コード例 #1
0
ファイル: PychanTest.py プロジェクト: karottenreibe/FIFE
	def _start_anim(self, type=None):
		""" start the animation of the given type """
		self._reset_anim(type)
		kwargs = {
			'delay' : int(self.delay_slider.getValue()),
			'callback' : None,
			'repeat' : 0,
		}
		if type == ACTION_MOVE:
			kwargs['callback'] = self._move
			self._move_timer = Timer(**kwargs)
			self._move_timer.start()
		elif type == ACTION_RESIZE:
			kwargs['callback'] = self._resize
			self._resize_timer = Timer(**kwargs)
			self._resize_timer.start()
		elif type == ACTION_COLOR:
			kwargs['callback'] = self._color
			self._color_timer = Timer(**kwargs)
			self._color_timer.start()
		
		# progressbar
		kwargs['callback'] = self._update_progress
		self.progressbar.value = 0
#		self.progressbar2.value = 0
		self._progress_timer = Timer(**kwargs)
		self._progress_timer.start()
コード例 #2
0
ファイル: events.py プロジェクト: pwn2w1n/fifengine
    def _redirectEvent(self, name, event):
        self.indent += 4
        try:
            event = self.translateEvent(getEventType(name), event)
            if name in self.events:
                if self.debug: print "-" * self.indent, name
                for f in self.events[name].itervalues():

                    def delayed_f(timer, f=f):  # bind f during loop
                        n_timer = timer()
                        f(event)

                        #FIXME: figure out a way to get rid of the dead timer list
                        del self._deadtimers[:]

                        if n_timer in self._timers:
                            self._deadtimers.append(n_timer)
                            self._timers.remove(n_timer)

                    timer = Timer(repeat=1)
                    timer._callback = cbwa(delayed_f, weakref.ref(timer))
                    timer.start()

                    self._timers.append(timer)

        except:
            print name, repr(event)
            traceback.print_exc()
            raise

        finally:
            self.indent -= 4
コード例 #3
0
ファイル: events.py プロジェクト: Creepinevil/fifengine
	def _redirectEvent(self,name,event):
		self.indent += 4
		try:
			event = self.translateEvent(getEventType(name), event)
			if name in self.events:
				if self.debug: print "-"*self.indent, name
				for f in self.events[name].itervalues():
					def delayed_f(timer, f=f): # bind f during loop
						n_timer = timer()
						f( event )
						
						#FIXME: figure out a way to get rid of the dead timer list
						del self._deadtimers[:]
						
						if n_timer in self._timers:
							self._deadtimers.append(n_timer)
							self._timers.remove(n_timer)
						
							
					timer = Timer(repeat=1)
					timer._callback = cbwa(delayed_f, weakref.ref(timer))
					timer.start()
					
					self._timers.append(timer)

		except:
			print name, repr(event)
			traceback.print_exc()
			raise

		finally:
			self.indent -= 4
コード例 #4
0
    def _start_anim(self, type=None):
        """ start the animation of the given type """
        self._reset_anim(type)
        kwargs = {
            'delay': int(self.delay_slider.value),
            'callback': None,
            'repeat': 0,
        }
        if type == ACTION_MOVE:
            kwargs['callback'] = self._move
            self._move_timer = Timer(**kwargs)
            self._move_timer.start()
        elif type == ACTION_RESIZE:
            kwargs['callback'] = self._resize
            self._resize_timer = Timer(**kwargs)
            self._resize_timer.start()
        elif type == ACTION_COLOR:
            kwargs['callback'] = self._color
            self._color_timer = Timer(**kwargs)
            self._color_timer.start()

        # progressbar
        kwargs['callback'] = self._update_progress
        self.progressbar.value = 0
        #		self.progressbar2.value = 0
        self._progress_timer = Timer(**kwargs)
        self._progress_timer.start()
コード例 #5
0
    def anim_playback(self, widget):
        """ start / stop playback of an animation due to status of a gui ToggleButton
			Sets also two ivars of timer object (active & loop)
		"""
        if widget._isToggled():
            self._anim_timer.stop()
            self._anim_timer.active = False
        else:
            frame_delay = self._anim_data['obj'].getFrameDuration(
                self._anim_data['current'])
            self._anim_timer = Timer(delay=frame_delay,
                                     callback=self.next_anim_frame)
            self._anim_timer.active = True
            self._anim_timer.loop = self._gui_anim_loop._isMarked()
            self._anim_timer.start()
コード例 #6
0
ファイル: ObjectEdit.py プロジェクト: karottenreibe/FIFE
	def anim_playback(self, widget):
		""" start / stop playback of an animation due to status of a gui ToggleButton
			Sets also two ivars of timer object (active & loop)
		"""
		if widget._isToggled():
			self._anim_timer.stop()
			self._anim_timer.active = False
		else:
			frame_delay = self._anim_data['obj'].getFrameDuration(self._anim_data['current'])
			self._anim_timer = Timer(delay=frame_delay,callback=self.next_anim_frame)
			self._anim_timer.active = True
			self._anim_timer.loop = self._gui_anim_loop._isMarked()
			self._anim_timer.start()
コード例 #7
0
    def _start_anim(self, type=None):
        """ start the animation of the given type """
        self._reset_anim(type)
        kwargs = {"delay": int(self.delay_slider.value), "callback": None, "repeat": 0}
        if type == ACTION_MOVE:
            kwargs["callback"] = self._move
            self._move_timer = Timer(**kwargs)
            self._move_timer.start()
        elif type == ACTION_RESIZE:
            kwargs["callback"] = self._resize
            self._resize_timer = Timer(**kwargs)
            self._resize_timer.start()
        elif type == ACTION_COLOR:
            kwargs["callback"] = self._color
            self._color_timer = Timer(**kwargs)
            self._color_timer.start()

            # progressbar
        kwargs["callback"] = self._update_progress
        self.progressbar.value = 0
        # 		self.progressbar2.value = 0
        self._progress_timer = Timer(**kwargs)
        self._progress_timer.start()
コード例 #8
0
class PocAnimations(PyChanExample):
    """ a small app (^^) to show how gui animations ~could~ be
		made by using B{fife.TimeEvent}s	
	"""
    def __init__(self):
        super(PocAnimations, self).__init__('data/gui/poc_guianimation.xml')

        self._move_timer = None
        self._resize_timer = None
        self._color_timer = None
        self._progress_timer = None

    def start(self):
        """ 
		load XML file and setup callbacks
		"""

        self.widget = pychan.loadXML(self.xmlFile)

        self.widget.mapEvents({
            'closeButton':
            self.stop,
            'example_move':
            cbwa(self._start_anim, type=ACTION_MOVE),
            'example_color':
            cbwa(self._start_anim, type=ACTION_COLOR),
            'example_resize':
            cbwa(self._start_anim, type=ACTION_RESIZE),
            'example_all':
            self._anim_all,
            'delay':
            self._set_delay_display,
        })

        self.move_example_widget = self.widget.findChild(name="move")
        self.mew = self.move_example_widget

        self.resize_example_widget = self.widget.findChild(name="resize")
        self.rew = self.resize_example_widget

        self.color_example_widget = self.widget.findChild(name="color")
        self.cew = self.color_example_widget

        self.delay_slider = self.widget.findChild(name="delay")
        self.delay_slider.value = float(DEFAULT_DELAY)

        self.delay_display = self.widget.findChild(name="delay_label")
        self.delay_display.text = unicode(str(DEFAULT_DELAY))

        self.progressbar = self.widget.findChild(name="progressbar")
        #		self.progressbar2 = self.widget.findChild(name="progressbar2")

