def show_slideshow_img(screen, new_img, file, num_imgs, speed): start = start_timer() wait_cursor() new_img = next_img(file, new_img, screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() if speed > 0: for i in range(speed): # trick delay into letting you escape anytime event = pygame.event.poll() pygame.time.wait(1) if event.type == KEYDOWN and event.key not in (K_LALT, K_RALT, K_LCTRL, K_RCTRL,\ K_p, K_PAUSE, K_TAB, K_SPACE, K_BACKSPACE): stopped_msg(screen) my_update_screen(new_img, screen, rect, file, len(gl.files)) return (new_img, file, rect, 1) if hit_key(event, K_p) or hit_key(event, K_PAUSE): pause(screen) my_update_screen(new_img, screen, rect, file, len(gl.files)) if hit_key(event, K_SPACE): # skip forward an image immediately file = file + 1 return (new_img, file, rect, 0) if hit_key(event, K_BACKSPACE): # skip backward an image immediately file = file - 1 return (new_img, file, rect, 0) pygame.time.delay(1000) # check every second file = file + 1 return (new_img, file, rect, 0)
def command_refresh(refresh_img, screen, files, file, num_imgs): "reset image to its original state" wait_cursor() start = start_timer() new_img = refresh_img rect = get_center(screen, new_img) cur_filename = "" if len(gl.files) > 1: cur_filename = gl.files[file] else: normal_cursor() return (new_img, new_img, get_center(screen, new_img), file) if gl.SHRUNK and len(gl.files) > 1: # reload shrunk images to their true size gl.SKIP_FIT = 1 refresh_img = load_img(gl.files[file], screen) rect = get_center(screen, refresh_img) ns = check_timer(start) adjust_files(gl.SUBDIRS) num_imgs = len(gl.files) if cur_filename in gl.files: file = gl.files.index(cur_filename) # go back if new images were loaded my_update_screen(refresh_img, screen, rect, file, num_imgs, ns) normal_cursor() return (refresh_img, new_img, rect, file) adjust_files(gl.SUBDIRS) num_imgs = len(gl.files) if cur_filename in gl.files and len(gl.files) > 1: file = gl.files.index(cur_filename) # go back if new images were loaded ns = check_timer(start) my_update_screen(refresh_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, get_center(screen, new_img), file)
def command_vert(new_img, screen, file, num_imgs, rect): "flip vertically" wait_cursor() start = start_timer() new_img = flip(new_img, 90, 90) my_update_screen(new_img, screen, rect, file, num_imgs, check_timer(start)) normal_cursor() return (new_img, new_img, rect)
def command_horiz(new_img, screen, file, num_imgs, rect): "flip horizontally (mirror)" wait_cursor() start = start_timer() new_img = flip(new_img, 90, 0) my_update_screen(new_img, screen, rect, file, num_imgs, check_timer(start)) normal_cursor() return (new_img, new_img, rect)
def command_rotate_left(new_img, screen, file, num_imgs, rect): "rotate counter clockwise" wait_cursor() start = start_timer() new_img = rotate(new_img, 90) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs, check_timer(start)) normal_cursor() return (new_img, new_img, rect)
def command_shuffle(new_img, img, screen, rect, file, num_imgs): "randomize the images" wait_cursor() start = start_timer() shuffle(gl.files) new_img = load_img(gl.files[file], screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, new_img, rect)
def command_first_img(new_img, screen, file, num_imgs, rect): "jump to the first image" wait_cursor() start = start_timer() file = 0 new_img = load_img(gl.files[file], screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, new_img, file, rect)
def command_prev_img(new_img, screen, file, num_imgs, rect): "jump to previous image" wait_cursor() start = start_timer() if file > 0: file = file - 1 new_img = previous_img(file, new_img, screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, new_img, file, rect)
def command_unshuffle(new_img, img, screen, rect, file, num_imgs): "un-randomize the images" was_on = gl.files[file] wait_cursor() start = start_timer() gl.files.sort(lambda x, y: cmp(x.lower(), y.lower())) file = gl.files.index(was_on) new_img = load_img(gl.files[file], screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, new_img, rect, file)
def command_zoom_out(new_img, new_img_width, new_img_height, img, screen, file, num_imgs, rect, zoom_type): wait_cursor() start = start_timer() if new_img.get_width() >= gl.MIN_WIDTH and new_img.get_height() >= gl.MIN_HEIGHT: gl.ZOOM_EXP -= 1 if zoom_type == "normal": gl.ZOOM_DOUBLE = 0 new_img = scale(img, (new_img.get_width() / 1.1, new_img.get_height() / 1.1)) else: gl.ZOOM_DOUBLE = 1 new_img = scale(img, (new_img.get_width() / 2, new_img.get_height() / 2)) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs, check_timer(start)) normal_cursor() return (new_img, img, rect)
def command_zoom_in(new_img, new_img_width, new_img_height, img, screen, files, file, num_imgs, rect, zoom_type): wait_cursor() start = start_timer() gl.ZOOM_EXP += 1 if zoom_type == "normal": gl.ZOOM_DOULBE = 0 new_img = scale(img, (new_img.get_width() * 1.1, new_img.get_height() * 1.1)) if zoom_type == "double": gl.ZOOM_DOUBLE = 1 new_img = scale(img, (new_img.get_width() * 2, new_img.get_height() * 2)) if zoom_type == "scale2x": gl.ZOOM_DOUBLE = 1 new_img = scale2x(img) # don't alias simple solid color images (ie., black & white GIFs) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs, check_timer(start)) normal_cursor() return (new_img, img, rect)
