Exemplo n.º 1
0
    def __init__(self, deck, master=None):
        super().__init__(master)
        self.app = master
        self.selectedDeck = deck
        self.data = Data()
        self.deckService = DeckService(Data())
        self.clear()

        self.fontTitle = tkFont.Font(family="Lucida Grande", size=20)
        self.title = tkinter.Label(text="AnkiLike - Creator Mode",
                                   font=self.fontTitle)
        self.str_line = "_" * 20
        self.line = tkinter.Label(text=self.str_line, font=self.fontTitle)
        self.frame_menu = tkinter.LabelFrame(self.app, text="Delete card")
        self.form_one = tkinter.Frame(self.frame_menu)
        self.label_choose = tkinter.Label(self.form_one, text="Delete card : ")
        self.tst = ttk.Combobox(self.form_one)
        self.tst['values'] = [c.title for c in self.selectedDeck._get_cards()]
        self.delete_btn = tkinter.Button(self.frame_menu,
                                         text="Delete",
                                         command=self.delete)
        self.back_btn = tkinter.Button(self.frame_menu,
                                       text="Back",
                                       command=self.load_back_view)

        self.create_view()
Exemplo n.º 2
0
    def __init__(self, selectedDeck, master=None):
        super().__init__(master)
        self.selectedDeck = selectedDeck
        self.app = master
        self.clear()

        self.deckService = DeckService(Data())

        self.fontTitle = tkFont.Font(family="Lucida Grande", size=20)
        self.title = tkinter.Label(text="AnkiLike - Creator Mode",
                                   font=self.fontTitle)
        self.str_line = "_" * 20
        self.str_deck = tkinter.Label(text="Card management of deck : " +
                                      self.selectedDeck.name)
        self.line = tkinter.Label(text=self.str_line, font=self.fontTitle)
        self.frame_menu = tkinter.LabelFrame(self.app, text="Deck management")
        self.create_card = tkinter.Button(self.frame_menu,
                                          text="Add card",
                                          command=self.load_add_card_view)
        self.update_card = tkinter.Button(self.frame_menu,
                                          text="Update card",
                                          command=self.load_update_card_view)
        self.delete_card = tkinter.Button(self.frame_menu,
                                          text="Delete card",
                                          command=self.load_del_card_view)
        self.back_btn = tkinter.Button(self.frame_menu,
                                       text="Back",
                                       command=self.load_back_view)

        self.create_view()
Exemplo n.º 3
0
    def __init__(self, deck_index, master=None, last_card=None, **kw):
        super().__init__(master, **kw)
        self.app = master
        self.clear()
        self.data = Data()
        self.current_deck = self.data.box.decks[deck_index]
        self.deck_index = deck_index
        self.cards = self.current_deck.cards

        # set card_service
        self.card_service = CardService()

        self.question_controller = QuestionController(deck_index, self.card_service, last_card)

        self.str_line = "_" * 20
        self.font_title = tkFont.Font(family="Lucida Grande", size=20)
        self.line = tkinter.Label(text=self.str_line, font=self.font_title)
        self.title = tkinter.Label(text="AnkiLike - Player Mode", font=self.font_title)

        self.deck_name = tkinter.Label(text="Deck name : " + self.current_deck.name, font=self.font_title)
        self.deck_name.config(font=("Lucida Grande", 20))
        self.current_card = self.question_controller.draw_card()
        self.question_title = tkinter.Label(text="Title : {}".format(self.current_card.title), font=("Lucida Grande", 20))
        self.question_label = tkinter.Label(text="Question :", font=("Lucida Grande", 13))
        self.current_content = tkinter.Label(text=self.current_card.question, font=("Lucida Grande", 13))
        self.current_validation_level = tkinter.Label(
            text="Validation level : {}".format(self.current_card.validation_level))
        self.button_validate = tkinter.Button(text="Show answer", command=self._call_show_answer)
        self.button_not_validate = tkinter.Button(text="Not Validate", command=self._call_not_validate)
        self.back_button = tkinter.Button(text="Return list decks", command=self._back_player_view)
        self._create_player_deck_view()
Exemplo n.º 4
0
    def setUp(self) -> None:
        self.card = Card("card title", "question", "answer", 1)
        self.deck = Deck("deck name", [self.card])
        self.data = Data()
        self.data.box = Box("box name", [self.deck])

        self.deck_service = DeckService(self.data)
Exemplo n.º 5
0
    def __init__(self, master=None):
        super().__init__(master)
        self.app = master
        self.clear()

        self.deckService = DeckService(Data())