        self.little_matrix = []
        for x in range(1, 4):
            for y in range(1, 4):
                name = "color_%s_%s" % (x, y)
                widget = self.widget.findChild(name=name)
                self.little_matrix.append(widget)

        self.widget.adaptLayout(True)
        self.widget.show()

    def _set_delay_display(self):
        """ set delay display according to slider value """
        value = self.delay_slider.value
        self.delay_display.text = unicode(str(int(value)))

    def _anim_all(self):
        """ fire all animations """
        for action in ACTIONS:
            self._start_anim(type=action)

    def _start_anim(self, type=None):
        """ start the animation of the given type """
        self._reset_anim(type)
        kwargs = {
            'delay': int(self.delay_slider.value),
            'callback': None,
            'repeat': 0,
        }
        if type == ACTION_MOVE:
            kwargs['callback'] = self._move
            self._move_timer = Timer(**kwargs)
            self._move_timer.start()
        elif type == ACTION_RESIZE:
            kwargs['callback'] = self._resize
            self._resize_timer = Timer(**kwargs)
            self._resize_timer.start()
        elif type == ACTION_COLOR:
            kwargs['callback'] = self._color
            self._color_timer = Timer(**kwargs)
            self._color_timer.start()

        # progressbar
        kwargs['callback'] = self._update_progress
        self.progressbar.value = 0
        #		self.progressbar2.value = 0
        self._progress_timer = Timer(**kwargs)
        self._progress_timer.start()

    def _reset_anim(self, type=None):
        """ undo changes made by the animation (but leave alone disco matrix ^^) """
        if type == ACTION_MOVE:
            if self._move_timer:
                self._move_timer.stop()
            self.mew.position = 0, 0
        elif type == ACTION_RESIZE:
            if self._resize_timer:
                self._resize_timer.stop()
            SIZE = 100, 100
            self.rew.size = SIZE
            self.rew.min_size = SIZE
            self.rew.max_size = SIZE
            self.widget.findChild(name="resize_wrapper").adaptLayout()
        elif type == ACTION_COLOR:
            if self._color_timer:
                self._color_timer.stop()
            COLOR = 255, 255, 255, 100
            self.cew.base_color = COLOR

        if self._progress_timer:
            self._progress_timer.stop()
            self.progressbar.value = 0
#			self.progressbar2.value = 0

    def _move(self):
        """ move the mew widget """
        position = list(self.mew.position)
        if position[0] < 100:
            position[0] += 1
            self.mew.position = position
        else:
            self._reset_anim(ACTION_MOVE)

    def _resize(self):
        """ resize the rew widget """
        size = list(self.rew.size)
        if size[0] > 0:
            size[0] -= 1
            size[1] -= 1
            self.rew.size = size
            self.rew.min_size = size
            self.rew.max_size = size
        else:
            self._reset_anim(ACTION_RESIZE)

    def _color(self):
        """ tint the cew widgets """
        color = self.cew.base_color
        red = color.r
        if red > 1:
            red -= 1
            self.cew.base_color = (red, 255, 255, 100)

            # disco!
            for widget in self.little_matrix:
                color = tuple(random.randint(1, 255) for i in range(1, 5))
                widget.background_color = color
        else:
            self._reset_anim(ACTION_COLOR)

    def _update_progress(self):
        """ """
        if self.progressbar.value < self.progressbar.size[0]:
            size = self.progressbar.size
            value = int(self.progressbar.value) + random.randint(
                0, DEFAULT_DELAY)
            self.progressbar.value = value


#			self.progressbar2.value = value
        else:
            self._reset_anim()
コード例 #9
0
ファイル: ObjectEdit.py プロジェクト: karottenreibe/FIFE
class ObjectEdit(plugin.Plugin):
	""" The B{ObjectEdit} module is a plugin for FIFedit and allows to edit
	attributes of an selected instance - like offset, instance id or rotation
	(namespaces and object id editing is excluded)
	
	current features:
		- click instance and get all known data
		- edit offsets, rotation, instance id
		- save offsets to object file
		- outline highlighting of the selected object
		- animation viewer
	"""
	def __init__(self):
		self.active = False
		self._camera = None
		self._layer = None
		self._anim_timer = None
		
		self._enabled = False
		
		self.imageManager = None
		
		self.guidata = {}
		self.objectdata = {}
		
		self._help_dialog = None

	def _reset(self):
		"""
			resets all dynamic vars, but leaves out static ones (e.g. camera, layer)

		"""
		if self._anim_timer:
			self._anim_timer.stop()
			# reset the ToggleButton
			if self._gui_anim_playback._isToggled():
				self._gui_anim_playback._setToggled(0)
		self._anim_timer = None
		
		self._object = None
		self._instances = None
		self._image = None
		self._image_default_x_offset = None
		self._image_default_y_offset = None
		self._animation = False
		self._anim_data = {}
		self._rotation = None
		self._avail_rotations = []
		self._namespace = None	
		self._object_blocking = 0
		self._instance_blocking = 0
		self._static = 0
		self._object_id = None	
		self._instance_id = None
		self._fixed_rotation = None
		
		if self._camera is not None:
			self.renderer.removeAllOutlines()			

	def enable(self):
		""" plugin method """
		if self._enabled is True:
			return
			
		self._editor = scripts.editor.getEditor()
		self.engine = self._editor.getEngine()
		
		self.imageManager = self.engine.getImageManager()
		
		self._showAction = Action(unicode(self.getName(),"utf-8"), checkable=True)
		scripts.gui.action.activated.connect(self.toggle_gui, sender=self._showAction)
	
		self._editor._tools_menu.addAction(self._showAction)
		
		events.onInstancesSelected.connect(self.input)
		events.preMapClosed.connect(self.hide)
		events.preMapShown.connect(self.hide)
		
		self._reset()		
		self.create_gui()

	def disable(self):
		""" plugin method """
		if self._enabled is False:
			return
			
		self._reset()
		self.container.hide()
		self.removeAllChildren()
		
		events.onInstancesSelected.disconnect(self.input)
		events.preMapClosed.disconnect(self.hide)
		events.preMapShown.disconnect(self.hide)
		
		self._editor._tools_menu.removeAction(self._showAction)

	def isEnabled(self):
		""" plugin method """
		return self._enabled;

	def getName(self):
		""" plugin method """
		return "Object editor"

	def _show_help(self):
		""" shows the help dialog """
		if self._help_dialog is not None:
			self._help_dialog.show()
			return
		
		self._help_dialog = pychan.loadXML("gui/help.xml")
		self._help_dialog.title = u"Help (Object Editor)"
		self._help_dialog.mapEvents({
			"closeButton" : self._help_dialog.hide,
		})
		
		# gimme some more space
		_SIZE = (320,400)
		scrollarea = self._help_dialog.findChildren(__class__=pychan.widgets.ScrollArea)[0]
		scrollarea.size = _SIZE
		scrollarea.min_size = _SIZE
		scrollarea.max_size = _SIZE
		
		f = open('lang/help_object_edit.txt', 'r')
		self._help_dialog.findChild(name="helpText").text = unicode(f.read())
		f.close()
		
		self._help_dialog.show()

	def create_gui(self):
		"""
			- creates the gui skeleton by loading the xml file
			- finds some important childs and saves their widget in the object
			
		FIXME:
			- move all dynamic widgets to dict
		"""
		self.container = pychan.loadXML('gui/objectedit.xml')
		self.container.mapEvents({
			'use_data'			: self.use_user_data,
			'change_data'		: self.save_user_data,
			