def command_next_img(new_img, screen, file, num_imgs, rect): "jump to next image" wait_cursor() start = start_timer() if not gl.WRAP: if file < (num_imgs - 1): file = file + 1 new_img = next_img(file, new_img, screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) else: file = file + 1 if file > (num_imgs - 1): file = 0 if num_imgs > 1: new_img = next_img(file, new_img, screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, new_img, file, rect)
def command_remove_img(new_img, screen, file, rect): "Don't display the image anymore during the session" wait_cursor() start = start_timer() num_imgs = len(gl.files) # only remove file if its not the only one: if not num_imgs < 2: gl.files.remove(gl.files[file]) # go to the next image if there is one if file < (num_imgs - 1): new_img = next_img(file, new_img, screen) # if not go to the previous image else: if file > 0: file = file - 1 new_img = previous_img(file, new_img, screen) num_imgs = len(gl.files) # re-adjust rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() return (new_img, new_img, new_img, file, num_imgs, rect)
def command_img_names(screen, new_img, img, file, num_imgs, rect): (screen, before_winsize, not_accepted) = adjust_screen(screen) paint_screen(screen, gl.BLACK) normal_cursor() gl.SORT_HIT = 0 (list_names, filename, x, my_string) = command_file_master(screen, gl.files,\ "(%d Images)" % len(gl.files), 15, 0, 1, 0) wait_cursor() start = start_timer() screen = restore_screen(screen, before_winsize, not_accepted, new_img, file, num_imgs, rect) if not filename == None: if num_imgs > 1: file = gl.files.index(filename) new_img = load_img(gl.files[file], screen) rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() rect = get_center(screen, new_img) num_imgs = len(gl.files) my_update_screen(new_img, screen, rect, file, num_imgs) return (new_img, new_img, new_img, file, rect)
def command_show_dirs(new_img, img, screen, rect, file, num_imgs): (screen, before_winsize, not_accepted) = adjust_screen(screen) set_caption("Directory Browser - imgv") paint_screen(screen, gl.BLACK) (num_imgs, file) = show_dirs(screen, num_imgs, file) wait_cursor() if gl.ESCAPED != 1: start = start_timer() if num_imgs < 1 or len(gl.files) == 0: gl.files = [gl.IMGV_LOGO] num_imgs = 0 new_img = img = load_img(gl.files[file], screen) else: new_img = load_img(gl.files[file], screen) screen = restore_screen(screen, before_winsize, not_accepted, new_img, file, num_imgs, rect) rect = get_center(screen, new_img) if gl.ESCAPED != 1: ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) else: my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() return (new_img, new_img, new_img, num_imgs, file, rect)
def handle_keyboard(event, screen, rect, new_img, img, refresh_img, file, num_imgs, screen_width, screen_height, new_img_width, new_img_height, last_rect, ns): if hit_key(event, K_d): gl.USING_SCROLL_MENU = 1 # save current things in case the user ESCAPES out of show_dirs() gl.LAST_DIR = getcwd() last_files = gl.files (last_new_img, last_img, last_refresh_img, last_num_imgs, last_file, last_rect) = (new_img, img, refresh_img, num_imgs, file, rect) (new_img, img, refresh_img, num_imgs, file, rect) = command_show_dirs(new_img,\ img, screen, rect, file, num_imgs) # user ESCAPED from show_dirs, reset last values if gl.ESCAPED: gl.ADDED_DIR_NUMS = 0 (new_img, img, refresh_img, num_imgs, file, rect) =\ (last_new_img, last_img, last_refresh_img, last_num_imgs, last_file, last_rect) chdir(gl.LAST_DIR) gl.files = last_files gl.USING_SCROLL_MENU = 0 my_update_screen(new_img, screen, rect, file, num_imgs) else: gl.REFRESH_IMG_COUNT = 0 gl.ESCAPED = 0 gl.USING_SCROLL_MENU = 0 if hit_key(event, K_i): (new_img, img, refresh_img, file, rect) = command_img_names(screen, new_img,\ img, file, num_imgs, rect) # if event.type == VIDEORESIZE: # "let user resize window" # rect = resize_it(event, screen, new_img, file, num_imgs) if hit_key(event, K_F1): gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH command_help(screen, new_img, file, rect, num_imgs) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.ESCAPED = 0 if hit_key(event, K_F2): rect = command_640x480(new_img, file, num_imgs, rect) normal_cursor() if hit_key(event, K_F3): rect = command_800x600(new_img, file, num_imgs, rect) normal_cursor() if hit_key(event, K_F4): rect = command_1024x768(new_img, file, num_imgs, rect) normal_cursor() if hit_key(event, K_F5): rect = command_1280x1024(new_img, file, num_imgs, rect) normal_cursor() if hit_key(event, K_F6): screen = command_fullscreen(screen, new_img, file, num_imgs, rect) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() if event.type == KEYDOWN: # alt+enter code mods = pygame.key.get_mods() if ((event.key == K_RETURN and mods & KMOD_ALT)): screen = command_fullscreen(screen, new_img, file, num_imgs, rect) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs) if hit_key(event, K_F7): gl.USING_SCROLL_MENU = 1 gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH rect = command_show_res_modes(screen, new_img, file, num_imgs, rect) gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.USING_SCROLL_MENU = 0 my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() if hit_key(event, K_s): (new_img, img, refresh_img, rect) = command_shuffle(new_img, img, screen, rect, file, num_imgs) if