        self.fontTitle = tkFont.Font(family="Lucida Grande", size=20)
        self.title = tkinter.Label(text="AnkiLike - Creator Mode",
                                   font=self.fontTitle)
        self.str_line = "_" * 20
        self.line = tkinter.Label(text=self.str_line, font=self.fontTitle)
        self.frame_menu = tkinter.LabelFrame(self.app, text="Create Deck")
        self.form_one = tkinter.Frame(self.frame_menu)
        self.label_name = tkinter.Label(self.form_one, text="Name : ")
        self.var_name_entry = tkinter.StringVar()
        self.name_entry = tkinter.Entry(self.form_one,
                                        textvariable=self.var_name_entry)
        self.save_btn = tkinter.Button(self.frame_menu,
                                       text="Save",
                                       command=self.save_deck)
        self.back_btn = tkinter.Button(self.frame_menu,
                                       text="Back",
                                       command=self.load_back_view)
        self.confirm_text = tkinter.StringVar()
        self.confirm_label = tkinter.Label(self.app,
                                           textvariable=self.confirm_text)

        self.create_view()
Exemplo n.º 6
0
 def __init__(self, deck_index: int, card_service: CardService,
              last_card: Card):
     self.deck_index = deck_index
     self.card_service = card_service
     self.card_service.data = Data()
     self.card_service.values_ratio_lister = ValuesRatioLister(3 / 4)
     self.card_service.deck_index = deck_index
     self.card_service.current_card = last_card
Exemplo n.º 7
0
    def __init__(self, master=None):
        super().__init__(master)
        self.app = master
        self.clear()
        self.data = Data()
        self.deckService = DeckService(Data())

        # Nominal view
        self.fontTitle = tkFont.Font(family="Lucida Grande", size=20)
        self.title = tkinter.Label(text="AnkiLike - Creator Mode",
                                   font=self.fontTitle)
        self.str_line = "_" * 20
        self.frame_menu = tkinter.LabelFrame(self.app, text="Deck Management")
        self.line = tkinter.Label(text=self.str_line, font=self.fontTitle)
        self.form_one = tkinter.Frame(self.frame_menu)
        self.label_choose = tkinter.Label(self.form_one,
                                          text="Choose your deck : ")
        self.tst = ttk.Combobox(self.form_one)
        self.tst['values'] = [d._get_name() for d in self.data.box.decks]
        self.save_btn = tkinter.Button(self.frame_menu,
                                       text="Manage cards",
                                       command=self.manage)
        self.rename_btn = tkinter.Button(self.frame_menu,
                                         text="Rename",
                                         command=self.rename_view)
        self.back_btn = tkinter.Button(self.frame_menu,
                                       text="Back",
                                       command=self.load_back_view)

        # Rename view
        self.clear()
        self.rename_label = tkinter.Label(self.form_one, text="Name : ")
        self.var_name_entry = tkinter.StringVar()
        self.input_rename = tkinter.Entry(self.form_one,
                                          textvariable=self.var_name_entry)

        self.create_view_nominal()
Exemplo n.º 8
0
    def setUp(self) -> None:
        self.cards = []
        for i in range(5):
            self.cards.append(Card("card" + str(i), "question", "answer", i))
        self.deck = Deck("deck name to test card service", self.cards)
        self.data = Data()
        self.data.box = Box("box name", [self.deck])
        self.mock_values_ratio_lister = MagicMock()

        self.card_service = CardService()
        self.card_service.data = self.data
        self.card_service.deck_index = 0
        self.card_service.values_ratio_lister = self.mock_values_ratio_lister

        self.deck_create_helper = DeckCreateHelper(4)
Exemplo n.º 9
0
    def __init__(self, master=None):
        super().__init__(master)
        self.app = master
        self.clear()
        self.data = Data()

        self.str_line = "_" * 20
        self.fontTitle = tkFont.Font(family="Lucida Grande", size=20)
        self.line = tkinter.Label(text=self.str_line, font=self.fontTitle)
        self.title = tkinter.Label(text="AnkiLike - Export Mode", font=self.fontTitle)
        self.label_frame = tkinter.LabelFrame(self.app, text="Choisissez les decks à exporter")
        self.list_check_decks = list()

        self.export_deck_button = tkinter.Button(text="Exporter les decks sélectionnés", command=self.export_decks)
        self.export_all_decks_button = tkinter.Button(text="Exporter tous les decks", command=self.export_all_decks)
        self.create_view()
Exemplo n.º 10
0
    def __init__(self, selectedDeck, master=None):
        super().__init__(master)
        self.selectedDeck = selectedDeck
        self.app = master
        self.clear()

        self.deckService = DeckService(Data())

