def save_pug_settings(self): if self.scene: self.pug_settings.initial_scene = self.sceneclass.__name__ if wx.GetApp(): wx.GetApp().create_frame_settings( self.pug_settings) try: pug.code_exporter( self.pug_settings, "_pug_settings.py", True, {'name':'pug_settings'}) except: if wx.GetApp(): show_exception_dialog() else: raise
def save_pug_settings(self): if self.scene: self.pug_settings.initial_scene = self.sceneclass.__name__ if wx.GetApp(): wx.GetApp().create_frame_settings(self.pug_settings) try: pug.code_exporter(self.pug_settings, "_pug_settings.py", True, {'name': 'pug_settings'}) except: if wx.GetApp(): show_exception_dialog() else: raise
def copy_selected(self): self.clipboard = {} selectedDict = list(wx.GetApp().selectedObjectDict) for item in selectedDict: if isinstance(item, Opioid2D.public.Node.Node): exporter = pug.code_exporter(item) code = exporter.code obj = exporter.objCode.popitem()[0] self.clipboard[obj] = code exporter = None
def save_object(obj, name=None, parentWindow=None): """save_object(obj): Export obj as a class to objects folder name: the name to save the object as. If not provided, a dialog will be opened parentWindow: the parent window of name dialog. If not provided, the wx.ActiveWindow will be used """ if not isinstance(obj, Node): raise TypeError('save_object() arg 1 must be a Node') if not name: if obj.archetype: name = obj.gname else: if obj.gname: name = obj.gname else: name = "MyClass" if not name: name = obj.__class__.__name__ if parentWindow == None: parentWindow = wx.GetActiveWindow() objName = '' # we generally don't want to save with the same name as # a base class of the same object superclasses = getmro(obj.__class__)[1:] for cls in superclasses: if name == cls.__name__ or name=='Sprite': name = ''.join(['My',name]) break default = make_valid_attr_name(name) dlg = wx.TextEntryDialog( parentWindow, "Enter the object's class/file name", "Save Object", default) while not objName: if dlg.ShowModal() == wx.ID_OK: name = dlg.GetValue() errorDlg = None if name == 'Sprite': errorDlg = wx.MessageDialog( dlg, "You can't use the names 'Sprite'", "Reserved Name", wx.OK) elif name != make_valid_attr_name(name): errorDlg = wx.MessageDialog( dlg, "Name cannot contain spaces or special characters"+\ "\nand cannot start with a number", "Invalid Name", wx.OK) if errorDlg: errorDlg.ShowModal() errorDlg.Destroy() dlg.SetValue(default) dlg.SetFocus() continue path = os.path.join('objects',''.join([name,'.py'])) old_module = obj.__class__.__module__.split('.') if old_module[-2:-1][0] == 'objects' and \ old_module[-1:][0] != name: # verify overwrite try: test = file(path) except: objName = name else: test.close() confirmDlg = wx.MessageDialog( dlg, "\n".join([path, "File already exists. Overwrite?"]), "Confirm Replace", wx.YES_NO | wx.NO_DEFAULT) if confirmDlg.ShowModal() == wx.ID_YES: if sys.platform == "win32": files = os.listdir('objects') testname = name + '.py' for f in files: if f.lower() == testname.lower(): sceneName = os.path.splitext(f)[0] break else: objName = name confirmDlg.Destroy() else: objName = name else: dlg.Destroy() return dlg.Destroy() else: name = make_valid_attr_name(name) objName = name path = os.path.join('objects',''.join([name,'.py'])) try: if getattr(obj, 'archetype', False): # we don't want every instance to be an archetype obj.archetype = False archetype = True else: archetype = False from pig.Sprite import Sprite exporter = code_exporter( obj, path, True, {'name':objName, 'base_class':Sprite}) objDict = get_available_objects( True) oldclass = obj.__class__ if oldclass != objDict[objName]: obj.__class__ = objDict[objName] if archetype: # return archetype status after saving obj.archetype = True obj.gname = objName if exporter.file_changed: archetype_changed( obj, oldclass, exporter) return exporter except: show_exception_dialog()
def save_scene_as( sceneName=None, fileName=None):#, parentWindow=None): """save_scene_as( sceneName=None, fileName=None)->Filename or False if fail Save the current scene as a class in the scenes folder sceneName: string with name to save as. If None, a dialog will be opened. parentWindow: the parent window of name dialog. If not provided, the wx.ActiveWindow will be used """ wx.GetApp().apply() if get_scene_errors(): return False if _DEBUG: print "util: save_scene_as" scene = PigDirector.scene if not sceneName: name = scene.__class__.