			'anim_left'			: self.previous_anim_frame,
			'anim_right'		: self.next_anim_frame,
			'anim_start_pos' 	: self.anim_start_frame,
			'anim_end_pos'		: self.anim_end_frame,
			
			'show_help'	: self._show_help,
		})
		
		self.container.findChild(name="x_offset_up").capture(self.change_offset, "mousePressed")
		self.container.findChild(name="x_offset_dn").capture(self.change_offset, "mousePressed")
		self._gui_x_offset = self.container.findChild(name="x_offset")
		self._gui_x_offset.capture(self.change_offset, "mouseWheelMovedUp")
		self._gui_x_offset.capture(self.change_offset, "mouseWheelMovedDown")

		self.container.findChild(name="y_offset_up").capture(self.change_offset, "mousePressed")
		self.container.findChild(name="y_offset_dn").capture(self.change_offset, "mousePressed")
		self._gui_y_offset = self.container.findChild(name="y_offset")
		self._gui_y_offset.capture(self.change_offset, "mouseWheelMovedUp")
		self._gui_y_offset.capture(self.change_offset, "mouseWheelMovedDown")

		self.container.findChild(name="object_blocking_toggle").capture(self.object_blocking_toggle, "mousePressed")
		self.container.findChild(name="instance_blocking_toggle").capture(self.instance_blocking_toggle, "mousePressed")

		self._gui_anim_panel_wrapper = self.container.findChild(name="animation_panel_wrapper")
		self._gui_anim_panel = self._gui_anim_panel_wrapper.findChild(name="animation_panel")
		
		self._gui_rotation_dropdown = self.container.findChild(name="select_rotations")
		self._gui_rotation_dropdown.capture(self.gui_rotate_instance,"mouseWheelMovedUp")
		self._gui_rotation_dropdown.capture(self.gui_rotate_instance,"mouseWheelMovedDown")
		self._gui_rotation_dropdown.capture(self.gui_rotate_instance,"action")	
		
		self._gui_anim_actions_dropdown = self._gui_anim_panel_wrapper.findChild(name="select_actions")	
		self._gui_anim_actions_dropdown.capture(self.eval_gui_anim_action,"mouseWheelMovedUp")
		self._gui_anim_actions_dropdown.capture(self.eval_gui_anim_action,"mouseWheelMovedDown")
		self._gui_anim_actions_dropdown.capture(self.eval_gui_anim_action,"action")	
		
		self._gui_anim_playback = self._gui_anim_panel_wrapper.findChild(name="anim_playback")
		self._gui_anim_playback.capture(self.anim_playback, "mousePressed")
		self._gui_anim_loop = self._gui_anim_panel_wrapper.findChild(name="anim_loop")

		self._gui_current_frame = self._gui_anim_panel_wrapper.findChild(name="anim_current_frame")
		self._gui_current_frame.capture(self.previous_anim_frame,"mouseWheelMovedUp")
		self._gui_current_frame.capture(self.next_anim_frame,"mouseWheelMovedDown")	
		
		self._gui_xoffset_textfield = self.container.findChild(name="x_offset")
		self._gui_yoffset_textfield = self.container.findChild(name="y_offset")
		
		self._gui_instance_id_textfield = self.container.findChild(name="instance_id")

	def anim_playback(self, widget):
		""" start / stop playback of an animation due to status of a gui ToggleButton
			Sets also two ivars of timer object (active & loop)
		"""
		if widget._isToggled():
			self._anim_timer.stop()
			self._anim_timer.active = False
		else:
			frame_delay = self._anim_data['obj'].getFrameDuration(self._anim_data['current'])
			self._anim_timer = Timer(delay=frame_delay,callback=self.next_anim_frame)
			self._anim_timer.active = True
			self._anim_timer.loop = self._gui_anim_loop._isMarked()
			self._anim_timer.start()
	
	def previous_anim_frame(self):
		""" show previous anim frame """
		if self._anim_data['current'] > 0:
			self._anim_data['current'] -= 1
		else:
			self._anim_data['current'] = self._anim_data['frames']

		self.update_gui()
		
	def next_anim_frame(self):
		""" show next anim frame and reset animation frame to 0 if playback looping is active"""
		if self._anim_data['current'] < self._anim_data['frames']:
			self._anim_data['current'] += 1
		else:
			self._anim_data['current'] = 0
			
		self.update_gui()
		
	def anim_start_frame(self):
		""" set start frame of animation """
		self._anim_data['current'] = 0
		self.update_gui()

	def anim_end_frame(self):
		""" set end frame of animation """		
		self._anim_data['current'] = self._anim_data['frames']
		self.update_gui()

	def update_gui(self):
		""" updates the gui widgets with current instance data """
		if self._instances is None: return
		
		# show the image we retrieved from an animated object
		if self._animation:
			if not self._gui_anim_panel_wrapper.findChild(name="animation_panel"):
				self._gui_anim_panel_wrapper.addChild(self._gui_anim_panel)			

			# get current selected image and update the icon widget				
			dur = 0
			for i in range(self._anim_data['frames']):
				dur += self._anim_data['obj'].getFrameDuration(i)
				
				# set new duration for the playback timer
				if self._anim_timer:
					frame_delay = self._anim_data['obj'].getFrameDuration(self._anim_data['current'])
				
				if i == self._anim_data['current']:
					# set new duration for the playback timer
					if self._anim_timer and self._anim_timer.active:
						self._anim_timer.setPeriod(self._anim_data['obj'].getFrameDuration(self._anim_data['current']))		
					break
											
			image = self._anim_data['obj'].getFrameByTimestamp(dur)	
			self.container.findChild(name="animTest").image = image.getName()
			self.container.findChild(name="animTest").size= (250,250)
			self.container.findChild(name="animTest").min_size= (250,250)
		
			self.container.distributeInitialData({
				'anim_current_frame'	:	unicode(str(self._anim_data['current'])),
				'anim_rotation'			:	unicode(str(self._anim_data['obj'].getDirection())),
			})	

		else:
			if self._gui_anim_panel_wrapper.findChild(name="animation_panel"):
				self._gui_anim_panel_wrapper.removeChild(self._gui_anim_panel)			
			
		if self._image is not None:
			x_offset = unicode( self._image.getXShift() )
			y_offset = unicode( self._image.getYShift() )
		else:
			x_offset = unicode( 0 )
			y_offset = unicode( 0 )

		if self._instances[0].isOverrideBlocking():
			self.container.findChild(name="override_blocking_toggle")._setMarked(True)
		else:
			self.container.findChild(name="override_blocking_toggle")._setMarked(False)

		self.container.distributeInitialData({
			'select_rotations' 	: self._avail_rotations,
			'instance_id'		: unicode( self._instances[0].getId() ),
			'object_id'			: unicode( self._object_id ),
			'x_offset'			: x_offset,
			'y_offset'			: y_offset,
			'instance_rotation' : unicode( self._instances[0].getRotation() ),
			'object_namespace'	: unicode( self._namespace ),
			'instance_blocking'	: unicode( self._instance_blocking ),
			'object_blocking'	: unicode( self._object_blocking ),
			'object_static'		: unicode( self._static ),
		})
		
		if not self._animation:
			if self._fixed_rotation in self._avail_rotations:
				index = self._avail_rotations.index( self._fixed_rotation )
				self._gui_rotation_dropdown._setSelected(index)
#			else:
#				print "Internal FIFE rotation: ", self._instances[0].getRotation()
#				print "Fixed rotation (cam rot) ", self._fixed_rotation + int(abs(self._camera.getRotation()))
#				print "Collected rots from object ", self._avail_rotations
				

		self.container.adaptLayout(False)			
		
	def toggle_gui(self):
		"""
			show / hide the gui
		"""
		if self.active is True:
			self.active = False
			if self.container.isVisible() or self.container.isDocked():
				self.container.setDocked(False)
				self.container.hide()
			self._showAction.setChecked(False)
		else:
			self.active = True
			self._showAction.setChecked(True)
	
	def highlight_selected_instance(self):
		""" highlights selected instance """
		self.renderer.removeAllOutlines() 
		self.renderer.addOutlined(self._instances[0], WHITE["r"], WHITE["g"], WHITE["b"], OUTLINE_SIZE)
			
	def change_offset(self, event, widget):
		""" widget callback: change the offset of an object 
		
