Example #1
0
    def dispatch(self):
        """Routing based on parameters
        """
        if self.MODE == Mode.PLAY:
            from player import QobuzPlayer
            debug(self, "Playing song")
            player = QobuzPlayer()
            if player.play(self.params['nid']):
                return True
            return False

        from renderer import renderer

        if self.MODE == Mode.VIEW:
            r = renderer(self.nodeType, self.params)
            return r.run()
        elif self.MODE == Mode.VIEW_BIG_DIR:
            r = renderer(self.nodeType, self.params)
            r.whiteFlag = Flag.TRACK | Flag.ALBUM
            r.depth = -1
            return r.run()
        elif self.MODE == Mode.SCAN:
            r = renderer(self.nodeType, self.params)
            r.enable_progress = False
            r.whiteFlag = Flag.TRACK 
            r.depth = -1
            return r.scan()
        else:
            raise QobuzXbmcError(
                who=self, what="unknow_mode", additional=self.MODE)
        return True
Example #2
0
def main():
    rend = renderer()
    vshader = """#version 330
        attribute vec2 inVertex;
        attribute vec4 inCol;
	uniform mat4 matrix;
	uniform vec3 lightPos;
	varying vec4 outCol;
	void main(){
		gl_Position = matrix*vec4(inVertex.xy, 1.0, 1.0);
		gl_PointSize = 15.0;
		outCol = inCol;
		
	}"""
    fshader = """#version 330
        varying vec4 outCol;
        void main(){
	    gl_FragColor = outCol;
	}"""
    rend.buildShader(vshader, fshader, ['inVertex','inCol'], ['matrix','lightPos'],
                     'default')
    cR = controller()
    sim = sbd()
    cR.addSim(sim)
    cR.addRenderer(rend)
    cR.addCallback(sim.stepSimulation)
    cR.createControls()
    cR.rend.addRenderCall(lambda rend: sim.renderParticles(rend))
    cR.loop()
Example #3
0
def main():
    rend = renderer()
    vshader = """#version 330
        attribute vec2 inVertex;
        attribute vec4 inCol;
	uniform mat4 matrix;
	uniform vec3 lightPos;
	varying vec4 outCol;
	void main(){
		gl_Position = matrix*vec4(inVertex.xy, 1.0, 1.0);
		gl_PointSize = 15.0;
		outCol = inCol;
		