hit_key(event, K_u): (new_img, img, refresh_img, rect, file) = command_unshuffle(new_img, img, screen, rect, file, num_imgs) if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_r and mods & KMOD_CTRL == 0: if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: gl.CALC_ZOOM = 0 (new_img, img, rect) = command_rotate_right(new_img, screen, file, num_imgs, rect) else: print "Can't rotate. Out of memory." if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_r and mods & KMOD_CTRL: if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: gl.CALC_ZOOM = 0 (new_img, img, rect) = command_rotate_left(new_img, screen, file, num_imgs, rect) else: print "Can't rotate. Out of memory." if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_p and mods & KMOD_CTRL == 0: command_add_to_play_list(screen, gl.files[file]) gl.SORT_HIT = 0 my_update_screen(new_img, screen, rect, file, num_imgs) if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_p and mods & KMOD_CTRL: (new_img, new_img, new_img, file, rect, num_imgs) = command_play_list_options(screen, file) gl.SORT_HIT = 0 if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_x and mods & KMOD_CTRL == 0: command_hide(screen, new_img, rect, file, num_imgs) if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_x and mods & KMOD_CTRL: if get_config_val("ON_THE_FLY_EXIF_STATUS_BAR") == 1: gl.ON_FLY_EXIF_STATUS_BAR ^= 1 gl.TOGGLE_STATUS_BAR ^= 1 my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_MINUS or event.key == K_KP_MINUS) and mods & KMOD_CTRL == 0: if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: try: (new_img, img, rect) = command_zoom_out(new_img, new_img_width, new_img_height,\ img, screen, file, num_imgs, rect, "normal") except: print 'Out of memory.' else: print "Can't zoom out. Out of memory. Resetting the image." gl.SKIP_FIT = 1 gl.ZOOM_EXP = 0 start = start_timer() wait_cursor() new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() gl.N_MILLISECONDS = "0" if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_MINUS or event.key == K_KP_MINUS) and mods & KMOD_CTRL: try: (new_img, img, rect) = command_zoom_out(new_img, new_img_width, new_img_height,\ img, screen, file, num_imgs, rect, "double") except: print 'Out of memory.' if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_EQUALS or event.key == K_KP_PLUS) and mods & KMOD_CTRL == 0: # Zoom in only if there seems to be enough memory if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: try: # triple zoom crash protection (new_img, img, rect) = command_zoom_in(new_img, new_img_width, new_img_height, img,\ screen, gl.files, file, num_imgs, rect, "normal") except: print 'Zoom max reached.' else: print 'Zoom max reached.' if event.type == KEYDOWN: # ctrl+'+' code mods = pygame.key.get_mods() if (event.key == K_EQUALS or event.key == K_KP_PLUS) and (mods & KMOD_CTRL and mods & KMOD_ALT == 0): if int(gl.N_MILLISECONDS) < gl.DBL_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: try: (new_img, img, rect) = command_zoom_in(new_img, new_img_width, new_img_height, img,\ screen, gl.files, file, num_imgs, rect, "double") except: print 'Zoom max reached.' else: print 'Zoom max reached.' if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_EQUALS or event.key == K_KP_PLUS) and (mods & KMOD_CTRL and mods & KMOD_ALT): try: (new_img, img, rect) = command_zoom_in(new_img, new_img_width, new_img_height, new_img,\ screen, gl.files, file, num_imgs, rect, "scale2x") except: print 'Zoom max. Out of memory.' if hit_key(event, K_DOWN): pygame.event.set_allowed(MOUSEMOTION) gl.MY_KEYDOWN = 1 gl.HAND_TOOL = 1 if hit_key(event, K_UP): pygame.event.set_allowed(MOUSEMOTION) gl.MY_KEYUP = 1 gl.HAND_TOOL = 1 if hit_key(event, K_RIGHT): pygame.event.set_allowed(MOUSEMOTION) gl.MY_KEYRIGHT = 1 gl.HAND_TOOL = 1 if hit_key(event, K_LEFT): pygame.event.set_allowed(MOUSEMOTION) gl.MY_KEYLEFT = 1 gl.HAND_TOOL = 1 if hit_key(event, K_HOME): pygame.event.set_allowed(MOUSEMOTION) command_full_right(rect, last_rect, new_img, screen, file, num_imgs) if gl.IMG_BORDER: img_border(screen, new_img.get_width(), new_img.get_height(), rect[0], rect[1]) if hit_key(event, K_END): pygame.event.set_allowed(MOUSEMOTION) command_full_left(rect, last_rect, new_img, screen, file, num_imgs, screen.get_width()) if gl.IMG_BORDER: img_border(screen, new_img.get_width(), new_img.get_height(), rect[0], rect[1]) if hit_key(event, K_PAGEDOWN): pygame.event.set_allowed(MOUSEMOTION) command_full_up(rect, last_rect, new_img, screen, file, num_imgs, screen.get_height()) if gl.IMG_BORDER: img_border(screen, new_img.get_width(), new_img.get_height(), rect[0], rect[1]) if hit_key(event, K_PAGEUP): pygame.event.set_allowed(MOUSEMOTION) command_full_down(rect, last_rect, new_img, screen, file, num_imgs) if gl.IMG_BORDER: img_border(screen, new_img.get_width(), new_img.get_height(), rect[0], rect[1]) if hit_key(event, K_m): (new_img, img, rect) = command_horiz(new_img, screen, file, num_imgs, rect) if hit_key(event, K_v): (new_img, img, rect) = command_vert(new_img, screen, file, num_imgs, rect) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_TAB and mods & KMOD_CTRL) or hit_key(event, K_SPACE) or\ hit_key(event, K_n): (new_img, img, refresh_img, file, rect) = command_next_img(new_img, screen, file, len(gl.files), rect) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (hit_key(event, K_BACKSPACE) or hit_key(event, K_b)) and mods & KMOD_CTRL == 0: (new_img, img, refresh_img, file, rect) = command_prev_img(new_img, screen, file, len(gl.files), rect) if event.type == KEYDOWN: mods = pygame.key.get_mods() if event.key == K_b and mods & KMOD_CTRL: gl.IMG_BORDER ^= 1 my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() if hit_key(event, K_o): (screen, before_winsize, not_accepted) = adjust_screen(screen) (new_img, num_imgs) = open_url(screen, img) gl.URL_ERROR = False file = 0 img = refresh_img = new_img screen = restore_screen(screen, before_winsize, not_accepted, new_img, file, num_imgs, rect) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() if hit_key(event, K_ESCAPE): (new_img, img, rect, file) = command_refresh(refresh_img, screen, gl.files, file, num_imgs) my_update_screen(new_img, screen, rect, file, num_imgs) if event.type == KEYDOWN: # Ctrl+0 (Fit to Window) code mods = pygame.key.get_mods() if event.key == K_0 and mods & KMOD_CTRL: gl.RESET_FIT = 0 gl.SCALE_UP = 1 if gl.FIT_IMAGE_VAL: gl.RESET_FIT = 0 else: gl.RESET_FIT = 1 gl.FIT_IMAGE_VAL = 1 start = start_timer() wait_cursor() new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) if gl.RESET_FIT == 1: gl.FIT_IMAGE_VAL = 0 normal_cursor() if event.type == KEYDOWN: # Alt+0 (Actual Size) code mods = pygame.key.get_mods() if ((event.key == K_0 and mods & KMOD_ALT)): gl.SKIP_FIT = 1 gl.ZOOM_EXP = 0 start = start_timer() wait_cursor() new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() if hit_key(event, K_1) or hit_key(event, K_KP1): #gl.SCALE_UP = 1 if gl.FIT_IMAGE_VAL: gl.FIT_IMAGE_VAL = 0 gl.RESET_FIT = 1 else: gl.SKIP_FIT = 0 gl.FIT_IMAGE_VAL = 1 gl.RESET_FIT = 0 start = start_timer() wait_cursor() if new_img.get_width() > screen.get_width() or new_img.get_height() > screen.get_height() or gl.RESET_FIT: new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) if gl.RESET_FIT: gl.FIT_IMAGE_VAL = 0 my_update_screen(new_img, screen, rect, file, num_imgs, check_timer(start)) normal_cursor() if hit_key(event, K_f): (new_img, img, refresh_img, file, rect) = command_first_img(new_img, screen, file, len(gl.files), rect) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_l and mods & KMOD_CTRL == 0): (new_img, img, refresh_img, file, rect) = command_last_img(new_img, screen, file, len(gl.files), rect) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_l and mods & KMOD_CTRL): gl.PERSISTENT_ZOOM_VAL ^= 1 if not gl.PERSISTENT_ZOOM_VAL: gl.ZOOM_EXP = 0 my_update_screen(new_img, screen, rect, file, num_imgs, ns) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_DELETE and mods & KMOD_CTRL == 0) or\ (event.key == K_KP_PERIOD and mods & KMOD_CTRL == 0) or\ (event.key == K_w and mods & KMOD_CTRL): (new_img, img, refresh_img, file, num_imgs, rect) = command_remove_img(new_img, screen, file, rect) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_DELETE and mods & KMOD_CTRL) or\ (event.key == K_KP_PERIOD and mods & KMOD_CTRL): fn = gl.files[file] answer = get_confirmation(screen, "Delete %s? [y/n]" % basename(fn)) if answer == "yes": (new_img, img, refresh_img, file, num_imgs, rect) = command_delete_img(fn, new_img, screen, file, rect) my_update_screen(new_img, screen, rect, file, num_imgs) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_w and mods & KMOD_CTRL == 0) and hit_key(event, K_w): (new_img, img, refresh_img, file, rect) = my_slideshow(new_img, img, screen, file, num_imgs, rect) my_update_screen(new_img, screen, rect, file, num_imgs) if hit_key(event, K_e): (screen, before_winsize, not_accepted) = adjust_screen(screen) gl.USING_SCROLL_MENU = 1 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH (new_img, img, refresh_img, file, num_imgs, rect) = command_edit_menu(screen, file, new_img, num_imgs, rect) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width screen = restore_screen(screen, before_winsize, not_accepted, new_img, file, num_imgs, rect) my_update_screen(new_img, screen, rect, file, num_imgs) gl.ESCAPED = 0 gl.USING_SCROLL_MENU = 0 if hit_key(event, K_z): transparency = 0 if not gl.TOGGLE_TRANSPARENT: gl.TOGGLE_TRANSPARENT = 1 transparency = 1 command_verbose_info(screen, new_img, rect, file, num_imgs) if transparency: gl.TOGGLE_TRANSPARENT = 0 my_update_screen(new_img, screen, rect, file, num_imgs) if hit_key(event, K_4): gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH (file, new_img, img, refresh_img, rect) = command_four(screen, file, new_img, ns) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.ESCAPED = 0 my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_t and mods & KMOD_CTRL): gl.TOGGLE_TRANSPARENT ^= 1 my_update_screen(new_img, screen, rect, file, len(gl.files)) if event.type == KEYDOWN: mods = pygame.key.get_mods() if (event.key == K_t and mods & KMOD_CTRL == 0) and hit_key(event, K_t): gl.THUMBING = 1 gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH (new_img, img, refresh_img, file, rect) = command_thumbs(screen, new_img, file, ns) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.ESCAPED = 0 gl.THUMBING = 0 my_update_screen(new_img, screen, rect, file, num_imgs) if hit_key(event, K_h): pygame.event.set_allowed(MOUSEMOTION) gl.HAND_TOOL = 1 drag_hand_cursor() if gl.REMOTE and not gl.ALREADY_DOWNLOADED: if hit_key(event, K_a): save_remote_img(screen, file) return (screen, rect, new_img, img, refresh_img, file, num_imgs, screen_width, screen_height, new_img_width, new_img_height, last_rect)
