def Mapping(fwork, keystates, keystates_prev): global mouse_prev, sections, warpd PL = gstt.Laser dots = [] #switch to edit mode Key E ? if keystates[pygame.K_e] and not keystates_prev[ pygame.K_e] and gstt.EditStep == 0: print "Switching to Edit Mode" gstt.EditStep = 1 gstt.CurrentWindow = 0 gstt.CurrentCorner = 0 # Back to WARP mode if ENTER key is pressed ? if keystates[pygame.K_RETURN] and gstt.EditStep == 1: print "Switching to Warp Mode" gstt.EditStep = 0 gstt.CurrentCorner = 0 # EDIT MODE : cycle windows if press e key to adjust corner position # Escape edit mode with enter key if gstt.EditStep > 0: dots = [] CurrentWindowPoints = gstt.Windows[gstt.CurrentWindow] # Draw all windows points or "corners" for corner in xrange(len(CurrentWindowPoints)): dots.append( proj(int(CurrentWindowPoints[corner][0]), int(CurrentWindowPoints[corner][1]), 0)) fwork.PolyLineOneColor(dots, c=colorify.rgb2hex(gstt.color), PL=PL, closed=False) # Left mouse is clicked, modify current Corner coordinate if gstt.mouse[1][0] == mouse_prev[1][0] and mouse_prev[1][0] == 1: deltax = gstt.mouse[0][0] - mouse_prev[0][0] deltay = gstt.mouse[0][1] - mouse_prev[0][1] CurrentWindowPoints[gstt.CurrentCorner][0] += (deltax * 2) CurrentWindowPoints[gstt.CurrentCorner][1] -= (deltay * 2) # Change corner if Z key is pressed. if keystates[pygame.K_z] and not keystates_prev[pygame.K_z]: if gstt.CurrentCorner < settings.Mapping( sections[gstt.CurrentSection]) - 1: gstt.CurrentCorner += 1 print "Corner : ", gstt.CurrentCorner # Press E inside Edit mode : Next window if keystates[pygame.K_e] and not keystates_prev[pygame.K_e]: # Save current Window and switch to the next one. if gstt.CurrentWindow < settings.Mapping( sections[gstt.CurrentSection]) - 1: print "saving " settings.MappingWrite(sections, str(gstt.CurrentWindow), CurrentWindowPoints) gstt.CurrentWindow += 1 gstt.CurrentCorner = -1 if gstt.CurrentWindow == settings.Mapping( sections[gstt.CurrentSection]) - 1: gstt.EditStep == 0 gstt.CurrentWindow = 0 print "Now Editing window ", gstt.CurrentWindow mouse_prev = gstt.mouse gstt.PL[PL] = fwork.LinesPL(PL) # Press A : Next section ? if keystates[pygame.K_a] and not keystates_prev[pygame.K_a]: print "current section : ", gstt.CurrentSection if gstt.CurrentSection < len(sections) - 1: gstt.CurrentSection += 1 print "Next section name is ", sections[gstt.CurrentSection] if "screen" in sections[gstt.CurrentSection]: print "" print "switching to section ", gstt.CurrentSection, " ", sections[ gstt.CurrentSection] MappingConf(gstt.CurrentSection) else: gstt.CurrentSection = -1 # WARP Mode if gstt.EditStep == 0: #print "Warp mode" # Left mouse is clicked, modify current Corner coordinate #print gstt.mouse if gstt.mouse[1][0] == mouse_prev[1][0] and mouse_prev[1][0] == 1: deltax = gstt.mouse[0][0] - mouse_prev[0][0] deltay = gstt.mouse[0][1] - mouse_prev[0][1] print "Laser ", gstt.Laser, " Corner ", gstt.CurrentCorner, "deltax ", deltax, "deltay", deltay #int(gstt.warpdest[gstt.Laser][gstt.CurrentCorner][0]) += (deltax *20) #int(gstt.warpdest[gstt.Laser][gstt.CurrentCorner][1]) += (deltay * 2) print warpd #print int(gstt.warpdest[gstt.Laser][gstt.CurrentCorner][0]) + (deltax * 20) # Change corner if Z key is pressed. if keystates[pygame.K_z] and not keystates_prev[pygame.K_z]: if gstt.CurrentCorner < 4: gstt.CurrentCorner += 1 print "Corner : ", gstt.CurrentCorner # Display all windows to current PL for display for Window in gstt.Windows: dots = [] for corner in xrange(len(Window)): #print "Editing : ", WindowPoints[corner] #print Window[corner][0] dots.append( proj(int(Window[corner][0]), int(Window[corner][1]), 0)) fwork.PolyLineOneColor(dots, c=colorify.rgb2hex(gstt.color), PL=PL, closed=False) gstt.PL[PL] = fwork.LinesPL(PL) mouse_prev = gstt.mouse