		@type	event:	object
		@param	event:	FIFE mouseevent or keyevent
		@type	widget:	object
		@param	widget:	pychan widget
		"""
		if self._animation:
			self._editor.getStatusBar().setText(u"Offset changes of animations are not supported yet")
			return
		
		etype = event.getType()
		
		x = self._image.getXShift()
		y = self._image.getYShift()
		
		if etype == fife.MouseEvent.WHEEL_MOVED_UP or widget.name.endswith("up"):
			modifier = 1
		elif etype == fife.MouseEvent.WHEEL_MOVED_DOWN or widget.name.endswith("dn"):
			modifier = -1

		if widget.name.startswith("x"):
			x += modifier
		elif widget.name.startswith("y"):
			y += modifier

		self.set_offset(x, y)
		self.update_gui()

	def object_blocking_toggle(self, event, widget):
		""" widget callback: change the blocking of an instance 

		@type	event:	object
		@param	event:	FIFE mouseevent or keyevent
		@type	widget:	object
		@param	widget:	pychan widget
		"""
		self.check_override_blocking()
		object = self._instances[0].getObject()
		object_id = object.getId()
		blocking = not object.isBlocking()
		object.setBlocking(blocking)

		instances = self._layer.getInstances()
		for instance in instances:
			object = instance.getObject()
			if object.getId() == object_id:
				instance.setBlocking(blocking)

		self._object_blocking = int(blocking)
		self._instance_blocking = int(self._instances[0].isBlocking())

		self.update_gui()

	def instance_blocking_toggle(self, event, widget):
		""" widget callback: change the blocking of an instance 

		@type	event:	object
		@param	event:	FIFE mouseevent or keyevent
		@type	widget:	object
		@param	widget:	pychan widget
		"""
		self.check_override_blocking()
		instance = self._instances[0]
		instance.setBlocking(not instance.isBlocking())
		self._instance_blocking = int(instance.isBlocking())

		self.update_gui()

	def check_override_blocking(self):
		instance = self._instances[0]
		marked = self.container.findChild(name="override_blocking_toggle")._isMarked()
		if marked:
			instance.setOverrideBlocking(True)
		else:
			instance.setOverrideBlocking(False)

	def use_user_data(self):
		"""
			- takes the users values and applies them directly to the current ._instance
			- writes current data record
			- writes previous data record
			- updates gui
		
			FIXME:
			- parse user data in case user think strings are considered to be integer offset values...
		"""
		instance_id = str(self._gui_instance_id_textfield._getText())
		msg = ''
		
		if instance_id == "":
			instance_id = "None"

		if instance_id is not None and instance_id is not "None":
			existing_instances = self._editor.getActiveMapView().getController()._layer.getInstances(instance_id)
			if len(existing_instances) <= 0:
				self._instances[0].setId(instance_id)
				msg = unicode("Set new instance id: " + str(instance_id))
				self._editor.getStatusBar().setText(msg)
			else:
				self._editor.getStatusBar().setText(u"Instance ID is already in use.")

		if self._animation:
			msg = msg + "\n" + u"Editing offset and rotation of animated instances is not supported yet"
			self._editor.getStatusBar().setText(msg)
			return

		xoffset = self._gui_xoffset_textfield._getText()
		yoffset = self._gui_yoffset_textfield._getText()

		# update rotation
		angle = self.eval_gui_rotation()
		self.set_rotation(angle)
		
		# update offsets
		self.set_offset(int(xoffset), int(yoffset))

		self.update_gui()
		
	def save_user_data(self):
		""" saves the current object to its xml file 
		
			NOTE:
				- animations can't be saved for now
				
			FIXME:
				- add missing object attributes to saving routine		
		"""
		if self._object is None:
			return
		if self._animation:
			return
		
		file = self._object.getFilename()	
		self.tree = ET.parse(file)
		
		img_lst = self.tree.findall("image")

		# apply changes to the XML structure due to current user settings in the gui
		for img_tag in img_lst:
			if img_tag.attrib["direction"] == str(self._avail_rotations[self._gui_rotation_dropdown._getSelected()]):
				img_tag.attrib["x_offset"] = self._gui_xoffset_textfield._getText()
				img_tag.attrib["y_offset"] = self._gui_yoffset_textfield._getText()
				break

		block = self.tree.getroot()
		block.attrib["blocking"] = str(int(self._object_blocking))

		xmlcontent = ET.tostring(self.tree.getroot())

		# save xml data beneath the <?fife type="object"?> definition into the object file
		tmp = open(file, 'w')
		tmp.write('<?fife type="object"?>\n')
		tmp.write(xmlcontent + "\n")
		tmp.close()
		
	def gui_rotate_instance(self):
		""" rotate an instance due to selected angle """
		angle = self.eval_gui_rotation()
		self.set_rotation(angle)
		
	def eval_gui_rotation(self):
		""" prepare rotation from gui and apply it to the current selected instance """
		index = self._gui_rotation_dropdown._getSelected()
		angle = int( self._avail_rotations[index] )
	
		if angle == 360:
			angle = 0
			
		return angle
		
	def eval_gui_anim_action(self):	
		""" check the selected action of an animation and update the gui accordingly """
		if not self._anim_data['actions']: return
		
		index = self._gui_anim_actions_dropdown._getSelected()
		action = self._anim_data['actions'][index]
		
		self.update_anim_data(action)
		self.update_gui()
		
	def set_rotation(self, angle):
		""" set the rotation of the current instance """	
#		print "...setting instance rotation from %s to %s" % (self._rotation, angle)
		self._instances[0].setRotation(angle)
		self.get_instance_data(None, None, angle)
		self.update_gui()	
#		print "...new internal FIFE rotation ", int(self._instances[0].getRotation())
		
	def set_offset(self, x=None, y=None):
		""" set x/y offset of current selected instance """
		if x is not None:
			self._image.setXShift(x)
		if y is not None:
			self._image.setYShift(y)
			
	def update_anim_data(self, action=None):
		""" update animation data for the current selected instance from FIFE's data structure
		
		@type	animation	FIFE animation
		@return	animation	current selected animation
		"""
		if action:
			animation = action.get2dGfxVisual().getAnimationByAngle(self._fixed_rotation)
			animation_id = animation.getFifeId()

		action_ids = []
		actions = []
		
		try:
			action_ids = self._object.getActionIds()
			for id in action_ids:
				actions.append(self._object.getAction(id))
		except:
			pass		
		
		self._anim_data = {}
		self._anim_data['obj'] = animation
		self._anim_data['id'] = animation_id
		self._anim_data['frames'] = animation.getFrameCount()
		self._anim_data['current'] = 0
		self._anim_data['actions'] = actions
		self._anim_data['action_ids'] = action_ids
		self._anim_data['default_action'] = self._object.getDefaultAction()	
		self._anim_data['action'] = action		

		return animation
		
	def get_instance_data(self, timestamp=None, frame=None, angle=-1, instance=None):
		"""
			- grabs all available data from both object and instance
		