def four(screen, file, new_img, ns): paint_screen(screen, gl.IMGV_COLOR) # so transparent status bars don't mess up on VIDEOEXPOSE repaints old_file = file (img_one_rect, img_two_rect, img_three_rect, img_four_rect) = (0, 0, 0, 0) (img_one_name, img_two_name, img_three_name, img_four_name) = (0, 0, 0, 0) (show_img_one, show_img_two, show_img_three, show_img_four) = (0, 0, 0, 0) rect = show_message(screen, "", "bottom", 9, ("bold")) # needed to not paint on esc_rect first time (file, img_one_rect, img_one_name, img_one_file) = square_one(screen, file) (file, img_two_rect, img_two_name, img_two_file) = square_two(screen, file) (file, img_three_rect, img_three_name, img_three_file) = square_three(screen, file) (file, img_four_rect, img_four_name, img_four_file) = square_four(screen, file) (esc_rect, close_font) = close_button(screen) start = ns while 1: flag = 0 event = pygame.event.poll() pygame.time.wait(1) cursor = pygame.mouse.get_pos() if event.type == VIDEORESIZE: pygame.event.set_blocked(VIDEOEXPOSE) screen = pygame.display.set_mode(event.dict['size'], RESIZABLE) file = file - 4 pygame.event.set_allowed(VIDEOEXPOSE) (file, new_img, start) = four(screen, file, new_img, ns) flag = 1 break if hit_key(event, K_ESCAPE): gl.ESCAPED = 1 file = old_file break check_quit(event) if hit_key(event, K_SPACE) or hit_key(event, K_n) or hit_key(event, K_4) or right_click(event): # show next 4 images paint_screen(screen, gl.IMGV_COLOR) flag = 1 if hit_key(event, K_BACKSPACE) or hit_key(event, K_b) or middle_click(event): # show previous 4 images paint_screen(screen, gl.IMGV_COLOR) file = file - 8 flag = 1 if flag == 1: (file, img_one_rect, img_one_name, img_one_file) = square_one(screen, file) if flag == 1: (file, img_two_rect, img_two_name, img_two_file) = square_two(screen, file) if flag == 1: (file, img_three_rect, img_three_name, img_three_file) = square_three(screen,\ file) if flag == 1: (file, img_four_rect, img_four_name, img_four_file) = square_four(screen, file) (show_img_one, show_img_two, show_img_three, show_img_four, rect) = hover_square(\ screen, show_img_one, show_img_two, show_img_three, show_img_four, img_one_rect,\ img_two_rect, img_three_rect, img_four_rect, img_one_name, img_two_name, img_three_name,\ img_four_name, img_one_file, img_two_file, img_three_file, img_four_file, rect, event) hover_fx(screen, img_one_name, img_two_name, img_three_name, img_four_name, img_one_rect, img_two_rect, img_three_rect, img_four_rect, cursor) if show_img_one == None: file = old_file break if hit_key(event, K_w): if len(gl.files) <= 1: # nothin to slideshow file = old_file break # kick 'em out (file, img_one_file, img_two_file, img_three_file, img_four_file) =\ my_fourslideshow(screen, new_img, rect, gl.files[file], file - 4,\ len(gl.files), img_one_file, img_two_file, img_three_file, img_four_file, ns) paint_screen(screen, gl.IMGV_COLOR) (file, new_img, start) = four(screen, file - 4, new_img, ns) flag = 1 break if left_click(event): start = start_timer() if img_one_rect.collidepoint(cursor): wait_cursor() new_img = load_img(gl.files[img_one_file], screen) return (img_one_file, new_img, start) if img_two_rect.collidepoint(cursor): wait_cursor() new_img = load_img(gl.files[img_two_file], screen) return (img_two_file, new_img, start) if img_three_rect.collidepoint(cursor): wait_cursor() new_img = load_img(gl.files[img_three_file], screen) return (img_three_file, new_img, start) if img_four_rect.collidepoint(cursor): wait_cursor() new_img = load_img(gl.files[img_four_file], screen) return (img_four_file, new_img, start) if esc_rect.collidepoint(cursor): file = old_file gl.ESCAPED = 1 break if event.type == VIDEOEXPOSE: # if event.type == VIDEOEXPOSE and not pygame.mouse.get_focused():# # repaint the screen in case other windows painted over it: file = file - 4 (file, new_img, start) = four(screen, file, new_img, ns) flag = 1 break return (file, new_img, start)
def command_main_menu(refresh_img, screen, file, num_imgs, rect, new_img, img, new_img_width, new_img_height, ns): menu_items = [] i = 23 cursor = pygame.mouse.get_pos() screen_width = screen.get_width() screen_height = screen.get_height() if screen_height < 600: font_size = 10 gl.MENU_DIVIDER_AMOUNT = 12 else: gl.MENU_DIVIDER_AMOUNT = 14 font_size = 11 font = pygame.font.Font(gl.FONT_NAME, font_size) font.set_bold(1) if gl.MENU_POS == -1: gl.MENU_POS = cursor[0] main_menu_fg(screen, font, i, menu_items) normal_cursor() last_rect = Rect(rect) new_img_width = new_img.get_width() new_img_height = new_img.get_height() if gl.REMOTE and not gl.ALREADY_DOWNLOADED: download_rect = imgv_button(screen, " Downlo(a)d Image ", None, None, "topright") while 1: event = pygame.event.poll() pygame.time.wait(1) check_quit(event) cursor2 = pygame.mouse.get_pos() if event.type == VIDEORESIZE:# gl.JUST_RESIZED = 1 screen = pygame.display.set_mode(event.dict['size'], RESIZABLE) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, len(gl.files)) return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) if gl.REMOTE and not gl.ALREADY_DOWNLOADED: hover_button(download_rect, cursor2, screen, " Downlo(a)d Image ", None, None, "topright") if event.type == KEYDOWN: if event.key in (K_c, K_h, K_UP, K_DOWN, K_RIGHT, K_LEFT): if event.key != K_c: pygame.event.set_allowed(MOUSEMOTION) gl.HAND_TOOL = 1 drag_hand_cursor() # close the menu