def Shapes(fwork): global mouse_prev, sections, warpd PL = gstt.Laser dots = [] CurrentWindowPoints = gstt.Windows[gstt.CurrentWindow] #switch to SHAPE mode Key E ? if gstt.keystates[pygame.K_e] and not gstt.keystates_prev[ pygame.K_e] and gstt.EditStep == 1: print "SHAPE Mode." gstt.EditStep = 0 gstt.CurrentWindow = 0 gstt.CurrentCorner = 0 # ENTER : Display all shapes if gstt.keystates[pygame.K_RETURN] and gstt.EditStep == 0: print "Display all Mode." gstt.EditStep = 1 gstt.CurrentCorner = 0 # Draw all windows points or "corners" for corner in xrange(len(CurrentWindowPoints)): dots.append( proj(int(CurrentWindowPoints[corner][0]), int(CurrentWindowPoints[corner][1]), 0)) fwork.PolyLineOneColor(dots, c=colorify.rgb2hex(gstt.color), PL=PL, closed=False) # Left mouse is clicked, modify current Corner coordinate if gstt.mouse[1][0] == mouse_prev[1][0] and mouse_prev[1][0] == 1: deltax = gstt.mouse[0][0] - mouse_prev[0][0] deltay = gstt.mouse[0][1] - mouse_prev[0][1] CurrentWindowPoints[gstt.CurrentCorner][0] += (deltax * 2) CurrentWindowPoints[gstt.CurrentCorner][1] -= (deltay * 2) # Change corner if Z key is pressed. if gstt.keystates[pygame.K_z] and not gstt.keystates_prev[pygame.K_z]: if gstt.CurrentCorner < settings.Mapping( sections[gstt.CurrentSection]) - 1: gstt.CurrentCorner += 1 print "Corner : ", gstt.CurrentCorner # Press E inside shape mode : Next window if gstt.keystates[pygame.K_e] and not gstt.keystates_prev[pygame.K_e]: # Save current Window and switch to the next one. if gstt.CurrentWindow < settings.Mapping( sections[gstt.CurrentSection]) - 1: print "saving " settings.MappingWrite(sections, str(gstt.CurrentWindow), CurrentWindowPoints) gstt.CurrentWindow += 1 gstt.CurrentCorner = -1 if gstt.CurrentWindow == settings.Mapping( sections[gstt.CurrentSection]) - 1: gstt.EditStep == 0 gstt.CurrentWindow = 0 print "Now Editing window ", gstt.CurrentWindow mouse_prev = gstt.mouse gstt.PL[PL] = fwork.LinesPL(PL) # Press A : Next screen. Press until current section is a screen section with shapes. if gstt.keystates[pygame.K_a] and not gstt.keystates_prev[pygame.K_a]: if gstt.CurrentSection < len(sections) - 1: gstt.CurrentSection += 1 else: gstt.CurrentSection = 0 print "Section ", sections[gstt.CurrentSection] if sections[gstt.CurrentSection].find("screen") == 0: print "switching to section ", sections[gstt.CurrentSection] print gstt.CurrentSection print sections[gstt.CurrentSection] MappingConf(gstt.CurrentSection) if gstt.EditStep == 1: # Add all windows to PL for display for Window in gstt.Windows: #print Window dots = [] for corner in xrange(len(Window)): #print "Editing : ", WindowPoints[corner] #print Window[corner][0] dots.append( proj(int(Window[corner][0]), int(Window[corner][1]), 0)) fwork.PolyLineOneColor(dots, c=colorify.rgb2hex(gstt.color), PL=PL, closed=False) #print dots gstt.PL[PL] = fwork.LinesPL(PL)
