.scene_view)
def __init__(self, game=None, in_scene=None): self.game = game or ChessGame() in_scene = in_scene or ChessLoadingScreen self.present('full_screen', orientations=['landscape'], hide_title_bar=True) self.scene_view = scene.SceneView(frame=self.frame) self.scene_view.scene = in_scene() self.add_subview(self.scene_view) self.add_subview(self.close_button()) self.switch_scene() # switch from loading to main
def __init__(self, in_scene): # Set up title bar with web view button b1 = ui.ButtonItem('Web View', action = self.web_weather, tint_color = 'black') self.right_button_items = [b1] # If any severe weather then set up a button to view the alerts if len(wa.get_alerts(json_w, json_f)) != 0: b2 = ui.ButtonItem('Severe Weather Alert', action = self.alerts, tint_color = 'red') self.left_button_items = [b2] self.present('full_screen') self.scene_view = scene.SceneView(frame = self.bounds) self.scene_view.scene = in_scene self.add_subview(self.scene_view)
def __init__(self): self.present('full_screen', hide_title_bar=True) x, y = self.center rects = { 'red': (0, 0, x, y), 'green': (x, 0, x, y), 'blue': (0, y, x, y), 'white': (x, y, x, y) } for color in rects: scene_view = scene.SceneView(frame=rects[color]) scene_view.scene = MyScene(colors[color]) self.add_subview(scene_view) self.add_subview(self.close_button())
def __init__(self, in_scene): # Set up title bar with web view button b1 = ui.ButtonItem('Web View', action=self.web_weather, tint_color='black') b2 = ui.ButtonItem('Menu', action=self.reload_main, tint_color='green') self.right_button_items = [b2, b1] self.main_menu() try: # If any severe weather then set up a button to view the alerts if len(wa.get_alerts(json_w, json_f)) != 0: b3 = ui.ButtonItem('Severe Weather Alert', action=self.alerts, tint_color='red') self.left_button_items = [b3] else: self.left_button_items = [] except NameError: pass self.present('full_screen') self.scene_view = scene.SceneView(frame=self.bounds) self.scene_view.scene = in_scene self.add_subview(self.scene_view)
def __init__(self): self.view = ui.load_view('PhotoTextV2') self.set_button_actions() self.view.present('full_screen') img = photos.pick_image() if img: console.hud_alert('Please wait...') scale = scene.get_screen_scale() #print str(scale) picsize = scene.Size(*img.size) width = picsize[0] / scale height = picsize[1] / scale self.sv2 = self.view['scrollview2'] self.sv2.content_size = (width, height) self.sv2v1 = self.sv2.subviews[0] #sv2v1 = view1 in scrollview2 self.sv2v1.bounds = (0, 0, width, height) self.sceneView = scene.SceneView(frame=self.sv2v1.bounds) self.sceneView.scene = MyPicture(self.view['scrollview1'].subviews[0].text, img, picsize) img = None self.sv2.add_subview(self.sceneView) else: self.view.close()
# https://forum.omz-software.com/topic/3306/disable-on-screen-printing-in-scene- import scene, ui from objc_util import UIApplication def close_view(): v.close() class MyScene(scene.Scene): def setup(self): self.test_label = scene.LabelNode('Test hide title bar', position=self.size/2.0, parent=self) self.close_label = scene.LabelNode('Close view', position=(self.size[0]/2, self.size[1]/2-100), parent=self) def touch_began(self, touch): if touch.location in self.close_label.frame: close_view() w, h = ui.get_window_size() frame = (0, 0, w, h) v = ui.View(frame=frame) scene_view = scene.SceneView(frame=frame) scene_view.flex= 'WH' scene_view.scene = MyScene() v.add_subview(scene_view) v.present('fullscreen', hide_title_bar=True) UIApplication.sharedApplication().statusBar().hidden = True
# https://forum.omz-software.com/topic/3306/disable-on-screen-printing-in-scene-sceneview/9 import scene, ui class MyScene(scene.Scene): def setup(self): self.label = scene.LabelNode('Test hide title bar', position=self.size / 2, parent=self) #scene.run(MyScene()) ''' # This does not hide the close button scene_view = scene.SceneView() scene_view.scene = MyScene() scene_view.present('fullscreen', hide_title_bar=True) ''' # This works v = ui.View() scene_view = scene.SceneView() scene_view.flex = 'WH' scene_view.scene = MyScene() v.add_subview(scene_view) v.present('fullscreen', hide_title_bar=True)
def __init__(self): # ui setup ui.View.__init__(self) self.connected = False self.proto = None self.background_color = "#000000" self.cmb = ui.Button() self.conb = ui.Button() self.sceneholder = scene.SceneView() self.AI = ui.ActivityIndicator() self.controller = ControllScene(self) self.sceneholder.background_color = self.background_color self.cmb.image = ui.Image('iob:game_controller_b_256') self.conb.image = ui.Image('iob:wifi_256') self.add_subview(self.cmb) self.add_subview(self.conb) self.add_subview(self.sceneholder) self.add_subview(self.AI) self.cmb.border_width = self.conb.border_width = 2 self.cmb.border_color = self.conb.border_color = '#ff0000' self.cmb.tint_color = self.conb.tint_color = "#ff0000" self.cmb.corner_radius = self.conb.corner_radius = 15 self.cmb.flex = self.conb.flex = "TBHLRW" self.sceneholder.flex = "TBHLRW" y = self.height / 2.0 midx = self.width / 2.0 width = (5.0 / 16.0) * self.width offset = (1.0 / 6.0) / 2.0 * self.width height = (1.0 / 2.0) * self.height y = (self.height - height) / 2.0 cmbx = midx - offset - width conbx = midx + offset self.cmb.frame = (cmbx, y, width, height) self.conb.frame = (conbx, y, width, height) self.sceneholder.frame = (0, self.height - y, self.width, y) self.sceneholder.frame_interval = 4 self.sceneholder.anti_alias = True self.sceneholder.shows_fps = False self.sceneholder.scene = self.controller self.AI.style = ui.ACTIVITY_INDICATOR_STYLE_WHITE_LARGE self.AI.hides_when_stopped = True self.AI.frame = (midx - offset, self.height / 2.0 - offset, offset * 2, offset * 2) self.AI.flex = "TBHLRW" self.controller.show_nconn = True self.controller.update_label() # conn setup self.manager = com.ConnectionManager(debug=DEBUG) # other setup self.proxy = CCProxy() self.proxy.default_receiver = self self.cmb.action = self.show_cmb_setup self.conb.action = self.show_connection_setup self.bthr = threading.Thread(name="Background jobs", target=self.background_thread) self.bthr.daemon = True self.bthr.start() if not os.path.exists(KEYMAPPATH): os.mkdir(KEYMAPPATH) try: self.keymap = Keymap.load("default") except IOError: self.keymap = Keymap("default", {}) self.keymap.save()
sound_title = editor['sound_title'] bubble = editor['bubble'] bubble.image = ui.Image('emj:Hearts') player = editor['chr_1'] player.image = ui.Image('plf:AlienGreen_stand') player2 = editor['chr_2'] player2.image = ui.Image('plf:AlienPink_front') platform = editor['platform'] platform.image = ui.Image('Art/IMG_0066.PNG') npc = editor['npc'] npc.image = ui.Image('plf:AlienBeige_front') settings_view = editor['settings_view'] music_switch = settings_view['music_switch'] music_switch.action = toggle_music pause_switch = settings_view['pause_switch'] pause_switch.action = game.pause_game console = settings_view['console'] print(player.image.size) get_objects() # A Scene View is a ui.View that can display a scene # A good way to use the scene and ui modules together. sv = scene.SceneView() sv.scene = game sv.shows_fps = True sv.add_subview(editor) sv.present() game.sound_player.play()
