コード例 #1
0
	def reset ( self ):
		if not self.AKUReady: return
		self.cleanLuaReferences ()
		self.initContext ()
		self.setWorkingDirectory ( self.getProject ().getPath () )
		signals.emitNow ( 'moai.reset' )
		signals.emitNow ( 'moai.ready' )
コード例 #2
0
    def openScene(self, node, protoNode=None):
        if self.activeSceneNode == node:
            if self.getModule('scene_view'):
                self.getModule('scene_view').setFocus()

            if protoNode:
                self.delegate.safeCallMethod('editor', 'locateProto',
                                             protoNode.getPath())
                if self.getModule('scene_view'):
                    self.getModule('scene_view').focusSelection()

        else:
            if not self.closeScene(): return
            if self.getModule('scene_view'):
                self.getModule('scene_view').makeCanvasCurrent()
            self.activeSceneNode = node
            signals.emitNow('scene.pre_open', node)
            scene = self.delegate.safeCallMethod('editor', 'openScene',
                                                 node.getPath())
            if not scene:
                #todo: raise something
                alertMessage(
                    'error',
                    '%s\n\nfailed to open scene, see console for detailed information.'
                    % node.getPath())
                return False
            signals.emitNow('scene.open', self.activeSceneNode, scene)
            self.setFocus()
            self.editingProtoNode = protoNode
            self.loadWorkspaceState(False)
            self.delegate.safeCallMethod('editor', 'postOpenScene')
コード例 #3
0
 def saveScene(self):
     if not self.activeSceneNode: return
     self.markSceneDirty(False)
     signals.emitNow('scene.save')
     self.delegate.safeCallMethod('editor', 'saveScene',
                                  self.activeSceneNode.getAbsFilePath())
     signals.emitNow('scene.saved')
     self.saveWorkspaceState()
コード例 #4
0
	def cleanLuaReferences ( self ):
		logging.info ( 'clean lua reference' )
		# clear lua module
		# for m in self.luaModules:
		# 	unregisterModule(m)

		# bridge.clearSignalConnections()
		# bridge.clearLuaRegisteredSignals()

		# clear lua object inside introspector
		introspector = self.getModule ( 'introspector' )
		if introspector:
			instances = introspector.getInstances ()
			for ins in instances:
				if isinstance ( ins.target, (_LuaTable, _LuaObject, _LuaThread, _LuaFunction) ):
					ins.clear ()

		signals.emitNow ( 'moai.clean' )
コード例 #5
0
    def closeScene(self):
        if not self.activeSceneNode: return True
        if self.sceneDirty:
            res = requestConfirm('scene modified!', 'save scene before close?')
            if res == True:  #save
                self.saveScene()
            elif res == None:  #cancel
                return
            elif res == False:  #no save
                pass

        self.markSceneDirty(False)
        self.tree.clear()
        self.getApp().clearCommandStack('scene_editor')
        self.getSelectionManager().removeSelection(self.getActiveScene())
        signals.emitNow('scene.close', self.activeSceneNode)
        self.delegate.safeCallMethod('editor', 'closeScene')
        self.activeSceneNode = None
        return True