	}"""
    fshader = """#version 330
        varying vec4 outCol;
        void main(){
	    gl_FragColor = outCol;
	}"""
    rend.buildShader(vshader, fshader, ['inVertex', 'inCol'],
                     ['matrix', 'lightPos'], 'default')
    cR = controller()
    sim = sbd()
    cR.addSim(sim)
    cR.addRenderer(rend)
    cR.addCallback(sim.stepSimulation)
    cR.createControls()
    cR.rend.addRenderCall(lambda rend: sim.renderParticles(rend))
    cR.loop()
Example #4
0
 def gui_add_to_current(self):
     cid = self.get_current_playlist()
     qnt = int(self.get_parameter('qnt'))
     qid = self.get_parameter('qid')
     nodes = []
     if qnt & Flag.SEARCH:
         self.del_parameter('query')
     if qnt & Flag.TRACK == Flag.TRACK:
         node = getNode(qnt, {'nid': qid})
         node.fetch(None, None, None, Flag.NONE)
         nodes.append(node)
     else:
         render = renderer(qnt, self.parameters)
         render.depth = -1
         render.whiteFlag = Flag.TRACK
         render.asList = True
         render.run()
         nodes = render.nodes
     ret = xbmcgui.Dialog().select('Add to current playlist', [
        node.get_label() for node in nodes                              
     ])
     if ret == -1:
         return False
     ret = self._add_tracks(cid, nodes)
     if not ret:
         notifyH('Qobuz', 
             'Failed to add tracks') 
         return False
     self.delete_cache(cid)
     notifyH('Qobuz / Tracks added', 
             '%s added' % (len(nodes))) 
     return True
Example #5
0
 def __init__(self, data):
     self.data = bytearray(data)
     self.dma = dma()
     self.gpu = gpu()
     self.debug = False
     self.cpu = cpu(self, self.data)
     self.ramrange = (0x00000000, 2 * 1024 * 1024)
     self.expansion1 = (0x1F000000, 512 * 1024)
     self.biosrange = (0x1FC00000, 512 * 1024)
     self.memcontrol = (0x1F801000, 36)
     self.ramsize = (0x1F801060, 4)
     self.irqcontrol = (0x1F801070, 8)
     self.spurange = (0x1F801C00, 640)
     self.expansion2 = (0x1F802000, 66)
     self.cachecontrol = (0xFFFE0130, 4)
     self.timerrange = (0x1F801100, 0x30)
     self.dmarange = (0x1F801080, 0x80)
     self.gpurange = (0x1F801810, 8)
     self.timerrange = (0x1F801100, 0x30)
     self.regionmask = [
         0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x7FFFFFFF,
         0x1FFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
     ]
     self.bios = bios(self.data)
     self.ram = ram()
     self.renderer = renderer()
     self.gpu.link_bus_renderer(self, self.renderer)
     self.renderer.link_bus(self)
Example #6
0
 def list_albums(self, qnt, qid):
     album_ids = {}
     nodes = []
     if qnt & Flag.ALBUM == Flag.ALBUM:
         node = getNode(Flag.ALBUM, {'nid': qid})
         node.fetch(None, None, None, None)
         album_ids[str(node.nid)] = 1
         nodes.append(node)
     elif qnt & Flag.TRACK == Flag.TRACK:
         render = renderer(qnt, self.parameters)
         render.depth = 1
         render.whiteFlag = Flag.TRACK
         render.blackFlag = Flag.NONE
         render.asList = True
         render.run()
         if len(render.nodes) > 0:
             node = getNode(Flag.ALBUM)
             node.data = render.nodes[0].data['album']
             album_ids[str(node.nid)] = 1
             nodes.append(node)
     else:
         render = renderer(qnt, self.parameters)
         render.depth = -1
         render.whiteFlag = Flag.ALBUM
         render.blackFlag = Flag.STOPBUILD & Flag.TRACK
         render.asList = True
         render.run()
         for node in render.nodes:
             if node.nt & Flag.ALBUM:
                 if not str(node.nid) in album_ids:
                     album_ids[str(node.nid)] = 1
                     nodes.append(node)
             if node.nt & Flag.TRACK:
                 render = renderer(qnt, self.parameters)
                 render.depth = 1
                 render.whiteFlag = Flag.TRACK
                 render.blackFlag = Flag.NONE
                 render.asList = True
                 render.run()
                 if len(render.nodes) > 0:
                     newnode = getNode(Flag.ALBUM)
                     newnode.data = render.nodes[0].data['album']
                     if not str(newnode.nid) in album_ids:
                         nodes.append(newnode)
                         album_ids[str(newnode.nid)] = 1
     return nodes
Example #7
0
 def render_nodes(self, nt, parameters, lvl=1, whiteFlag=Flag.ALL,
                  blackFlag=Flag.TRACK & Flag.STOPBUILD):
     render = renderer(nt, parameters)
     render.depth = -1
     render.whiteFlag = whiteFlag
     render.blackFlag = blackFlag
     render.asList = True
     render.run()
     return render
Example #8
0
    def start_renderer(self):
        logging.debug("Start renderer")

        self.r = renderer.renderer(self.screen, self.m)
        self.r.addMessage("Greyvar")
        self.r.addMessage("---")
        self.r.addMessage("F10: Connect")