gl.MENU_POS = -1 my_update_screen(new_img, screen, rect, file, len(gl.files)) if event.key == K_c: normal_cursor() return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) (screen, rect, new_img, img, refresh_img, file, num_imgs,\ screen_width, screen_height, new_img_width, new_img_height, last_rect) =\ handle_keyboard(event, screen, rect, new_img, img, refresh_img, file, len(gl.files),\ screen_width, screen_height, new_img_width, new_img_height, last_rect, ns) break hover_cursor(cursor2, [x[0] for x in menu_items]) if left_click(event): if gl.REMOTE and not gl.ALREADY_DOWNLOADED: if download_rect.collidepoint(cursor2): wait_cursor() save_remote_img(screen, file) break for it in menu_items: if it[0].collidepoint(cursor2): if it[1] == " Next Image ": (new_img, img, refresh_img, file, rect) = command_next_img(new_img, screen, file, len(gl.files), rect) elif it[1] == " Previous Image ": (new_img, img, refresh_img, file, rect) = command_prev_img(new_img, screen, file, len(gl.files), rect) elif it[1] == " Directory Browser ": gl.USING_SCROLL_MENU = 1 # save current things in case the user ESCAPES out of show_dirs() gl.LAST_DIR = getcwd() last_files = gl.files (last_new_img, last_img, last_refresh_img, last_num_imgs, last_file, last_rect) =\ (new_img, img, refresh_img, num_imgs, file, rect) (new_img, img, refresh_img, num_imgs, file, rect) = command_show_dirs(new_img, img, screen, rect,\ file, num_imgs) # user ESCAPED from show_dirs, reset last values if gl.ESCAPED: (new_img, img, refresh_img, num_imgs, file, rect) =\ (last_new_img, last_img, last_refresh_img, last_num_imgs, last_file, last_rect) chdir(gl.LAST_DIR) gl.files = last_files gl.USING_SCROLL_MENU = 0 my_update_screen(new_img, screen, rect, file, num_imgs) else: gl.REFRESH_IMG_COUNT = 0 gl.ESCAPED = 0 gl.USING_SCROLL_MENU = 0 elif it[1] == " Image Browser ": (new_img, img, refresh_img, file, rect) = command_img_names(screen, new_img, img, file,\ num_imgs, rect) elif it[1] == " Thumbnails ": gl.THUMBING = 1 gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH (new_img, img, refresh_img, file, rect) = command_thumbs(screen, new_img, file, ns) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.ESCAPED = 0 gl.THUMBING = 0 my_update_screen(new_img, screen, rect, file, num_imgs) elif it[1] == " Image Properties ": transparency = 0 if not gl.TOGGLE_TRANSPARENT: gl.TOGGLE_TRANSPARENT = 1 transparency = 1 command_verbose_info(screen, new_img, rect, file, num_imgs) if transparency: gl.TOGGLE_TRANSPARENT = 0 my_update_screen(new_img, screen, rect, file, num_imgs) elif it[1] == " Zoom Out ": if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT< gl.ZOOM_PERCENT_MAX: try: (new_img, img, rect) = command_zoom_out(new_img, new_img_width, new_img_height, img, screen, file, num_imgs, rect, "normal") except: print 'Out of memory.' else: print "Can't zoom out. Out of memory. Resetting the image." gl.SKIP_FIT = 1 gl.ZOOM_EXP = 0 start = start_timer() wait_cursor() new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() gl.N_MILLISECONDS = "0" elif it[1] == " Zoom In ": if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: try: # triple zoom crash protection (new_img, img, rect) = command_zoom_in(new_img, new_img_width, new_img_height, img, screen, gl.files, file, num_imgs, rect, "normal") except: print 'Zoom max reached.' else: print 'Zoom max reached.' elif it[1] == " Fit to Window ": gl.RESET_FIT = 0 gl.SCALE_UP = 1 if gl.FIT_IMAGE_VAL: gl.RESET_FIT = 0 else: gl.RESET_FIT = 1 gl.FIT_IMAGE_VAL = 1 start = start_timer() wait_cursor() new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) if gl.RESET_FIT == 1: gl.FIT_IMAGE_VAL = 0 normal_cursor() elif it[1] == " Lock Zoom ": gl.PERSISTENT_ZOOM_VAL ^= 1 if not gl.PERSISTENT_ZOOM_VAL: gl.ZOOM_EXP = 0 my_update_screen(new_img, screen, rect, file, num_imgs, ns) elif it[1] == " Actual Size ": gl.SKIP_FIT = 1 gl.ZOOM_EXP = 0 start = start_timer() wait_cursor() new_img = load_img(gl.files[file], screen) img = refresh_img = new_img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() elif it[1] == " Close Image ": (new_img, img, refresh_img, file, num_imgs, rect) = command_remove_img(new_img, screen, file, rect) elif it[1] == " Rotate Right ": if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: gl.CALC_ZOOM = 0 (new_img, img, rect) = command_rotate_right(new_img, screen, file, num_imgs, rect) else: print "Can't rotate. Out of memory." elif it[1] == " Rotate Left ": if int(gl.N_MILLISECONDS) < gl.MAX_ZOOM_MAX_MS and gl.CURRENT_ZOOM_PERCENT < gl.ZOOM_PERCENT_MAX: gl.CALC_ZOOM = 0 (new_img, img, rect) = command_rotate_left(new_img, screen, file, num_imgs, rect) else: print "Can't rotate. Out of memory." elif it[1] == " Four at a Time ": gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH (file, new_img, img, refresh_img, rect) = command_four(screen, file, new_img, ns) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.ESCAPED = 0 my_update_screen(new_img, screen, rect, file, num_imgs) normal_cursor() # elif it[1] == " Resize Options ":## # gl.USING_SCROLL_MENU = 1 # gl.CALC_ZOOM = 0 # zoom_percent = gl.CURRENT_ZOOM_PERCENT # real_width = gl.REAL_WIDTH # rect = command_show_res_modes(screen, new_img, file, num_imgs, rect) # gl.CURRENT_ZOOM_PERCENT = zoom_percent # gl.REAL_WIDTH = real_width # gl.USING_SCROLL_MENU = 0 elif it[1] == " Refresh ": (new_img, img, rect, file) = command_refresh(refresh_img, screen, gl.files, file, num_imgs) elif it[1] == " First Image ": (new_img, img, refresh_img, file, rect) = command_first_img(new_img, screen, file, len(gl.files), rect) elif it[1] == " Last Image ": (new_img, img, refresh_img, file, rect) = command_last_img(new_img, screen, file, len(gl.files), rect) elif it[1] == " Shuffle ": (new_img, img, refresh_img, rect) = command_shuffle(new_img, img, screen, rect, file, num_imgs) elif it[1] == " Unshuffle ": (new_img, img, refresh_img, rect, file) = command_unshuffle(new_img, img, screen, rect, file, num_imgs) elif it[1] == " Flip Horizontal ": (new_img, img, rect) = command_horiz(new_img, screen, file, num_imgs, rect) elif it[1] == " Flip Vertical ": (new_img, img, rect) = command_vert(new_img, screen, file, num_imgs, rect) elif it[1] == " Slideshow ": (new_img, img, refresh_img, file, rect) = my_slideshow(new_img, img, screen, file, num_imgs, rect) my_update_screen(new_img, screen, rect, file, len(gl.files)) elif it[1] == " Playlists ": (new_img, new_img, new_img, file, rect, num_imgs) = command_play_list_options(screen, file) gl.SORT_HIT = 0 elif it[1] == " Add to Playlist ": command_add_to_play_list(screen, gl.files[file]) gl.SORT_HIT = 0 my_update_screen(new_img, screen, rect, file, len(gl.files)) elif it[1] == " Edit ": (screen, before_winsize, not_accepted) = adjust_screen(screen) gl.USING_SCROLL_MENU = 1 (new_img, img, refresh_img, file, num_imgs, rect) = command_edit_menu(screen, file, new_img, num_imgs, rect) screen = restore_screen(screen, before_winsize, not_accepted, new_img, file, num_imgs, rect) my_update_screen(new_img, screen, rect, file, num_imgs) gl.USING_SCROLL_MENU = 0 elif it[1] == " Hide Image ": command_hide(screen, new_img, rect, file, num_imgs) elif it[1] == " Extract from Web ": (screen, before_winsize, not_accepted) = adjust_screen(screen) (new_img, num_imgs) = open_url(screen, img) gl.URL_ERROR = False file = 0 img = refresh_img = new_img screen = restore_screen(screen, before_winsize, not_accepted, new_img, file, num_imgs, rect) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, len(gl.files)) normal_cursor() elif it[1] == " Help ": gl.CALC_ZOOM = 0 zoom_percent = gl.CURRENT_ZOOM_PERCENT real_width = gl.REAL_WIDTH command_help(screen, new_img, file, rect, num_imgs) if gl.ESCAPED: gl.CURRENT_ZOOM_PERCENT = zoom_percent gl.REAL_WIDTH = real_width gl.ESCAPED = 0 elif it[1] == " Close Menu " or it[1] == " Hand Tool ": if it[1] == " Hand Tool ": pygame.event.set_allowed(MOUSEMOTION) gl.HAND_TOOL = 1 drag_hand_cursor() gl.MENU_POS = -1 my_update_screen(new_img, screen, rect, file, len(gl.files)) normal_cursor() return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) elif it[1] == " Exit ": clean_screen() raise SystemExit break if event.type == KEYDOWN and event.key not in (K_LALT, K_RALT, K_LCTRL, K_RCTRL, K_TAB): return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) if middle_click(event): "close the menu upon middle click" gl.MENU_POS = -1 my_update_screen(new_img, screen, rect, file, len(gl.files)) normal_cursor() return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) if right_click(event): wait_cursor() gl.MENU_POS = -1 my_update_screen(new_img, screen, rect, file, len(gl.files)) (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) =\ command_main_menu(refresh_img, screen, file, num_imgs, rect, new_img, img, new_img_width, new_img_height, ns) return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) if event.type == MOUSEBUTTONDOWN: # this needs to be down here to work if event.dict['button'] in (4, 5): # scroll wheel activated # allow for mouse dragging: pygame.event.set_allowed(MOUSEMOTION) gl.HAND_TOOL = 1 drag_hand_cursor() # close menu: gl.MENU_POS = -1 my_update_screen(new_img, screen, rect, file, len(gl.files)) return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) if gl.KEEP_MENU_OPEN == "1": # this code purposely closes the main menu by breaking the recursion to free up RAM memory gl.COUNT_CLICKS += 1 if gl.COUNT_CLICKS == 1: # free up ram every click return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect) =\ command_main_menu(refresh_img, screen, file, num_imgs, rect, new_img, img, new_img_width, new_img_height, ns) normal_cursor() return (refresh_img, screen, file, num_imgs, new_img, img, new_img_width, new_img_height, rect)
def thumbs_engine(screen, new_img, file, ns): screen_pause = 0 SPACER = 5 x = [] place = file # start thumbing from current image position marker = 0 (i, j) = (SPACER, SPACER) (esc_rect, close_font) = close_button(screen) font_size = 9 font = pygame.font.Font(gl.FONT_NAME, font_size) pygame.event.set_blocked(MOUSEMOTION) while 1: event = pygame.event.poll() pygame.time.wait(1) check_quit(event) cursor = pygame.mouse.get_pos() hover_cursor(cursor, (esc_rect,)) gl.PAUSED = 0 # critical if hit_key(event, K_ESCAPE): gl.ESCAPED = 1 return (new_img, new_img, new_img, file, ns) if left_click(event): if esc_rect.collidepoint(cursor): gl.ESCAPED = 1 break if hit_key(event, K_t) or hit_key(event, K_p) or hit_key(event, K_PAUSE): # pause set_caption("Thumbnails [Paused]") try: if place % gl.MAX_THUMBS_SET != 0: # only pause if it's not the last thumbnail on the page gl.PAUSED = 1 screen_pause = 1 except: gl.PAUSED = 1 screen_pause = 1 if screen_pause == 1: normal_cursor() while 1: event = pygame.event.poll() pygame.time.wait(1) cursor = pygame.mouse.get_pos() (esc_rect, close_font) = close_button(screen) hover_fx(screen, x, cursor, marker) hover_cursor(cursor, [esc_rect] + [y[0] for y in x]) if left_click(event): if esc_rect.collidepoint(cursor): gl.ESCAPED = 1 return (new_img, new_img, new_img, file, ns) start = start_timer() for item in x: # load clicked image: if item[0].collidepoint(cursor): wait_cursor() new_img = load_img(item[1], screen) file = gl.files.index(item[1]) return (new_img, new_img, new_img, file, start) check_quit(event) if hit_key(event, K_SPACE) or hit_key(event, K_t) or hit_key(event, K_n) or hit_key(event, K_p) or hit_key(event, K_PAUSE) or right_click(event): if not place >= len(gl.files): if not gl.PAUSED: # go to next thumb page: paint_screen(screen, gl.IMGV_COLOR) close_button(screen) set_caption("Thumbnails [Paused]") x = [] screen_pause = 0 marker = 0 break # unpause: gl.PAUSED = 0 screen_pause = 0 break if hit_key(event, K_BACKSPACE) or hit_key(event, K_b) or middle_click(event): # go back to previous thumb page, even if paused: if ((place - marker) > 0): i = j = SPACER if gl.PAUSED: gl.PAUSED = 0 paint_screen(screen, gl.IMGV_COLOR) close_button(screen) screen_pause = 0 place = place - (marker + gl.MAX_THUMBS) marker = 0 x = [] break if hit_key(event, K_ESCAPE): gl.ESCAPED = 1 return (new_img, new_img, new_img, file, ns) else: set_caption("Loading Thumbnails [%d] - imgv" % marker) (x, i, j, place, screen_pause, marker) = show_thumbs(screen, SPACER, x, i, j, place, marker, font, font_size) pygame.time.delay(5) return (new_img, new_img, new_img, file, ns)
def main(): pygame.time.delay(5) # to make start_timer() work initially start = start_timer() num_imgs = len(gl.files) pygame.init() # needed for Mac OSX? init_screen() wait_cursor() screen = pygame.display.set_mode(gl.DEFAULT_RES, RESIZABLE) set_caption(gl.TITLE) if gl.REMOTE == 1: show_message(screen, "Loading image. Please wait..", 34, 42) file = 0 if num_imgs < 1: gl.files = [gl.IMGV_LOGO] num_imgs = 1 img = load_img(gl.files[file], screen) else: img = load_img(gl.files[file], screen) wait_cursor() img_width = img.get_width() img_height = img.get_height() refresh_img = img new_img = img rect = get_center(screen, new_img) ns = check_timer(start) my_update_screen(new_img, screen, rect, file, num_imgs, ns) normal_cursor() if gl.START_FULLSCREEN: command_fullscreen(screen, new_img, file, num_imgs, rect) my_update_screen(new_img, screen, rect, file, num_imgs, ns) # start with menu open screen_width = screen.get_width() screen_height = screen.get_height() new_img_width = new_img.get_width() new_img_height = new_img.get_height() (refresh_img, screen, file, num_imgs, new_img, img,\ new_img_width, new_img_height, rect) = command_main_menu(refresh_img, screen,\ file, len(gl.files), rect, new_img, img, new_img_width, new_img_height, ns) minus1 = minus2 = 0 # main loop while 1: event = pygame.event.poll() pygame.time.wait(1) # so pygame doesn't use 100% CPU cursor = pygame.mouse.get_pos() last_rect = Rect(rect) screen_width = screen.get_width() screen_height = screen.get_height() new_img_width = new_img.get_width() new_img_height = new_img.get_height() # drag image code: if gl.HAND_TOOL: if left_click(event): # calculate drag coordinates: if gl.IMG_BORDER: border_fix(screen) # erase the current border grab_hand_cursor() minus1 = cursor[0] - rect[0] minus2 = cursor[1] - rect[1] gl.DO_DRAG = 1 if event.type == MOUSEMOTION and gl.DO_DRAG: # move the image when dragged: grab_hand_cursor() rect[0] = cursor[0] - minus1 rect[1] = cursor[1] - minus2 screen.fill(gl.IMGV_COLOR, last_rect) screen.blit(new_img, rect) update(rect.union(last_rect)) if event.type == MOUSEBUTTONUP: # released mouse button, redisplay status bars: drag_hand_cursor() my_update_screen(new_img, screen, rect, file, num_imgs, ns) gl.DO_DRAG = 0 if event.type == VIDEORESIZE:# print 'resize imgv.py'# screen = pygame.display.set_mode(event.dict['size'], RESIZABLE) rect = get_center(screen, new_img) my_update_screen(new_img, screen, rect, file, num_imgs, ns) if event.type == KEYDOWN: gl.HAND_TOOL = 0 if event.key not in (K_DOWN, K_UP, K_RIGHT, K_LEFT): normal_cursor() # stop displaying hand tool (screen, rect, new_img, img, refresh_img, file, num_imgs,\ screen_width, screen_height, new_img_width, new_img_height, last_rect) =\ handle_keyboard(event, screen, rect, new_img, img, refresh_img, file, len(gl.files),\ screen_width, screen_height, new_img_width, new_img_height, last_rect, ns) if event.type == KEYUP: stop_auto_repeat() check_quit(event) if event.type == MOUSEBUTTONDOWN: # open main menu: if right_click(event): gl.HAND_TOOL = 0 (refresh_img, screen, file, num_imgs, new_img, img,\ new_img_width, new_img_height, rect) = command_main_menu(refresh_img, screen,\ file, num_imgs, rect, new_img, img, new_img_width, new_img_height, ns) if (gl.KEEP_MENU_OPEN == "1" and gl.COUNT_CLICKS == 1) or gl.JUST_RESIZED: # Re-open the purposely closed window that frees up RAM gl.COUNT_CLICKS = 0 gl.JUST_RESIZED = 0 (refresh_img, screen, file, num_imgs, new_img, img,\ new_img_width, new_img_height, rect) = command_main_menu(refresh_img, screen,\ file, num_imgs, rect, new_img, img, new_img_width, new_img_height, ns) start_auto_repeat(rect, last_rect, new_img, screen, file, len(gl.files), screen_width, screen_height, event) clean_screen()