        self.fontTitle = tkFont.Font(family="Lucida Grande", size=20)
        self.title = tkinter.Label(text="AnkiLike - Creator Mode",
                                   font=self.fontTitle)
        self.str_line = "_" * 20
        self.str_deck = tkinter.Label(text="Add card to deck : " +
                                      self.selectedDeck.name)
        self.line = tkinter.Label(text=self.str_line, font=self.fontTitle)
        self.frame_menu = tkinter.LabelFrame(self.app, text="Create card")
        self.form_one = tkinter.Frame(self.frame_menu)
        self.form_two = tkinter.Frame(self.frame_menu)
        self.form_three = tkinter.Frame(self.frame_menu)

        self.label_title = tkinter.Label(self.form_one, text="Title : ")
        self.var_title_entry = tkinter.StringVar()
        self.title_entry = tkinter.Entry(self.form_one,
                                         textvariable=self.var_title_entry)

        self.label_quest = tkinter.Label(self.form_two, text="Question : ")
        self.var_quest_entry = tkinter.StringVar()
        self.quest_entry = tkinter.Entry(self.form_two,
                                         textvariable=self.var_quest_entry)

        self.label_answer = tkinter.Label(self.form_three, text="Answer : ")
        self.var_answer_entry = tkinter.StringVar()
        self.answer_entry = tkinter.Entry(self.form_three,
                                          textvariable=self.var_answer_entry)

        self.save_btn = tkinter.Button(self.frame_menu,
                                       text="Save",
                                       command=self.save_card)
        self.back_btn = tkinter.Button(self.frame_menu,
                                       text="Back",
                                       command=self.load_back_view)
        self.error_text = tkinter.StringVar()
        self.error_label = tkinter.Label(self.app,
                                         textvariable=self.error_text)

        self.create_view()
Exemplo n.º 11
0
    if confirm:
        Path('save').mkdir(parents=True, exist_ok=True)
        SaveService().save_data('save/save.json', data.box)
        root.destroy()
    elif confirm is None:
        pass
    else:
        root.destroy()


def on_saving(event):
    Path('save').mkdir(parents=True, exist_ok=True)
    SaveService().save_data('save/save.json', data.box)


if __name__ == "__main__":
    root = tkinter.Tk()

    data = Data()

    # load dummies random number of decks and cards
    if len(sys.argv) >= 2 and sys.argv[1] == "dataload":
        data.box = DataDummiesLoader().box_load()
    else:
        data.box = SaveService().get_json_box(Path("save/save.json"))
    app = AnkiLike(master=root)

    root.bind('<Control-s>', on_saving)
    root.protocol("WM_DELETE_WINDOW", on_closing)
    app.mainloop()
Exemplo n.º 12
0
 def __init__(self):
     self.data = Data()
Exemplo n.º 13
0
    def __init__(self, config = None):

        Log.debug("GameEngine class init (GameEngine.py)...")
        self.mainMenu = None    #placeholder for main menu object - to prevent reinstantiation

        self.currentScene = None

        self.versionString = version  #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine
        self.uploadVersion = "%s-4.0" % Version.PROGRAM_NAME #akedrou - the version passed to the upload site.

        self.dataPath = Version.dataPath()
        Log.debug(self.versionString + " starting up...")
        Log.debug("Python version: " + sys.version.split(' ')[0])
        Log.debug("Pygame version: " + str(pygame.version.ver) )
        Log.debug("PyOpenGL version: " + OpenGL.__version__)
        Log.debug("Numpy version: " + np.__version__)
        Log.debug("PIL version: " + Image.VERSION)
        Log.debug("sys.argv: " + repr(sys.argv))
        Log.debug("os.name: " + os.name)
        Log.debug("sys.platform: " + sys.platform)
        if os.name == 'nt':
            import win32api
            Log.debug("win32api.GetVersionEx(1): " + repr(win32api.GetVersionEx(1)))
        elif os.name == 'posix':
            Log.debug("os.uname(): " + repr(os.uname()))

        """
        Constructor.
        @param config:  L{Config} instance for settings
        """

        self.tutorialFolder = "tutorials"

        if not config:
            config = Config.load()

        self.config  = config

        fps          = self.config.get("video", "fps")

        self.tasks = []
        self.frameTasks = []
        self.fps = fps
        self.currentTask = None
        self.paused = []
        self.running = True
        self.clock = pygame.time.Clock()

        self.title             = self.versionString
        self.restartRequested  = False