		"""
		visual = None
		self._avail_rotations = []
			
		if instance is None:
			instance = self._instances[0]
			
		object = instance.getObject()
		self._object = object
		self._namespace = object.getNamespace()
		self._object_id = object.getId()
		
		self._instance_id = instance.getId()
	
		if self._instance_id == '':
			self._instance_id = 'None'

		if angle == -1:
			angle = int(instance.getRotation())
		else:
			angle = int(angle)	
			
		self._rotation = angle
		
		if object.isBlocking():
			self._object_blocking = 1

		if instance.isBlocking():
			self._instance_blocking = 1

		if object.isStatic():
			self._static = 1
		
		try:
			visual = object.get2dGfxVisual()
		except:
			self._editor.getStatusBar().setText(u"Fetching visual of object failed")
			raise			

		self._fixed_rotation = instance.getRotation()

		index = visual.getStaticImageIndexByAngle(self._fixed_rotation)

		if index is -1:
			# object is an animation
			self._animation = True
			self._image = None
			
			# no static image available, try default action
			action = object.getDefaultAction()

			if action:
				animation = self.update_anim_data(action)

				# update gui
				if animation:
					self._gui_anim_actions_dropdown._setItems(self._anim_data['action_ids'])
					self._gui_anim_actions_dropdown._setSelected(0)					
				
				if timestamp is None and frame is not None:
					self._image = animation.getFrame(frame)	
				elif timestamp is not None and frame is None:
					self._image = animation.getFrameByTimestamp(timestamp)
				else:
					self._image = animation.getFrameByTimestamp(0)
		elif index is not -1:
			# object is a static image
			self._animation = False
			self._image = self.imageManager.get(index)

		if not self._animation:
			rotations = visual.getStaticImageAngles()
			for angle in rotations:
				self._avail_rotations.append(angle)
	
			self._image_default_x_offset = self._image.getXShift()
			self._image_default_y_offset = self._image.getYShift()
		else:
			self._avail_rotations = object.getDefaultAction().get2dGfxVisual().getActionImageAngles()

	def show(self):
		""" show the plugin gui - and update it """
		self.update_gui()
		self.container.show()	
		self.container.adaptLayout(False)						
	
	def hide(self):
		""" hide the plugin gui - and reset it """
		self.container.hide()
		self._reset()		

	def input(self, instances):
		""" if called _and_ the user wishes to edit offsets,
			gets instance data and show gui

			(we only use the top instance of the selected cell)

		@type	instances:	list
		@param	instances:	a list of instances in the selected cell 
		"""
		if instances != self._instances:
			if self.active is True:
				self._reset()
				self._instances = instances
				
				if self._camera is None:
					self._camera = self._editor.getActiveMapView().getCamera()
					self.renderer = fife.InstanceRenderer.getInstance(self._camera)				
					
				self._layer = self._editor.getActiveMapView().getController()._layer
			
				if self._instances:
					self.highlight_selected_instance()
					self.get_instance_data()

					self.show()
				else:
					self.hide()
コード例 #10
0
ファイル: PychanTest.py プロジェクト: karottenreibe/FIFE
class PocAnimations(PyChanExample):
	""" a small app (^^) to show how gui animations ~could~ be
		made by using B{fife.TimeEvent}s	
	"""
	def __init__(self):
		super(PocAnimations,self).__init__('data/gui/poc_guianimation.xml')
		
		self._move_timer = None
		self._resize_timer = None
		self._color_timer = None
		self._progress_timer = None
		
	def start(self):
		""" 
		load XML file and setup callbacks
		"""
		self.widget = pychan.loadXML(self.xmlFile)
		
		self.widget.mapEvents({
			'closeButton'	:	self.stop,
			
			'example_move'	:	cbwa(self._start_anim, type=ACTION_MOVE),
			'example_color'	:	cbwa(self._start_anim, type=ACTION_COLOR),
			'example_resize':	cbwa(self._start_anim, type=ACTION_RESIZE),
			'example_all'	: 	self._anim_all,			
			'delay'			:	self._set_delay_display,
		})
		
		self.move_example_widget = self.widget.findChild(name="move")
		self.mew = self.move_example_widget

		self.resize_example_widget = self.widget.findChild(name="resize")
		self.rew = self.resize_example_widget		

		self.color_example_widget = self.widget.findChild(name="color")
		self.cew = self.color_example_widget
		
		self.delay_slider = self.widget.findChild(name="delay")
		self.delay_slider.setValue(float(DEFAULT_DELAY))
		
		self.delay_display = self.widget.findChild(name="delay_label")
		self.delay_display.text = unicode(str(DEFAULT_DELAY))
		
		self.progressbar = self.widget.findChild(name="progressbar")
#		self.progressbar2 = self.widget.findChild(name="progressbar2")
		
		self.little_matrix = []
		for x in range(1,4):
			for y in range(1,4):
				name = "color_%s_%s" % (x, y)
				widget = self.widget.findChild(name=name)
				self.little_matrix.append(widget)
		
		self.widget.adaptLayout(True)
		self.widget.show()
		
	def _set_delay_display(self):
		""" set delay display according to slider value """
		value = self.delay_slider.getValue()
		self.delay_display.text = unicode(str(int(value)))		
		
	def _anim_all(self):
		""" fire all animations """
		for action in ACTIONS:
			self._start_anim(type=action)
		
	def _start_anim(self, type=None):
		""" start the animation of the given type """
		self._reset_anim(type)
		kwargs = {
			'delay' : int(self.delay_slider.getValue()),
			'callback' : None,
			'repeat' : 0,
		}
		if type == ACTION_MOVE:
			kwargs['callback'] = self._move
			self._move_timer = Timer(**kwargs)
			self._move_timer.start()
		elif type == ACTION_RESIZE:
			kwargs['callback'] = self._resize
			self._resize_timer = Timer(**kwargs)
			self._resize_timer.start()
		elif type == ACTION_COLOR:
			kwargs['callback'] = self._color
			self._color_timer = Timer(**kwargs)
			self._color_timer.start()
		
		# progressbar
		kwargs['callback'] = self._update_progress
		self.progressbar.value = 0
#		self.progressbar2.value = 0
		self._progress_timer = Timer(**kwargs)
		self._progress_timer.start()
			
	def _reset_anim(self, type=None):
		""" undo changes made by the animation (but leave alone disco matrix ^^) """
		if type == ACTION_MOVE:
			if self._move_timer:
				self._move_timer.stop()
			self.mew.position = 0, 0
		elif type == ACTION_RESIZE:
			if self._resize_timer:
				self._resize_timer.stop()
			SIZE = 100, 100
			self.rew.size = SIZE
			self.rew.min_size = SIZE
			self.rew.max_size = SIZE
			self.widget.findChild(name="resize_wrapper").adaptLayout()
		elif type == ACTION_COLOR:
			if self._color_timer:
				self._color_timer.stop()
			COLOR = 255, 255, 255, 100
			self.cew.base_color = COLOR
		
		if self._progress_timer:
			self._progress_timer.stop()
			self.progressbar.value = 0
#			self.progressbar2.value = 0
							
	def _move(self):
		""" move the mew widget """
		position = list(self.mew.position)
		if position[0] < 100:
			position[0] += 1
			self.mew.position = position
		else:
			self._reset_anim(ACTION_MOVE)	
		
	def _resize(self):
		""" resize the rew widget """
		size = list(self.rew.size)
		if size[0] > 0:
			size[0] -= 1
			size[1] -= 1
			self.rew.size = size
			self.rew.min_size = size
			self.rew.max_size = size
		else:
			self._reset_anim(ACTION_RESIZE)
			
	def _color(self):
		""" tint the cew widgets """
		color = self.cew.base_color
		red = color.r
		if red > 1:
			red -= 1
			self.cew.base_color = (red, 255, 255, 100)