        logging.debug("Finished loading renderer")
Example #9
0
 def render_nodes(self,
                  nt,
                  parameters,
                  lvl=1,
                  whiteFlag=Flag.ALL,
                  blackFlag=Flag.TRACK & Flag.STOPBUILD):
     render = renderer(nt, parameters)
     render.depth = -1
     render.whiteFlag = whiteFlag
     render.blackFlag = blackFlag
     render.asList = True
     render.run()
     return render
Example #10
0
 def list_tracks(self, qnt, qid):
     track_ids = {}
     nodes = []
     if qnt & Flag.TRACK == Flag.TRACK:
         node = getNode(Flag.TRACK, {'nid': qid})
         node.fetch(None, None, None, Flag.NONE)
         track_ids[str(node.nid)] = 1
         nodes.append(node)
     else:
         render = renderer(qnt, self.parameters)
         render.depth = -1
         render.whiteFlag = Flag.TRACK
         render.asList = True
         render.run()
         for node in render.nodes:
             if not str(node.nid) in track_ids:
                 nodes.append(node)
                 track_ids[str(node.nid)] = 1
     return nodes
Example #11
0
 def gui_add_as_new(self, name=None):
     nodes = []
     qnt = int(self.get_parameter('qnt'))
     qid = self.get_parameter('qid')
     if qnt & Flag.SEARCH:
         self.del_parameter('query')
     if qnt & Flag.TRACK == Flag.TRACK:
         node = getNode(qnt, {'nid': qid})
         node.fetch(None,None,None, Flag.NONE)
         nodes.append(node)
     else:
         render = renderer(qnt, self.parameters)
         render.depth = -1
         render.whiteFlag = Flag.TRACK
         render.asList = True
         render.run()
         nodes = render.nodes
         if not name and render.root.get_parameter('query', unQuote=True):
             name = render.root.get_parameter('query', unQuote=True)
     if not name:
         name = self.get_parameter('query', 
                                   unQuote=True) or self.get_label()
     ret = xbmcgui.Dialog().select('Create playlist %s' % (name), [
        node.get_label() for node in nodes                              
     ])
     if ret == -1:
         return False
     playlist = self.create(name)
     if not playlist:
         notifyH('Qobuz', 'Playlist creationg failed', 'icon-error-256')
         warn(self, "Cannot create playlist...")
         return False
     if not self._add_tracks(playlist['id'], nodes):
         notifyH('Qobuz / Cannot add tracks', 
                 "%s" % (name), 'icon-error-256')
         return False
     self.delete_cache(playlist['id'])
     notifyH('Qobuz / Playlist added', 
             '[%s] %s' % (len(nodes), name)) 
     return True
Example #12
0
 def list_artists(self, qnt, qid):
     artist_ids = {}
     nodes = []
     if qnt & Flag.ARTIST == Flag.ARTIST:
         node = getNode(Flag.ARTIST, {'nid': qid})
         node.fetch(None, None, None, Flag.NONE)
         artist_ids[str(node.nid)] = 1
         nodes.append(node)
     else:
         render = renderer(qnt, self.parameters)
         render.depth = -1
         render.whiteFlag = Flag.ALBUM & Flag.TRACK
         render.blackFlag = Flag.TRACK & Flag.STOPBUILD
         render.asList = True
         render.run()
         for node in render.nodes:
             artist = getNode(Flag.ARTIST, {'nid': node.get_artist_id()})
             if not artist.fetch(None, None, None, Flag.NONE):
                 continue
             if not str(artist.nid) in artist_ids:
                 nodes.append(artist)
                 artist_ids[str(artist.nid)] = 1
     return nodes
Example #13
0
from video_capture import video_capture
from renderer import renderer
from openface_handler import openface_handler
from data_saver import data_saver

video_capture = video_capture()
openface_handler = openface_handler()
data_saver = data_saver()
renderer = renderer(video_capture, openface_handler, data_saver)

#renderer.show_frames()

tick = 1  # every ten seconds!

renderer.runopenface_on_frames_everytick(show=True, tick=tick)
#renderer.runopenface_on_frames_nowaiting(show=True)
#renderer.record_frames()

video_capture.destroy()
Example #14
0
import event_handler
import network
import world

server = False
for arg in sys.argv:
    
    if arg == '-s' or arg == '-server':
        server = True

try:
    if server:  net = network.server( constants.port )
    else:       net = network.client( "pymud.no-ip.org", constants.port )
except AttributeError, e:
    print "ERROR: in connection, %s" % e
    sys.exit(-1)

pygame.init()
rend = renderer.renderer( vector3( constants.width, constants.height ) )
hand = event_handler.handler()
scene = world.world( rend, hand, net )

while True:
    
    event = hand.process()
    if event and event.type == pygame.QUIT:
        break
    scene.update()
    
pygame.quit()
Example #15
0
import pygame
from pygame.locals import *

from vector import *

import renderer
import event_handler
import world

pygame.init()
rend = renderer.renderer( vector2( 800, 600 ) )

hand = event_handler.handler()
scene = world.world( rend, hand )

while True:
    
    event = hand.process()
    if event and event.type == pygame.QUIT:
        break

    scene.update()

pygame.quit()
Example #16
0
from renderer import renderer
import shapes

r = renderer(resolutionX=800, resolutionY=800)

my_transform = shapes.transform(z=-10,
                                x_scale=1,
                                y_scale=5,
                                z_scale=1,
                                y_angle=0)
my_shape = shapes.cuboid(my_transform)
r.objects.append(my_shape)  # Cuboid

my_transform = shapes.transform(x=-10,
                                z=-20,
                                x_scale=1,
                                y_scale=1,
                                z_scale=1,
                                y_angle=0)
my_shape = shapes.cuboid(my_transform,
                         x_rotate_rate=0,
                         y_rotate_rate=0,
                         z_rotate_rate=1)
r.objects.append(my_shape)  # Cube

r.show()