        # evilynux - Check if theme icon exists first, then fallback on FoFiX icon.
        themename = self.config.get("coffee", "themename")
        themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png")
        fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png")
        icon = None
        if os.path.exists(themeicon):
            icon = themeicon
        elif os.path.exists(fofixicon):
            icon = fofixicon

        self.video             = Video(self.title, icon)
        if self.config.get("video", "disable_screensaver"):
            self.video.disableScreensaver()

        self.audio             = Audio()
        self.frames            = 0
        self.fpsEstimate       = 0
        self.priority          = self.config.get("engine", "highpriority")
        self.show_fps          = self.config.get("video", "show_fps")
        self.advSettings       = self.config.get("game", "adv_settings")
        self.restartRequired   = False
        self.quicksetRestart   = False
        self.quicksetPerf      = self.config.get("quickset", "performance")
        self.scrollRate        = self.config.get("game", "scroll_rate")
        self.scrollDelay       = self.config.get("game", "scroll_delay")

        Log.debug("Initializing audio.")
        frequency    = self.config.get("audio", "frequency")
        bits         = self.config.get("audio", "bits")
        stereo       = self.config.get("audio", "stereo")
        bufferSize   = self.config.get("audio", "buffersize")
        self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize)

        self.cmdPlay           = 0
        self.cmdMode           = None
        self.cmdDiff           = None
        self.cmdPart           = None

        self.gameStarted       = False
        self.world             = None

        self.audioSpeedFactor  = 1.0

        Log.debug("Initializing video.")
        #myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions:
        os.environ['SDL_VIDEO_WINDOW_POS'] = 'center'

        width, height = [int(s) for s in self.config.get("video", "resolution").split("x")]
        fullscreen    = self.config.get("video", "fullscreen")
        multisamples  = self.config.get("video", "multisamples")
        self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples)
        Log.debug("OpenGL version: " + glGetString(GL_VERSION))
        Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR))
        Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER))
        Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split())))

        if self.video.default:
            self.config.set("video", "fullscreen", False)
            self.config.set("video", "resolution", "800x600")

        if self.config.get("video", "shader_use"):
            shaders.set(os.path.join(Version.dataPath(), "shaders"))

        # Enable the high priority timer if configured
        if self.priority:
            Log.debug("Enabling high priority timer.")
            self.fps = 0 # High priority

        # evilynux - This was generating an error on the first pass (at least under
        #            GNU/Linux) as the Viewport was not set yet.
        try:
            viewport = glGetIntegerv(GL_VIEWPORT)
        except:
            viewport = [0, 0, width, height]
        h = viewport[3] - viewport[1]
        w = viewport[2] - viewport[0]
        geometry = (0, 0, w, h)
        self.svg = SvgContext(geometry)
        glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3]))

        self.startupMessages   = self.video.error
        self.input     = Input()
        self.view      = View(self, geometry)
        self.resizeScreen(w, h)

        self.resource  = Resource(Version.dataPath())
        self.mainloop  = self.loading
        self.menuMusic = False

        self.setlistMsg = None


        # Load game modifications
        Mod.init(self)
        self.addTask(self.input, synchronized = False)

        self.addTask(self.view, synchronized = False)

        self.addTask(self.resource, synchronized = False)

        self.data = Data(self.resource, self.svg)

        ##MFH: Animated stage folder selection option
        #<themename>\Stages still contains the backgrounds for when stage rotation is off, and practice.png
        #subfolders under Stages\ will each be treated as a separate animated stage set

        self.stageFolders = []
        currentTheme = themename

        stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "backgrounds")
        themepath  = os.path.join(Version.dataPath(), "themes", currentTheme)
        if os.path.exists(stagespath):
            self.stageFolders = []
            allFolders = os.listdir(stagespath)   #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder
            for name in allFolders:
                aniStageFolderListing = []
                thisIsAnAnimatedStageFolder = False
                try:
                    aniStageFolderListing = os.listdir(os.path.join(stagespath,name))
                except Exception:
                    thisIsAnAnimatedStageFolder = False
                for aniFile in aniStageFolderListing:
                    if os.path.splitext(aniFile)[1] == ".png" or os.path.splitext(aniFile)[1] ==  ".jpg" or os.path.splitext(aniFile)[1] == ".jpeg":  #we've found at least one .png file here, chances are this is a valid animated stage folder
                        thisIsAnAnimatedStageFolder = True
                if thisIsAnAnimatedStageFolder:
                    self.stageFolders.append(name)


            i = len(self.stageFolders)
            if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal!
                defaultAniStage = str(self.stageFolders[0])
            else:
                defaultAniStage = "Normal"
            Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage)
            aniStageOptions = dict([(str(self.stageFolders[n]),self.stageFolders[n]) for n in range(0, i)])
            aniStageOptions.update({"Normal":_("Slideshow")})
            if i > 1:   #only add Random setting if more than one animated stage exists
                aniStageOptions.update({"Random":_("Random")})
            Config.define("game", "animated_stage_folder", str, defaultAniStage, text = _("Animated Stage"), options = aniStageOptions )