__name__ if name == 'Scene': name = 'MyScene' name = make_valid_attr_name(name) name.capitalize() if _DEBUG: print "util: save_scene_as 1" parentWindow=None if parentWindow == None: parentWindow = wx.GetActiveWindow() default = make_valid_attr_name(name) dlg = wx.TextEntryDialog( parentWindow, "Enter the scene's class/file name", "Save Scene", default) if _DEBUG: print "util: save_scene_as 2" while not sceneName: if dlg.ShowModal() == wx.ID_OK: name = dlg.GetValue() errorDlg = None if name == 'Scene': errorDlg = wx.MessageDialog( dlg, "You can't use the name 'Scene'", "Reserved Name", wx.OK) elif name != make_valid_attr_name(name): errorDlg = wx.MessageDialog( dlg, "Name cannot contain spaces or special characters"+\ "\nand cannot start with a number", "Invalid Name", wx.OK) if errorDlg: errorDlg.ShowModal() errorDlg.Destroy() dlg.SetValue(default) dlg.SetFocus() continue path = os.path.join('scenes', name + '.py') if name != scene.__class__.__name__: try: test = file(path) except: sceneName = name else: test.close() confirmDlg = wx.MessageDialog( dlg, "Scene file already exists. Overwrite?", "Confirm Replace", wx.YES_NO | wx.NO_DEFAULT) if confirmDlg.ShowModal() == wx.ID_YES: if sys.platform == "win32": files = os.listdir('scenes') testname = name + '.py' for f in files: if f.lower() == testname.lower(): sceneName = os.path.splitext(f)[0] break else: sceneName = name confirmDlg.Destroy() else: sceneName = name else: dlg.Destroy() return False dlg.Destroy() else: if sceneName == 'Scene': raise ValueError("Can't save over baseclass 'Scene'") # save_scene_as( sceneName, fileName) if not fileName: fileName = ''.join([sceneName, '.py']) path = os.path.join('scenes',fileName) app = wx.GetApp() if _DEBUG: print "util: save_scene_as 4" selection = app.selectedObjectDict.keys() oldscene = PigDirector.scene from pig.editor.util import wait_for_state wait_for_state( None) if _DEBUG: print "util: save_scene_as 5" wx.GetApp().set_busy_state(True) saved = False try: if _DEBUG: print "util: save_scene_as enter code_exporter" code_exporter( scene, path, True, {'name':sceneName}) if _DEBUG: print "util: save_scene_as exit code_exporter" except: if _DEBUG: print "util: save_scene_as 6" show_exception_dialog() else: if _DEBUG: print "util: save_scene_as 7" sceneDict = get_available_scenes(True) if '__Working__' not in path: PigDirector.scene.__class__ = sceneDict[sceneName] saved = True if _DEBUG: print "util: save_scene_as 8" finally: if _DEBUG: print "util: save_scene_as 9" wx.GetApp().set_busy_state(False) if PigDirector.scene != oldscene: wx.GetApp().set_selection([]) if _DEBUG: print "util: save_scene_as reset select:", selection from pig.editor.EditorState import EditorState wait_for_state(EditorState) if _DEBUG: print "util: save_scene_as 10" wx.GetApp().refresh() if _DEBUG: print "util: save_scene_as 11" if saved: return fileName else: return False
def save_object(obj, name=None, parentWindow=None): """save_object(obj): Export obj as a class to objects folder name: the name to save the object as. If not provided, a dialog will be opened parentWindow: the parent window of name dialog. If not provided, the wx.ActiveWindow will be used """ if not isinstance(obj, Node): raise TypeError('save_object() arg 1 must be a Node') if not name: if obj.archetype: name = obj.gname else: if obj.gname: name = obj.gname else: name = "MyClass" if not name: name = obj.__class__.__name__ if parentWindow == None: parentWindow = wx.GetActiveWindow() objName = '' # we generally don't want to save with the same name as # a base class of the same object superclasses = getmro(obj.__class__)[1:] for cls in superclasses: if name == cls.__name__ or name == 'Sprite': name = ''.join(['My', name]) break default = make_valid_attr_name(name) dlg = wx.TextEntryDialog(parentWindow, "Enter the object's class/file name", "Save Object", default) while not objName: if dlg.ShowModal() == wx.ID_OK: name = dlg.GetValue() errorDlg = None if name == 'Sprite': errorDlg = wx.MessageDialog( dlg, "You can't use the names 'Sprite'", "Reserved Name", wx.OK) elif name != make_valid_attr_name(name): errorDlg = wx.MessageDialog( dlg, "Name cannot contain spaces or special characters"+\ "\nand cannot start with a number", "Invalid Name", wx.OK) if errorDlg: errorDlg.ShowModal() errorDlg.Destroy() dlg.SetValue(default) dlg.SetFocus() continue path = os.path.join('objects', ''.join([name, '.py'])) old_module = obj.__class__.