			# disco!
			for widget in self.little_matrix:
				color = tuple(random.randint(1,255) for i in range(1,5))
				widget.background_color = color
		else:
			self._reset_anim(ACTION_COLOR)
			
	def _update_progress(self):
		""" """
		if self.progressbar.value < self.progressbar.size[0]:
			size = self.progressbar.size
			value = int(self.progressbar.value) + random.randint(0, DEFAULT_DELAY)
			self.progressbar.value = value
#			self.progressbar2.value = value
		else:
			self._reset_anim()
コード例 #11
0
class ObjectEdit(plugin.Plugin):
    """ The B{ObjectEdit} module is a plugin for FIFedit and allows to edit
	attributes of an selected instance - like offset, instance id or rotation
	(namespaces and object id editing is excluded)
	
	current features:
		- click instance and get all known data
		- edit offsets, rotation, instance id
		- save offsets to object file
		- outline highlighting of the selected object
		- animation viewer
	"""
    def __init__(self):
        self.active = False
        self._camera = None
        self._layer = None
        self._anim_timer = None

        self._enabled = False

        self.imagepool = None
        self._animationpool = None

        self.guidata = {}
        self.objectdata = {}

        self._help_dialog = None

    def _reset(self):
        """
			resets all dynamic vars, but leaves out static ones (e.g. camera, layer)

		"""
        if self._anim_timer:
            self._anim_timer.stop()
            # reset the ToggleButton
            if self._gui_anim_playback._isToggled():
                self._gui_anim_playback._setToggled(0)
        self._anim_timer = None

        self._object = None
        self._instances = None
        self._image = None
        self._image_default_x_offset = None
        self._image_default_y_offset = None
        self._animation = False
        self._anim_data = {}
        self._rotation = None
        self._avail_rotations = []
        self._namespace = None
        self._object_blocking = 0
        self._instance_blocking = 0
        self._static = 0
        self._object_id = None
        self._instance_id = None
        self._fixed_rotation = None

        if self._camera is not None:
            self.renderer.removeAllOutlines()

    def enable(self):
        """ plugin method """
        if self._enabled is True:
            return

        self._editor = scripts.editor.getEditor()
        self.engine = self._editor.getEngine()

        self.imagepool = self.engine.getImagePool()
        self._animationpool = self.engine.getAnimationPool()

        self._showAction = Action(unicode(self.getName(), "utf-8"),
                                  checkable=True)
        scripts.gui.action.activated.connect(self.toggle_gui,
                                             sender=self._showAction)

        self._editor._tools_menu.addAction(self._showAction)

        events.onInstancesSelected.connect(self.input)
        events.preMapClosed.connect(self.hide)
        events.preMapShown.connect(self.hide)

        self._reset()
        self.create_gui()

    def disable(self):
        """ plugin method """
        if self._enabled is False:
            return

        self._reset()
        self.container.hide()
        self.removeAllChildren()

        events.onInstancesSelected.disconnect(self.input)
        events.preMapClosed.disconnect(self.hide)
        events.preMapShown.disconnect(self.hide)

        self._editor._tools_menu.removeAction(self._showAction)

    def isEnabled(self):
        """ plugin method """
        return self._enabled

    def getName(self):
        """ plugin method """
        return "Object editor"

    def _show_help(self):
        """ shows the help dialog """
        if self._help_dialog is not None:
            self._help_dialog.show()
            return

        self._help_dialog = pychan.loadXML("gui/help.xml")
        self._help_dialog.title = u"Help (Object Editor)"
        self._help_dialog.mapEvents({
            "closeButton": self._help_dialog.hide,
        })

        # gimme some more space
        _SIZE = (320, 400)
        scrollarea = self._help_dialog.findChildren(
            __class__=pychan.widgets.ScrollArea)[0]
        scrollarea.size = _SIZE
        scrollarea.min_size = _SIZE
        scrollarea.max_size = _SIZE

        f = open('lang/help_object_edit.txt', 'r')
        self._help_dialog.findChild(name="helpText").text = unicode(f.read())
        f.close()

        self._help_dialog.show()

    def create_gui(self):
        """
			- creates the gui skeleton by loading the xml file
			- finds some important childs and saves their widget in the object
			
		FIXME:
			- move all dynamic widgets to dict
		"""
        self.container = pychan.loadXML('gui/objectedit.xml')
        self.container.mapEvents({
            'use_data': self.use_user_data,
            'change_data': self.save_user_data,
            'anim_left': self.previous_anim_frame,
            'anim_right': self.next_anim_frame,
            'anim_start_pos': self.anim_start_frame,
            'anim_end_pos': self.anim_end_frame,
            'show_help': self._show_help,
        })

        self.container.findChild(name="x_offset_up").capture(
            self.change_offset, "mousePressed")
        self.container.findChild(name="x_offset_dn").capture(
            self.change_offset, "mousePressed")
        self._gui_x_offset = self.container.findChild(name="x_offset")
        self._gui_x_offset.capture(self.change_offset, "mouseWheelMovedUp")
        self._gui_x_offset.capture(self.change_offset, "mouseWheelMovedDown")

        self.container.findChild(name="y_offset_up").capture(
            self.change_offset, "mousePressed")
        self.container.findChild(name="y_offset_dn").capture(
            self.change_offset, "mousePressed")
        self._gui_y_offset = self.container.findChild(name="y_offset")
        self._gui_y_offset.capture(self.change_offset, "mouseWheelMovedUp")
        self._gui_y_offset.capture(self.change_offset, "mouseWheelMovedDown")

        self.container.findChild(name="object_blocking_toggle").capture(
            self.object_blocking_toggle, "mousePressed")
        self.container.findChild(name="instance_blocking_toggle").capture(
            self.instance_blocking_toggle, "mousePressed")

        self._gui_anim_panel_wrapper = self.container.findChild(
            name="animation_panel_wrapper")
        self._gui_anim_panel = self._gui_anim_panel_wrapper.findChild(
            name="animation_panel")

        self._gui_rotation_dropdown = self.container.findChild(
            name="select_rotations")
        self._gui_rotation_dropdown.capture(self.gui_rotate_instance,
                                            "mouseWheelMovedUp")
        self._gui_rotation_dropdown.capture(self.gui_rotate_instance,
                                            "mouseWheelMovedDown")
        self._gui_rotation_dropdown.capture(self.gui_rotate_instance, "action")

        self._gui_anim_actions_dropdown = self._gui_anim_panel_wrapper.findChild(
            name="select_actions")
        self._gui_anim_actions_dropdown.capture(self.eval_gui_anim_action,
                                                "mouseWheelMovedUp")
        self._gui_anim_actions_dropdown.capture(self.eval_gui_anim_action,
                                                "mouseWheelMovedDown")
        self._gui_anim_actions_dropdown.capture(self.eval_gui_anim_action,
                                                "action")

        self._gui_anim_playback = self._gui_anim_panel_wrapper.findChild(
            name="anim_playback")
        self._gui_anim_playback.capture(self.anim_playback, "mousePressed")
        self._gui_anim_loop = self._gui_anim_panel_wrapper.findChild(
            name="anim_loop")

        self._gui_current_frame = self._gui_anim_panel_wrapper.findChild(
            name="anim_current_frame")
        self._gui_current_frame.capture(self.previous_anim_frame,
                                        "mouseWheelMovedUp")
        self._gui_current_frame.capture(self.next_anim_frame,
                                        "mouseWheelMovedDown")