            #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found
            lastTheme = self.config.get("game","last_theme")
            if lastTheme == "" or lastTheme != currentTheme:   #MFH - no last theme, and theme just changed:
                self.config.set("game","animated_stage_folder",defaultAniStage)   #force defaultAniStage
            self.config.set("game","last_theme",currentTheme)

            selectedAnimatedStage = self.config.get("game", "animated_stage_folder")
            if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random":
                if not os.path.exists(os.path.join(stagespath,selectedAnimatedStage)):
                    Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.")
                    self.config.set("game","animated_stage_folder","Normal") #MFH: force "Standard" currently selected animated stage folder is invalid
        else:
            Config.define("game", "animated_stage_folder", str, "None", text = _("Animated Stage"), options = ["None",_("None")])
            Log.warn("No stages\ folder found, forcing None setting for Animated Stage.")
            self.config.set("game","animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found



        try:
            fp, pathname, description = imp.find_module("CustomTheme",[themepath])
            theme = imp.load_module("CustomTheme", fp, pathname, description)
            self.theme = theme.CustomTheme(themepath, themename)
        except ImportError:
            self.theme = Theme(themepath, themename)

        self.addTask(self.theme)


        self.input.addKeyListener(FullScreenSwitcher(self), priority = True)
        self.input.addSystemEventListener(SystemEventHandler(self))

        self.debugLayer         = None
        self.startupLayer       = None
        self.loadingScreenShown = False
        self.graphicMenuShown   = False

        Log.debug("Ready.")
Exemplo n.º 14
0
class GameEngine(object):
    """The main game engine."""
    def __init__(self, config = None):

        Log.debug("GameEngine class init (GameEngine.py)...")
        self.mainMenu = None    #placeholder for main menu object - to prevent reinstantiation

        self.currentScene = None

        self.versionString = version  #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine
        self.uploadVersion = "%s-4.0" % Version.PROGRAM_NAME #akedrou - the version passed to the upload site.

        self.dataPath = Version.dataPath()
        Log.debug(self.versionString + " starting up...")
        Log.debug("Python version: " + sys.version.split(' ')[0])
        Log.debug("Pygame version: " + str(pygame.version.ver) )
        Log.debug("PyOpenGL version: " + OpenGL.__version__)
        Log.debug("Numpy version: " + np.__version__)
        Log.debug("PIL version: " + Image.VERSION)
        Log.debug("sys.argv: " + repr(sys.argv))
        Log.debug("os.name: " + os.name)
        Log.debug("sys.platform: " + sys.platform)
        if os.name == 'nt':
            import win32api
            Log.debug("win32api.GetVersionEx(1): " + repr(win32api.GetVersionEx(1)))
        elif os.name == 'posix':
            Log.debug("os.uname(): " + repr(os.uname()))

        """
        Constructor.
        @param config:  L{Config} instance for settings
        """

        self.tutorialFolder = "tutorials"

        if not config:
            config = Config.load()

        self.config  = config

        fps          = self.config.get("video", "fps")

        self.tasks = []
        self.frameTasks = []
        self.fps = fps
        self.currentTask = None
        self.paused = []
        self.running = True
        self.clock = pygame.time.Clock()

        self.title             = self.versionString
        self.restartRequested  = False

        # evilynux - Check if theme icon exists first, then fallback on FoFiX icon.
        themename = self.config.get("coffee", "themename")
        themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png")
        fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png")
        icon = None
        if os.path.exists(themeicon):
            icon = themeicon
        elif os.path.exists(fofixicon):
            icon = fofixicon

        self.video             = Video(self.title, icon)
        if self.config.get("video", "disable_screensaver"):
            self.video.disableScreensaver()

        self.audio             = Audio()
        self.frames            = 0
        self.fpsEstimate       = 0
        self.priority          = self.config.get("engine", "highpriority")
        self.show_fps          = self.config.get("video", "show_fps")
        self.advSettings       = self.config.get("game", "adv_settings")
        self.restartRequired   = False
        self.quicksetRestart   = False
        self.quicksetPerf      = self.config.get("quickset", "performance")
        self.scrollRate        = self.config.get("game", "scroll_rate")
        self.scrollDelay       = self.config.get("game", "scroll_delay")