__module__.split('.') if old_module[-2:-1][0] == 'objects' and \ old_module[-1:][0] != name: # verify overwrite try: test = file(path) except: objName = name else: test.close() confirmDlg = wx.MessageDialog( dlg, "\n".join( [path, "File already exists. Overwrite?"]), "Confirm Replace", wx.YES_NO | wx.NO_DEFAULT) if confirmDlg.ShowModal() == wx.ID_YES: if sys.platform == "win32": files = os.listdir('objects') testname = name + '.py' for f in files: if f.lower() == testname.lower(): sceneName = os.path.splitext(f)[0] break else: objName = name confirmDlg.Destroy() else: objName = name else: dlg.Destroy() return dlg.Destroy() else: name = make_valid_attr_name(name) objName = name path = os.path.join('objects', ''.join([name, '.py'])) try: if getattr(obj, 'archetype', False): # we don't want every instance to be an archetype obj.archetype = False archetype = True else: archetype = False from pig.Sprite import Sprite exporter = code_exporter(obj, path, True, { 'name': objName, 'base_class': Sprite }) objDict = get_available_objects(True) oldclass = obj.__class__ if oldclass != objDict[objName]: obj.__class__ = objDict[objName] if archetype: # return archetype status after saving obj.archetype = True obj.gname = objName if exporter.file_changed: archetype_changed(obj, oldclass, exporter) return exporter except: show_exception_dialog()
def save_scene_as(sceneName=None, fileName=None): #, parentWindow=None): """save_scene_as( sceneName=None, fileName=None)->Filename or False if fail Save the current scene as a class in the scenes folder sceneName: string with name to save as. If None, a dialog will be opened. parentWindow: the parent window of name dialog. If not provided, the wx.ActiveWindow will be used """ wx.GetApp().apply() if get_scene_errors(): return False if _DEBUG: print "util: save_scene_as" scene = PigDirector.scene if not sceneName: name = scene.__class__.__name__ if name == 'Scene': name = 'MyScene' name = make_valid_attr_name(name) name.capitalize() if _DEBUG: print "util: save_scene_as 1" parentWindow = None if parentWindow == None: parentWindow = wx.GetActiveWindow() default = make_valid_attr_name(name) dlg = wx.TextEntryDialog(parentWindow, "Enter the scene's class/file name", "Save Scene", default) if _DEBUG: print "util: save_scene_as 2" while not sceneName: if dlg.ShowModal() == wx.ID_OK: name = dlg.GetValue() errorDlg = None if name == 'Scene': errorDlg = wx.MessageDialog( dlg, "You can't use the name 'Scene'", "Reserved Name", wx.OK) elif name != make_valid_attr_name(name): errorDlg = wx.MessageDialog( dlg, "Name cannot contain spaces or special characters"+\ "\nand cannot start with a number", "Invalid Name", wx.OK) if errorDlg: errorDlg.ShowModal() errorDlg.Destroy() dlg.SetValue(default) dlg.SetFocus() continue path = os.path.join('scenes', name + '.py') if name != scene.__class__.__name__: try: test = file(path) except: sceneName = name else: test.close() confirmDlg = wx.MessageDialog( dlg, "Scene file already exists. Overwrite?", "Confirm Replace", wx.YES_NO | wx.NO_DEFAULT) if confirmDlg.ShowModal() == wx.ID_YES: if sys.platform == "win32": files = os.listdir('scenes') testname = name + '.py' for f in files: if f.lower() == testname.lower(): sceneName = os.path.splitext(f)[0] break else: sceneName = name confirmDlg.Destroy() else: sceneName = name else: dlg.Destroy() return False dlg.Destroy() else: if sceneName == 'Scene': raise ValueError("Can't save over baseclass 'Scene'") # save_scene_as( sceneName, fileName) if not fileName: fileName = ''.join([sceneName, '.py']) path = os.path.join('scenes', fileName) app = wx.GetApp() if _DEBUG: print "util: save_scene_as 4" selection = app.selectedObjectDict.keys() oldscene = PigDirector.scene from pig.editor.util import wait_for_state wait_for_state(None) if _DEBUG: print "util: save_scene_as 5" wx.GetApp().set_busy_state(True) saved = False try: if _DEBUG: print "util: save_scene_as enter code_exporter" code_exporter(scene, path, True, {'name': sceneName}) if _DEBUG: print "util: save_scene_as exit code_exporter" except: if _DEBUG: print "util: save_scene_as 6" show_exception_dialog() else: if _DEBUG: print "util: save_scene_as 7" sceneDict = get_available_scenes(True) if '__Working__' not in path: PigDirector.scene.__class__ = sceneDict[sceneName] saved = True if _DEBUG: print "util: save_scene_as 8" finally: if _DEBUG: print "util: save_scene_as 9" wx.GetApp().set_busy_state(False) if PigDirector.scene != oldscene: wx.GetApp().set_selection([]) if _DEBUG: print "util: save_scene_as reset select:", selection from pig.editor.EditorState import EditorState wait_for_state(EditorState) if _DEBUG: print "util: save_scene_as 10" wx.GetApp().refresh() if _DEBUG: print "util: save_scene_as 11" if saved: return fileName else: return False