        self._gui_xoffset_textfield = self.container.findChild(name="x_offset")
        self._gui_yoffset_textfield = self.container.findChild(name="y_offset")

        self._gui_instance_id_textfield = self.container.findChild(
            name="instance_id")

    def anim_playback(self, widget):
        """ start / stop playback of an animation due to status of a gui ToggleButton
			Sets also two ivars of timer object (active & loop)
		"""
        if widget._isToggled():
            self._anim_timer.stop()
            self._anim_timer.active = False
        else:
            frame_delay = self._anim_data['obj'].getFrameDuration(
                self._anim_data['current'])
            self._anim_timer = Timer(delay=frame_delay,
                                     callback=self.next_anim_frame)
            self._anim_timer.active = True
            self._anim_timer.loop = self._gui_anim_loop._isMarked()
            self._anim_timer.start()

    def previous_anim_frame(self):
        """ show previous anim frame """
        if self._anim_data['current'] > 0:
            self._anim_data['current'] -= 1
        else:
            self._anim_data['current'] = self._anim_data['frames']

        self.update_gui()

    def next_anim_frame(self):
        """ show next anim frame and reset animation frame to 0 if playback looping is active"""
        if self._anim_data['current'] < self._anim_data['frames']:
            self._anim_data['current'] += 1
        else:
            self._anim_data['current'] = 0

        self.update_gui()

    def anim_start_frame(self):
        """ set start frame of animation """
        self._anim_data['current'] = 0
        self.update_gui()

    def anim_end_frame(self):
        """ set end frame of animation """
        self._anim_data['current'] = self._anim_data['frames']
        self.update_gui()

    def update_gui(self):
        """ updates the gui widgets with current instance data """
        if self._instances is None: return

        # show the image we retrieved from an animated object
        if self._animation:
            if not self._gui_anim_panel_wrapper.findChild(
                    name="animation_panel"):
                self._gui_anim_panel_wrapper.addChild(self._gui_anim_panel)

            # get current selected image and update the icon widget
            dur = 0
            for i in range(self._anim_data['frames']):
                dur += self._anim_data['obj'].getFrameDuration(i)

                # set new duration for the playback timer
                if self._anim_timer:
                    frame_delay = self._anim_data['obj'].getFrameDuration(
                        self._anim_data['current'])

                if i == self._anim_data['current']:
                    # set new duration for the playback timer
                    if self._anim_timer and self._anim_timer.active:
                        self._anim_timer.setPeriod(
                            self._anim_data['obj'].getFrameDuration(
                                self._anim_data['current']))
                    break

            image = self._anim_data['obj'].getFrameByTimestamp(dur)
            self.container.findChild(
                name="animTest").image = image.getResourceFile()
            self.container.findChild(name="animTest").size = (250, 250)
            self.container.findChild(name="animTest").min_size = (250, 250)

            self.container.distributeInitialData({
                'anim_current_frame':
                unicode(str(self._anim_data['current'])),
                'anim_rotation':
                unicode(str(self._anim_data['obj'].getDirection())),
            })

        else:
            if self._gui_anim_panel_wrapper.findChild(name="animation_panel"):
                self._gui_anim_panel_wrapper.removeChild(self._gui_anim_panel)

        if self._image is not None:
            x_offset = unicode(self._image.getXShift())
            y_offset = unicode(self._image.getYShift())
        else:
            x_offset = unicode(0)
            y_offset = unicode(0)

        if self._instances[0].isOverrideBlocking():
            self.container.findChild(
                name="override_blocking_toggle")._setMarked(True)
        else:
            self.container.findChild(
                name="override_blocking_toggle")._setMarked(False)

        self.container.distributeInitialData({
            'select_rotations':
            self._avail_rotations,
            'instance_id':
            unicode(self._instances[0].getId()),
            'object_id':
            unicode(self._object_id),
            'x_offset':
            x_offset,
            'y_offset':
            y_offset,
            'instance_rotation':
            unicode(self._instances[0].getRotation()),
            'object_namespace':
            unicode(self._namespace),
            'instance_blocking':
            unicode(self._instance_blocking),
            'object_blocking':
            unicode(self._object_blocking),
            'object_static':
            unicode(self._static),
        })

        if not self._animation:
            if self._fixed_rotation in self._avail_rotations:
                index = self._avail_rotations.index(self._fixed_rotation)
                self._gui_rotation_dropdown._setSelected(index)
#			else:
#				print "Internal FIFE rotation: ", self._instances[0].getRotation()
#				print "Fixed rotation (cam rot) ", self._fixed_rotation + int(abs(self._camera.getRotation()))
#				print "Collected rots from object ", self._avail_rotations

        self.container.adaptLayout(False)

    def toggle_gui(self):
        """
			show / hide the gui
		"""
        if self.active is True:
            self.active = False
            if self.container.isVisible() or self.container.isDocked():
                self.container.setDocked(False)
                self.container.hide()
            self._showAction.setChecked(False)
        else:
            self.active = True
            self._showAction.setChecked(True)

    def highlight_selected_instance(self):
        """ highlights selected instance """
        self.renderer.removeAllOutlines()
        self.renderer.addOutlined(self._instances[0], WHITE["r"], WHITE["g"],
                                  WHITE["b"], OUTLINE_SIZE)

    def change_offset(self, event, widget):
        """ widget callback: change the offset of an object 
		
		@type	event:	object
		@param	event:	FIFE mouseevent or keyevent
		@type	widget:	object
		@param	widget:	pychan widget
		"""
        if self._animation:
            self._editor.getStatusBar().setText(
                u"Offset changes of animations are not supported yet")
            return

        etype = event.getType()

        x = self._image.getXShift()
        y = self._image.getYShift()

        if etype == fife.MouseEvent.WHEEL_MOVED_UP or widget.name.endswith(
                "up"):
            modifier = 1
        elif etype == fife.MouseEvent.WHEEL_MOVED_DOWN or widget.name.endswith(
                "dn"):
            modifier = -1

        if widget.name.startswith("x"):
            x += modifier
        elif widget.name.startswith("y"):
            y += modifier

        self.set_offset(x, y)
        self.update_gui()

    def object_blocking_toggle(self, event, widget):
        """ widget callback: change the blocking of an instance 

		@type	event:	object
		@param	event:	FIFE mouseevent or keyevent
		@type	widget:	object
		@param	widget:	pychan widget
		"""
        self.check_override_blocking()
        object = self._instances[0].getObject()
        object_id = object.getId()
        blocking = not object.isBlocking()
        object.setBlocking(blocking)

        instances = self._layer.getInstances()
        for instance in instances:
            object = instance.getObject()
            if object.getId() == object_id:
                instance.setBlocking(blocking)

        self._object_blocking = int(blocking)
        self._instance_blocking = int(self._instances[0].isBlocking())

        self.update_gui()

    def instance_blocking_toggle(self, event, widget):
        """ widget callback: change the blocking of an instance 

		@type	event:	object
		@param	event:	FIFE mouseevent or keyevent
		@type	widget:	object
		@param	widget:	pychan widget
		"""
        self.check_override_blocking()
        instance = self._instances[0]
        instance.setBlocking(not instance.isBlocking())
        self._instance_blocking = int(instance.isBlocking())

        self.update_gui()

    def check_override_blocking(self):
        instance = self._instances[0]
        marked = self.container.findChild(
            name="override_blocking_toggle")._isMarked()
        if marked:
            instance.setOverrideBlocking(True)
        else:
            instance.setOverrideBlocking(False)

    def use_user_data(self):
        """
			- takes the users values and applies them directly to the current ._instance
			- writes current data record
			- writes previous data record
			- updates gui
		