        Log.debug("Initializing audio.")
        frequency    = self.config.get("audio", "frequency")
        bits         = self.config.get("audio", "bits")
        stereo       = self.config.get("audio", "stereo")
        bufferSize   = self.config.get("audio", "buffersize")
        self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize)

        self.cmdPlay           = 0
        self.cmdMode           = None
        self.cmdDiff           = None
        self.cmdPart           = None

        self.gameStarted       = False
        self.world             = None

        self.audioSpeedFactor  = 1.0

        Log.debug("Initializing video.")
        #myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions:
        os.environ['SDL_VIDEO_WINDOW_POS'] = 'center'

        width, height = [int(s) for s in self.config.get("video", "resolution").split("x")]
        fullscreen    = self.config.get("video", "fullscreen")
        multisamples  = self.config.get("video", "multisamples")
        self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples)
        Log.debug("OpenGL version: " + glGetString(GL_VERSION))
        Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR))
        Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER))
        Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split())))

        if self.video.default:
            self.config.set("video", "fullscreen", False)
            self.config.set("video", "resolution", "800x600")

        if self.config.get("video", "shader_use"):
            shaders.set(os.path.join(Version.dataPath(), "shaders"))

        # Enable the high priority timer if configured
        if self.priority:
            Log.debug("Enabling high priority timer.")
            self.fps = 0 # High priority

        # evilynux - This was generating an error on the first pass (at least under
        #            GNU/Linux) as the Viewport was not set yet.
        try:
            viewport = glGetIntegerv(GL_VIEWPORT)
        except:
            viewport = [0, 0, width, height]
        h = viewport[3] - viewport[1]
        w = viewport[2] - viewport[0]
        geometry = (0, 0, w, h)
        self.svg = SvgContext(geometry)
        glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3]))

        self.startupMessages   = self.video.error
        self.input     = Input()
        self.view      = View(self, geometry)
        self.resizeScreen(w, h)

        self.resource  = Resource(Version.dataPath())
        self.mainloop  = self.loading
        self.menuMusic = False

        self.setlistMsg = None


        # Load game modifications
        Mod.init(self)
        self.addTask(self.input, synchronized = False)

        self.addTask(self.view, synchronized = False)

        self.addTask(self.resource, synchronized = False)

        self.data = Data(self.resource, self.svg)

        ##MFH: Animated stage folder selection option
        #<themename>\Stages still contains the backgrounds for when stage rotation is off, and practice.png
        #subfolders under Stages\ will each be treated as a separate animated stage set

        self.stageFolders = []
        currentTheme = themename

        stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "backgrounds")
        themepath  = os.path.join(Version.dataPath(), "themes", currentTheme)
        if os.path.exists(stagespath):
            self.stageFolders = []
            allFolders = os.listdir(stagespath)   #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder
            for name in allFolders:
                aniStageFolderListing = []
                thisIsAnAnimatedStageFolder = False
                try:
                    aniStageFolderListing = os.listdir(os.path.join(stagespath,name))
                except Exception:
                    thisIsAnAnimatedStageFolder = False
                for aniFile in aniStageFolderListing:
                    if os.path.splitext(aniFile)[1] == ".png" or os.path.splitext(aniFile)[1] ==  ".jpg" or os.path.splitext(aniFile)[1] == ".jpeg":  #we've found at least one .png file here, chances are this is a valid animated stage folder
                        thisIsAnAnimatedStageFolder = True
                if thisIsAnAnimatedStageFolder:
                    self.stageFolders.append(name)


            i = len(self.stageFolders)
            if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal!
                defaultAniStage = str(self.stageFolders[0])
            else:
                defaultAniStage = "Normal"
            Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage)
            aniStageOptions = dict([(str(self.stageFolders[n]),self.stageFolders[n]) for n in range(0, i)])
            aniStageOptions.update({"Normal":_("Slideshow")})
            if i > 1:   #only add Random setting if more than one animated stage exists
                aniStageOptions.update({"Random":_("Random")})
            Config.define("game", "animated_stage_folder", str, defaultAniStage, text = _("Animated Stage"), options = aniStageOptions )

            #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found
            lastTheme = self.config.get("game","last_theme")
            if lastTheme == "" or lastTheme != currentTheme:   #MFH - no last theme, and theme just changed:
                self.config.set("game","animated_stage_folder",defaultAniStage)   #force defaultAniStage
            self.config.set("game","last_theme",currentTheme)

            selectedAnimatedStage = self.config.get("game", "animated_stage_folder")
            if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random":
                if not os.path.exists(os.path.join(stagespath,selectedAnimatedStage)):
                    Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.")
                    self.config.set("game","animated_stage_folder","Normal") #MFH: force "Standard" currently selected animated stage folder is invalid
        else:
            Config.define("game", "animated_stage_folder", str, "None", text = _("Animated Stage"), options = ["None",_("None")])
            Log.warn("No stages\ folder found, forcing None setting for Animated Stage.")
            self.config.set("game","animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found



        try:
            fp, pathname, description = imp.find_module("CustomTheme",[themepath])
            theme = imp.load_module("CustomTheme", fp, pathname, description)
            self.theme = theme.CustomTheme(themepath, themename)
        except ImportError:
            self.theme = Theme(themepath, themename)

        self.addTask(self.theme)


        self.input.addKeyListener(FullScreenSwitcher(self), priority = True)
        self.input.addSystemEventListener(SystemEventHandler(self))

        self.debugLayer         = None
        self.startupLayer       = None
        self.loadingScreenShown = False
        self.graphicMenuShown   = False