def Mapping(fwork): global mouse_prev, sections PL = gstt.Laser dots = [] # switch to windows/shapes edit mode Key E ? if gstt.keystates[pygame.K_e] and not gstt.keystates_prev[ pygame.K_e] and gstt.EditStep == 0: print "Switching to Edit Mode" gstt.EditStep = 1 gstt.CurrentWindow = 0 gstt.CurrentCorner = 0 # Back to Warp edit Mode if ENTER key is pressed ? if gstt.keystates[pygame.K_RETURN] and gstt.EditStep == 1: print "Switching to Warp Mode" gstt.EditStep = 0 gstt.CurrentCorner = 0 # Warp Display and Warp edit Mode # Change current corner position with mouse pointer # Change corner with Z key if gstt.EditStep == 0: # print "Warp mode" # Left mouse is clicked, modify current Corner coordinate # print gstt.mouse if gstt.mouse[1][0] == mouse_prev[1][0] and mouse_prev[1][0] == 1: deltax = gstt.mouse[0][0] - mouse_prev[0][0] deltay = gstt.mouse[0][1] - mouse_prev[0][1] gstt.warpdest[gstt.Laser][gstt.CurrentCorner, 0] -= (deltax * 5) gstt.warpdest[gstt.Laser][gstt.CurrentCorner, 1] += (deltay * 5) #print "Laser ", gstt.Laser, " Corner ", gstt.CurrentCorner, "deltax ", deltax, "deltay", deltay #print gstt.warpdest[gstt.Laser] homography.newEDH(gstt.Laser) settings.Write() # Change corner if Z key is pressed. if gstt.keystates[pygame.K_z] and not gstt.keystates_prev[pygame.K_z]: if gstt.CurrentCorner < 3: gstt.CurrentCorner += 1 else: gstt.CurrentCorner = 0 print "Corner : ", gstt.CurrentCorner # Display all windows to current PL for display for Window in gstt.Windows: dots = [] for corner in xrange(len(Window)): #print "Editing : ", WindowPoints[corner] #print Window[corner][0] dots.append( proj(int(Window[corner][0]), int(Window[corner][1]), 0)) fwork.PolyLineOneColor(dots, c=colorify.rgb2hex(gstt.color), PL=PL, closed=False) gstt.PL[PL] = fwork.LinesPL(PL) mouse_prev = gstt.mouse # EDIT WINDOWS MODE : cycle windows for current laser if press e key to adjust corner position # ENTER key to warp/display mode # Mouse to change current corner postion # Z key : next corner # E Key : Next window # A key : Next section if gstt.EditStep > 0: dots = [] CurrentWindowPoints = gstt.Windows[gstt.CurrentWindow] # Draw all windows points or "corners" for corner in xrange(len(CurrentWindowPoints)): dots.append( proj(int(CurrentWindowPoints[corner][0]), int(CurrentWindowPoints[corner][1]), 0)) fwork.PolyLineOneColor(dots, c=colorify.rgb2hex(gstt.color), PL=PL, closed=False) # Left mouse is clicked, modify current Corner coordinate if gstt.mouse[1][0] == mouse_prev[1][0] and mouse_prev[1][0] == 1: deltax = gstt.mouse[0][0] - mouse_prev[0][0] deltay = gstt.mouse[0][1] - mouse_prev[0][1] CurrentWindowPoints[gstt.CurrentCorner][0] += (deltax * 2) CurrentWindowPoints[gstt.CurrentCorner][1] -= (deltay * 2) # Change corner if Z key is pressed. if gstt.keystates[pygame.K_z] and not gstt.keystates_prev[pygame.K_z]: if gstt.CurrentCorner < settings.Mapping( sections[gstt.CurrentSection]) - 1: gstt.CurrentCorner += 1 print "Corner : ", gstt.CurrentCorner # E Key : Next window if gstt.keystates[pygame.K_e] and not gstt.keystates_prev[pygame.K_e]: # Save current Window and switch to the next one. if gstt.CurrentWindow < settings.Mapping( sections[gstt.CurrentSection]) - 1: print "saving " settings.MappingWrite(sections, str(gstt.CurrentWindow), CurrentWindowPoints) gstt.CurrentWindow += 1 gstt.CurrentCorner = -1 if gstt.CurrentWindow == settings.Mapping( sections[gstt.CurrentSection]) - 1: gstt.EditStep == 0 gstt.CurrentWindow = 0 print "Now Editing window ", gstt.CurrentWindow mouse_prev = gstt.mouse gstt.PL[PL] = fwork.LinesPL(PL) # A key : Next section ? if gstt.keystates[pygame.K_a] and not gstt.keystates_prev[pygame.K_a]: print "current section : ", gstt.CurrentSection if gstt.CurrentSection < len(sections) - 1: gstt.CurrentSection += 1 print "Next section name is ", sections[gstt.CurrentSection] if "screen" in sections[gstt.CurrentSection]: print "" print "switching to section ", gstt.CurrentSection, " ", sections[ gstt.CurrentSection] MappingConf(gstt.CurrentSection) else: gstt.CurrentSection = -1