			FIXME:
			- parse user data in case user think strings are considered to be integer offset values...
		"""
        instance_id = str(self._gui_instance_id_textfield._getText())
        msg = ''

        if instance_id == "":
            instance_id = "None"

        if instance_id is not None and instance_id is not "None":
            existing_instances = self._editor.getActiveMapView().getController(
            )._layer.getInstances(instance_id)
            if len(existing_instances) <= 0:
                self._instances[0].setId(instance_id)
                msg = unicode("Set new instance id: " + str(instance_id))
                self._editor.getStatusBar().setText(msg)
            else:
                self._editor.getStatusBar().setText(
                    u"Instance ID is already in use.")

        if self._animation:
            msg = msg + "\n" + u"Editing offset and rotation of animated instances is not supported yet"
            self._editor.getStatusBar().setText(msg)
            return

        xoffset = self._gui_xoffset_textfield._getText()
        yoffset = self._gui_yoffset_textfield._getText()

        # update rotation
        angle = self.eval_gui_rotation()
        self.set_rotation(angle)

        # update offsets
        self.set_offset(int(xoffset), int(yoffset))

        self.update_gui()

    def save_user_data(self):
        """ saves the current object to its xml file 
		
			NOTE:
				- animations can't be saved for now
				
			FIXME:
				- add missing object attributes to saving routine		
		"""
        if self._object is None:
            return
        if self._animation:
            return

        file = self._object.getResourceFile()
        self.tree = ET.parse(file)

        img_lst = self.tree.findall("image")

        # apply changes to the XML structure due to current user settings in the gui
        for img_tag in img_lst:
            if img_tag.attrib["direction"] == str(self._avail_rotations[
                    self._gui_rotation_dropdown._getSelected()]):
                img_tag.attrib[
                    "x_offset"] = self._gui_xoffset_textfield._getText()
                img_tag.attrib[
                    "y_offset"] = self._gui_yoffset_textfield._getText()
                break

        block = self.tree.getroot()
        block.attrib["blocking"] = str(int(self._object_blocking))

        xmlcontent = ET.tostring(self.tree.getroot())

        # save xml data beneath the <?fife type="object"?> definition into the object file
        tmp = open(file, 'w')
        tmp.write('<?fife type="object"?>\n')
        tmp.write(xmlcontent + "\n")
        tmp.close()

    def gui_rotate_instance(self):
        """ rotate an instance due to selected angle """
        angle = self.eval_gui_rotation()
        self.set_rotation(angle)

    def eval_gui_rotation(self):
        """ prepare rotation from gui and apply it to the current selected instance """
        index = self._gui_rotation_dropdown._getSelected()
        angle = int(self._avail_rotations[index])

        if angle == 360:
            angle = 0

        return angle

    def eval_gui_anim_action(self):
        """ check the selected action of an animation and update the gui accordingly """
        if not self._anim_data['actions']: return

        index = self._gui_anim_actions_dropdown._getSelected()
        action = self._anim_data['actions'][index]

        self.update_anim_data(action)
        self.update_gui()

    def set_rotation(self, angle):
        """ set the rotation of the current instance """
        #		print "...setting instance rotation from %s to %s" % (self._rotation, angle)
        self._instances[0].setRotation(angle)
        self.get_instance_data(None, None, angle)
        self.update_gui()
#		print "...new internal FIFE rotation ", int(self._instances[0].getRotation())

    def set_offset(self, x=None, y=None):
        """ set x/y offset of current selected instance """
        if x is not None:
            self._image.setXShift(x)
        if y is not None:
            self._image.setYShift(y)

    def update_anim_data(self, action=None):
        """ update animation data for the current selected instance from FIFE's data structure
		
		@type	animation	FIFE animation
		@return	animation	current selected animation
		"""
        if action:
            animation_id = action.get2dGfxVisual().getAnimationIndexByAngle(
                self._fixed_rotation)
            animation = self._animationpool.getAnimation(animation_id)

        action_ids = []
        actions = []

        try:
            action_ids = self._object.getActionIds()
            for id in action_ids:
                actions.append(self._object.getAction(id))
        except:
            pass

        self._anim_data = {}
        self._anim_data['obj'] = animation
        self._anim_data['id'] = animation_id
        self._anim_data['frames'] = animation.getNumFrames()
        self._anim_data['current'] = 0
        self._anim_data['actions'] = actions
        self._anim_data['action_ids'] = action_ids
        self._anim_data['default_action'] = self._object.getDefaultAction()
        self._anim_data['action'] = action

        return animation

    def get_instance_data(self,
                          timestamp=None,
                          frame=None,
                          angle=-1,
                          instance=None):
        """
			- grabs all available data from both object and instance
		
		"""
        visual = None
        self._avail_rotations = []

        if instance is None:
            instance = self._instances[0]

        object = instance.getObject()
        self._object = object
        self._namespace = object.getNamespace()
        self._object_id = object.getId()

        self._instance_id = instance.getId()

        if self._instance_id == '':
            self._instance_id = 'None'

        if angle == -1:
            angle = int(instance.getRotation())
        else:
            angle = int(angle)

        self._rotation = angle

        if object.isBlocking():
            self._object_blocking = 1

        if instance.isBlocking():
            self._instance_blocking = 1

        if object.isStatic():
            self._static = 1

        try:
            visual = object.get2dGfxVisual()
        except:
            self._editor.getStatusBar().setText(
                u"Fetching visual of object failed")
            raise

        self._fixed_rotation = instance.getRotation()

        index = visual.getStaticImageIndexByAngle(self._fixed_rotation)

        if index is -1:
            # object is an animation
            self._animation = True
            self._image = None

            # no static image available, try default action
            action = object.getDefaultAction()

            if action:
                animation = self.update_anim_data(action)

                # update gui
                if animation:
                    self._gui_anim_actions_dropdown._setItems(
                        self._anim_data['action_ids'])
                    self._gui_anim_actions_dropdown._setSelected(0)

                if timestamp is None and frame is not None:
                    self._image = animation.getFrame(frame)
                elif timestamp is not None and frame is None:
                    self._image = animation.getFrameByTimestamp(timestamp)
                else:
                    self._image = animation.getFrameByTimestamp(0)
        elif index is not -1:
            # object is a static image
            self._animation = False
            self._image = self.imagepool.getImage(index)

        if not self._animation:
            rotations = visual.getStaticImageAngles()
            for angle in rotations:
                self._avail_rotations.append(angle)

            self._image_default_x_offset = self._image.getXShift()
            self._image_default_y_offset = self._image.getYShift()
        else:
            self._avail_rotations = object.getDefaultAction().get2dGfxVisual(
            ).getActionImageAngles()

    def show(self):
        """ show the plugin gui - and update it """
        self.update_gui()
        self.container.show()
        self.container.adaptLayout(False)

    def hide(self):
        """ hide the plugin gui - and reset it """
        self.container.hide()
        self._reset()

    def input(self, instances):
        """ if called _and_ the user wishes to edit offsets,
			gets instance data and show gui

			(we only use the top instance of the selected cell)

		@type	instances:	list
		@param	instances:	a list of instances in the selected cell 
		"""
        if instances != self._instances:
            if self.active is True:
                self._reset()
                self._instances = instances

                if self._camera is None:
                    self._camera = self._editor.getActiveMapView().getCamera()
                    self.renderer = fife.InstanceRenderer.getInstance(
                        self._camera)

                self._layer = self._editor.getActiveMapView().getController(
                )._layer

                if self._instances:
                    self.highlight_selected_instance()
                    self.get_instance_data()

                    self.show()
                else:
                    self.hide()