        Log.debug("Ready.")


    # evilynux - This stops the crowd cheers if they're still playing (issue 317).
    def quit(self):
        # evilynux - self.audio.close() crashes when we attempt to restart
        if not self.restartRequested:
            self.audio.close()
        Player.savePlayers()
        for t in list(self.tasks + self.frameTasks):
            self.removeTask(t)
        self.running = False

    def setStartupLayer(self, startupLayer):
        """
        Set the L{Layer} that will be shown when the all
        the resources have been loaded. See L{Data}

        @param startupLayer:    Startup L{Layer}
        """
        self.startupLayer = startupLayer

    def isDebugModeEnabled(self):
        return bool(self.debugLayer)

    def setDebugModeEnabled(self, enabled):
        """
        Show or hide the debug layer.

        @type enabled: bool
        """
        if enabled:
            self.debugLayer = DebugLayer(self)
        else:
            self.debugLayer = None

    def toggleFullscreen(self):
        """
        Toggle between fullscreen and windowed mode.

        @return: True on success
        """
        if not self.video.toggleFullscreen():
            # on windows, the fullscreen toggle kills our textures, se we must restart the whole game
            self.input.broadcastSystemEvent("restartRequested")
            self.config.set("video", "fullscreen", not self.video.fullscreen)
            return True
        self.config.set("video", "fullscreen", self.video.fullscreen)
        return True

    def restart(self):
        """Restart the game."""
        if not self.restartRequested:
            self.restartRequested = True
            self.input.broadcastSystemEvent("restartRequested")
        else:
            self.quit()

    def resizeScreen(self, width, height):
        """
        Resize the game screen.

        @param width:   New width in pixels
        @param height:  New height in pixels
        """
        self.view.setGeometry((0, 0, width, height))
        self.svg.setGeometry((0, 0, width, height))

    def startWorld(self, players, maxplayers = None, gameMode = 0, multiMode = 0, allowGuitar = True, allowDrum = True, allowMic = False, tutorial = False):
        self.world = World(self, players, maxplayers, gameMode, multiMode, allowGuitar, allowDrum, allowMic, tutorial)

    def finishGame(self):
        if not self.world:
            Log.notice("GameEngine.finishGame called before World created.")
            return
        self.world.finishGame()
        self.world = None
        self.gameStarted = False
        self.view.pushLayer(self.mainMenu)

    def loadImgDrawing(self, target, name, fileName, textureSize = None):
        """
        Load an SVG drawing synchronously.

        @param target:      An object that will own the drawing
        @param name:        The name of the attribute the drawing will be assigned to
        @param fileName:    The name of the file in the data directory
        @param textureSize: Either None or (x, y), in which case the file will
                            be rendered to an x by y texture
        @return:            L{ImgDrawing} instance
        """
        return self.data.loadImgDrawing(target, name, fileName, textureSize)

    #volshebnyi
    def drawStarScore(self, screenwidth, screenheight, xpos, ypos, stars, scale = None, horiz_spacing = 1.2, space = 1.0, hqStar = False, align = LEFT):
        minScale = 0.02
        w = screenwidth
        h = screenheight
        if not scale:
            scale = minScale
        elif scale < minScale:
            scale = minScale
        if self.data.fcStars and stars == 7:
            star = self.data.starFC
        else:
            star = self.data.starPerfect
        wide = scale * horiz_spacing
        if align == CENTER: #center - akedrou (simplifying the alignment...)
            xpos  -= (2 * wide)
        elif align == RIGHT: #right
            xpos  -= (4 * wide)
        if stars > 5:
            for j in range(5):

                if self.data.maskStars:
                    if self.data.theme == 2:
                        drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), color = (1, 1, 0, 1), stretched = KEEP_ASPECT | FIT_WIDTH)
                    else:
                        drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), color = (0, 1, 0, 1), stretched = KEEP_ASPECT | FIT_WIDTH)
                else:
                    drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), stretched = KEEP_ASPECT | FIT_WIDTH)
        else:
            for j in range(5):
                if j < stars:
                    if hqStar:
                        star = self.data.star4
                    else:
                        star = self.data.star2
                else:
                    if hqStar:
                        star = self.data.star3
                    else:
                        star = self.data.star1
                drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), stretched = KEEP_ASPECT | FIT_WIDTH)