# if fire button pressed, create a new missile if touch.location in self.fire_button.frame: self.create_new_missile() def create_new_missile(self): # when the user hits the fire button missle = scene.SpriteNode('spc:Fire1', position=self.spaceship.position, parent=self) missle.run_action(Action.move_to(self.spaceship.position.x, self.size.y + 100, 1.0)) self.missiles.append(missle) # ..use when deploying app for Xcode and the App Store if __name__ == '__main__': main_view = ui.View() scene_view = scene.SceneView(frame=main_view.bounds, flex='WH') scene_view.scene = FirstScene() main_view.add_subview(scene_view) main_view.present(hide_title_bar=True, animated=False) # scene_view = scene.SceneView() # scene_view.scene = FirstScene() # scene_view.present(hide_title_bar = True, animated = False) # scene.run(FirstScene())
def __init__(self, the_scene): scene_view = scene.SceneView() scene_view.scene = the_scene self.present(hide_title_bar=True) scene_view.frame = self.bounds self.add_subview(scene_view)
def main(self): # actually you need only to preserve those properties that are needed after the main_view.present call, # in this case the self.morpher. All the other self. prefixes are not needed for the same functionality self.q=queue.PriorityQueue() self.q1=queue.PriorityQueue() self.Eprom=Eprom1() self.sv=scene.SceneView() self.sv.scene=MyScene() self.sv.anti_alias = False self.sv.frame_interval = 1 self.sv.multi_touch_enabled = True self.sv.shows_fps = True self.sv.bg_color=(1,1,1,1) v1width=650 self.view1=ui.View(frame=(256+768-v1width,0,v1width,v1width)) self.messagetext='' self.rbtn1=ui.SegmentedControl(frame=(5.0,340.0,204.0,34.0), segments=('auto','xyz','123','maze'), action= self.rbutton_tapped) self.switch1=ui.Switch(frame=(6.0,34.0,51.0,31.0),action=self.setPin) self.switch1.targetPin=2 self.switch2=ui.Switch(frame=(197,167,51.0,31.0),action=self.setPin) self.switch2.targetPin=21 self.sv.add_subview(self.view1) self.sv.add_subview(self.rbtn1) self.sv.add_subview(self.switch1) self.sv.add_subview(self.switch2) self.keypad1=keypadNode(scale=1.15,radius=150,position=(15,35),anchor_point=(0,0), keytitles=['inc','y','X','Z','dec','z','r/g','x','Y','../_'], on_output_change=self.keypad_output_changed) self.keypad2=keypadNode(scale=1.15,radius=150,position=(15,35),anchor_point=(0,0), keytitles=['1','2','3','4','5','6','7','8','9','0'], orientation=((0,-1),(1,0),), on_output_change=self.keypad_output_changed) self.keypad3=keypadNode(scale=1.15,radius=150,position=(15,35),anchor_point=(0,0), keytitles=['Put\n{NE}','N','E','[NW]\nU','Take\n{SW}','D\n{SE}','[Ctrl]','W','S','{Alt}'], on_output_change=self.keypad_output_changed) scene.LabelNode(position=(-30,-120), anchor_point=(0,0), text='Reset: [Ctrl Alt D]',font=('Helvetica',15),parent=self.keypad3,color='black') self.mode=0 self.key='' self.scene_view = scn.View((0,0,self.view1.frame[2],self.view1.frame[3]), superView=self.view1) self.scene_view.allowsCameraControl = True self.scene_view.scene = scn.Scene() self.scene_view.delegate = self self.root_node = self.scene_view.scene.rootNode self.camera_node = scn.Node() self.camera_node.camera = scn.Camera() self.camera_node.position = (-10,1.5,2) self.camera_node.camera.focalLength=70 self.root_node.addChildNode(self.camera_node) self.origin_node = scn.Node() self.root_node.addChildNode(self.origin_node) self.floor_node=scn.Node(geometry=scn.Floor()) self.floor_node.position=(0,-1.25,0) # self.root_node.addChildNode(self.floor_node) n=4 scale=0.1/n r=3 # self.off_led = scn.Sphere(radius=r*scale) self.off_led = scn.Capsule(capRadius=r*scale,height=3*r*scale) self.off_led.firstMaterial.contents=UIColor.lightGrayColor().CGColor() # off_led.firstMaterial().emission().setColor_(UIColor.greenColor().CGColor()) self.green_led = scn.Capsule(capRadius=r*scale*1.1,height=3*r*scale*1.05) self.green_led.firstMaterial.contents=(UIColor.grayColor().CGColor()) self.green_led.firstMaterial.emission.contents=(UIColor.greenColor().CGColor()) self.red_led = scn.Capsule(capRadius=r*scale*1.1,height=3*r*scale*1.05) self.red_led.firstMaterial.contents=UIColor.grayColor().CGColor() self.red_led.firstMaterial.emission.contents=(UIColor.redColor().CGColor()) self.led_nodes = [[[scn.Node.nodeWithGeometry(self.off_led) for k in range(n)]for j in range(n)]for i in range(n)] self.off_wire = scn.Capsule(capRadius=r*0.25*scale,height=20*(n+0.5)*scale) self.off_wire.firstMaterial.contents=UIColor.lightGrayColor().CGColor() self.pos_wire = scn.Capsule(capRadius=r*0.25*scale,height=20*(n+0.5)*scale) self.pos_wire.firstMaterial.contents=UIColor.lightGrayColor().CGColor() self.pos_wire.firstMaterial.emission.contents=(0.7,0,0)#UIColor.magentaColor().CGColor()) self.neg_wire = scn.Capsule(capRadius=r*0.25*scale,height=20*(n+0.5)*scale) self.neg_wire.firstMaterial.contents=UIColor.lightGrayColor().CGColor() self.neg_wire.firstMaterial.emission.contents=(0,0,0.75)#(UIColor.blueColor().CGColor()) self.wire_nodes=[[[scn.Node.nodeWithGeometry((self.off_wire,self.neg_wire,self.pos_wire)[0]) for j in range(n)]for i in range(n)]for k in range(3)] wireoffset=r*scale for i in range(n): for j in range(n): x=(i-(n-1)/2)*20*scale y=(j-(n-1)/2)*20*scale self.root_node.addChildNode(self.wire_nodes[0][i][j]) self.wire_nodes[0][i][j].setPosition((x+wireoffset,0,y)) self.root_node.addChildNode(self.wire_nodes[1][i][j]) self.wire_nodes[1][i][j].setPosition((x,y-wireoffset,0)) self.wire_nodes[1][i][j].eulerAngles=(math.pi/2,0,0) self.root_node.addChildNode(self.wire_nodes[2][i][j]) self.wire_nodes[2][i][j].setPosition((0,x,y-wireoffset)) self.wire_nodes[2][i][j].eulerAngles=(0,0,math.pi/2) for k in range(n): z=(k-(n-1)/2)*20*scale self.root_node.addChildNode(self.led_nodes[i][j][k]) self.led_nodes[i][j][k].setPosition((x,y,z)) self.led_nodes[i][j][k].eulerAngles=(0.61547970867039,0,math.pi/4) self.index=0 self.oldindex=0 constraint = scn.LookAtConstraint(self.root_node)#(self.sphere_nodes[2][2][2]) constraint.gimbalLockEnabled = True self.camera_node.constraints = constraint self.light_node = scn.Node() self.light_node.position = (100, 0, -10) self.light = scn.Light() self.light.type = scn.LightTypeDirectional self.light.castsShadow = False self.light.color = 'white' self.light_node.light = self.light self.root_node.addChildNode(self.light_node) self.action = scn.Action.repeatActionForever(scn.Action.rotateBy(0, math.pi*2, 0, 10)) self.origin_node.runAction(self.action) self.sv.present(orientations= ['landscape'])
def reload_scene(self, sender): # Reload sceneview subview self.scene_view = scene.SceneView(frame=self.bounds) self.scene_view.scene = MyScene() self.add_subview(self.scene_view)
def __init__(self, in_scene): self.present('full_screen', hide_title_bar=True) scene_view = scene.SceneView(frame=self.frame) scene_view.scene = in_scene() self.add_subview(scene_view) self.add_subview(self.close_button())