    #glorandwarf: renamed to retrieve the path of the file
    def fileExists(self, fileName):
        return self.data.fileExists(fileName)

    def getPath(self, fileName):
        return self.data.getPath(fileName)

    def loading(self):
        """Loading state loop."""
        done = self.doRun()
        self.clearScreen()

        if self.data.essentialResourcesLoaded():
            if not self.loadingScreenShown:
                self.loadingScreenShown = True
                Dialogs.showLoadingScreen(self, self.data.resourcesLoaded)
                if self.startupLayer:
                    self.view.pushLayer(self.startupLayer)
                self.mainloop = self.main
            self.view.render()
        self.video.flip()
        return done

    def clearScreen(self):
        self.svg.clear(*self.theme.backgroundColor)

    def fadeScreen(self, v):
        """
        Fade the screen to a dark color to make whatever is on top easier to read.

        @param v: Visibility factor [0..1], 0 is fully visible
        """
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_COLOR_MATERIAL)

        glBegin(GL_TRIANGLE_STRIP)
        glColor4f(0, 0, 0, .3 - v * .3)
        glVertex2f(0, 0)
        glColor4f(0, 0, 0, .3 - v * .3)
        glVertex2f(1, 0)
        glColor4f(0, 0, 0, .9 - v * .9)
        glVertex2f(0, 1)
        glColor4f(0, 0, 0, .9 - v * .9)
        glVertex2f(1, 1)
        glEnd()

    def addTask(self, task, synchronized = True):
        """
        Add a task to the engine.

        @param task:          L{Task} to add
        @type  synchronized:  bool
        @param synchronized:  If True, the task will be run with small
                              timesteps tied to the engine clock.
                              Otherwise the task will be run once per frame.
        """
        if synchronized:
            queue = self.tasks
        else:
            queue = self.frameTasks

        if not task in queue:
            queue.append(task)
            task.started()

    def removeTask(self, task):
        """
        Remove a task from the engine.

        @param task:    L{Task} to remove
        """
        queues = self._getTaskQueues(task)
        for q in queues:
            q.remove(task)
        if queues:
            task.stopped()

    def _getTaskQueues(self, task):
        queues = []
        for queue in [self.tasks, self.frameTasks]:
            if task in queue:
                queues.append(queue)
        return queues

    def pauseTask(self, task):
        """
        Pause a task.

        @param task:  L{Task} to pause
        """
        self.paused.append(task)

    def resumeTask(self, task):
        """
        Resume a paused task.

        @param task:  L{Task} to resume
        """
        self.paused.remove(task)

    def enableGarbageCollection(self, enabled):
        """
        Enable or disable garbage collection whenever a random garbage
        collection run would be undesirable. Disabling the garbage collector
        has the unfortunate side-effect that your memory usage will skyrocket.
        """
        if enabled:
            gc.enable()
        else:
            gc.disable()

    def collectGarbage(self):
        """
        Run a garbage collection run.
        """
        gc.collect()

    def _runTask(self, task, ticks = 0):
        if not task in self.paused:
            self.currentTask = task
            task.run(ticks)
            self.currentTask = None

    def main(self):
        """Main state loop."""
        done = self.doRun()
        self.clearScreen()
        self.view.render()
        if self.debugLayer:
            self.debugLayer.render(1.0, True)
        self.video.flip()
        # evilynux - Estimate the rendered frames per second.
        self.frames = self.frames+1
        # Estimate every 120 frames when highpriority is True.
        # Estimate every 2*config.fps when highpriority is False,
        # if you are on target, that should be every 2 seconds.
        if( not self.priority and self.frames == (self.fps << 1) ) or ( self.priority and self.frames == 120 ):
            self.fpsEstimate = self.clock.get_fps()
            # evilynux - Printing on the console with a frozen binary may cause a crash.
            if self.show_fps and not Version.isWindowsExe():
                print("%.2f fps" % self.fpsEstimate)
            self.frames = 0
        return done

    def doRun(self):
        """Run one cycle of the task scheduler engine."""
        if not self.frameTasks and not self.tasks:
            return False

        for task in self.frameTasks:
            self._runTask(task)
        tick = self.clock.get_time()
        for task in self.tasks:
            self._runTask(task, tick)
        self.clock.tick(self.fps)
        return True

    def run(self):
        return self.mainloop()