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- # THIS FILE IS A PART OF VCStudio
- # PYTHON 3
- import os
- import datetime
- # GTK module ( Graphical interface
- import gi
- gi.require_version('Gtk', '3.0')
- from gi.repository import Gtk
- from gi.repository import Gdk
- import cairo
- import datetime
- import threading
- # Own modules
- from settings import settings
- from settings import talk
- from project_manager import pm_project
- # Studio
- from studio import analytics
- from studio import story
- from studio import studio_storyDeletionLayer
- from studio import studio_storyLayer
- from studio import studio_settingsLayer
- from studio import studio_assetLayer
- from studio import studio_analyticsLayer
- from studio import studio_scriptLayer
- from studio import studio_multiuserLayer
- from studio import studio_dialogs
- from troubleshooter import error_notify
- # UI modules
- from UI import UI_testing
- from UI import UI_color
- from UI import UI_elements
- # Network
- from network import network_renders
- from network import network_multiuser
- from network import multiuser_terminal
- def previous(win):
- win.previous = {}
- for i in win.current:
- if type(win.current[i]) == list or type(win.current[i]) is dict:
- win.previous[i] = win.current[i].copy()
- else:
- win.previous[i] = win.current[i]
- # OK let's make a window
- def run(project, win):
- # In the Blender-Organizer I was putting the version into the title. Not cool.
- # Because if you would snap it to the sidebar in Ubuntu. On mouse over it would
- # show the first ever version. So there will be a better way to see version.
- # I think let's do that like in Blender. Drawn with in the window somewhere.
-
- try:
- win.destroy()
- except:
- pass
- # Sometimes the projects could be corrupted. So we need to
- # insure that they are alright.
-
- fn = project
- try: os.mkdir(fn)
- except: pass
- try: os.mkdir(fn+"/rnd")
- except: pass
- try: os.mkdir(fn+"/dev")
- except: pass
- try: os.mkdir(fn+"/ast")
- except: pass
- try: os.mkdir(fn+"/pln")
- except: pass
- try: os.mkdir(fn+"/mus")
- except: pass
- try: os.mkdir(fn+"/set")
- except: pass
-
- for f in ["chr","loc","veh","obj"]:
- try: os.mkdir(fn+"/ast/"+f)
- except: pass
- try: os.mkdir(fn+"/dev/"+f)
- except: pass
-
-
-
-
- # Setting up the window
- win = Gtk.Window()
- win.set_default_size(1200,720)
- win.set_position(Gtk.WindowPosition.CENTER)
- win.maximize()
- win.connect("destroy", Gtk.main_quit)
- win.set_title("Blender-Pipeline")
- win.set_default_icon_from_file("tinyicon.png")
-
- # Setting up the events ( mouse and keyboard handling )
- win.connect("button-press-event", mouse_button_press, win)
- win.connect("button-release-event", mouse_button_release, win)
- win.connect("key-press-event", key_press, win)
- win.connect("key-release-event", key_release, win)
-
- # Guess what. The entire time on Blender-Organizer 4 ( 2018 -2020 ) and
- # few days of trying connecting the scroll event directly to window or to
- # the drawing area. And just now I finally made it work. BY DOING THIS
- # Why scroll event is only on ScrolledWindow ? OMG !!!
-
- scroll = Gtk.ScrolledWindow()
- scroll.connect("scroll-event", scrolling, win)
-
- # Setting up the global variables. (kinda)
- win.animations = {}
- win.floaters = [] # Currently active floating animations.
- win.previous = {}
- win.current = {}
- win.images = {}
- win.imageload = 0
- win.text = {}
- win.textactive = ""
- win.scroll = {}
- win.FPS = 0
- win.url = "story_editor"
- win.cur = "" # This will be used to get precicelly what asset / scene / shot we are in
- win.update = {"versions":{}}
- win.project = project
- win.out_dots = {}
- win.assets = {}
- win.szone = [[100,100],[100,100]] # Square drawn if selected more then one node.
- win.surround = { # And this is the list of the squares. Because it's not
- "frame":0, # as easy to do. See UI / UI_math / rectangle_surround()
- "rects":[] # for details of this implementation.
- }
- win.calllayer = False
- win.layercashe = {} # Here I gonna store layers that are inactive to speed up stuff
- win.checklists = {}
- win.blink = False # Cursor blinking thing.
- win.renders = {} # List of current active renders.
- win.undo_history = []
- win.undo_index = 0
- win.multiuser = {
- "server":False, # Whether we are connected to the server. And the server ID
- "userid":"", # The id of current user in the server
- "last_request": "", # The last request send to the server. ( for stopping bloat )
- "curs":{}, # The information about various items on other users machines.
- "request":[["story"]], # Requests done in UI space
- "users":{}, # List of users information Names, IPs etc.
- "messages":[], # List of messages
- "unread":0 , # Amount of unread messages
- "terminal":[], # The outputs from the server
- "asset_list_check":False, # Whether the initial update happened when connecting to the server
- "story_check":False, # Whether the first story check was done.
- "analytics_check":False
- }
-
- if pm_project.is_legacy(project):
- win.story = story.get_legacy(project)
- win.analytics = analytics.get_legacy(project)
- else:
- win.story = story.load(project)
- win.analytics = analytics.load(project)
-
- # Try to put a name of the project at the title
- win.set_title("Blender-Pipeline : "+win.analytics["name"])
-
- # Cashed tables
- win.color = UI_color.get_table()
- win.settings = settings.load_all()
- # I will initilize the remote server settings here, because I need to make it
- # as early as possible. Since I will need it in many places.
- if "from-remote-server" not in win.analytics:
- win.analytics["from-remote-server"] = False
- if "remote-server-url" not in win.analytics:
- win.analytics["remote-server-url"] = ""
-
- # Default values
- win.current["frame"] = 0
- win.current["testing"] = False
- win.current["LMB"] = False
- win.current["MMB"] = False
- win.current["RMB"] = False
- win.current["keys"] = []
- win.current["key_letter"] = ""
- win.current["scroll"] = [0,0]
- win.current["project"] = ""
- win.current["tool"] = "selection"
- win.current["draw_dot"] = "end"
- win.current["calls"] = {} # Calls. See sutdio/studio_dialogs.py
- win.current["script_find"] = [0,0]
- win.current["camera_arrived"] = False
- # Remote server stuff
- win.current["http-server"] = {"message":"",
- "fileprog": 0}
- win.current["in-asset-remote-server"] = True
-
-
- if "pointers" not in win.story:
- win.story["pointers"] = {} # List of text pointers per scene
-
- new_date_format = "%Y/%m/%d"
- today = datetime.datetime.strftime(datetime.datetime.today(), new_date_format)
- win.current["date"] = today # Don't even ask. I'm litteraly tired already.
-
- previous(win)
-
- # Version of the software
- win.version = 0.0
- try:
- vfile = open("settings/update.data")
- vfile = vfile.read()
- vfile = vfile.split("\n")
-
- for line in vfile:
- if line.startswith("VERSION "):
- win.version = float(line.replace("VERSION ", ""))
- break
- except:
- win.version = 0.0
-
- # FPS
- win.sFPS = datetime.datetime.now()
-
- # Setting the drawable
- pmdraw = Gtk.DrawingArea()
- pmdraw.set_size_request(1040, 720)
- scroll.set_size_request(1040, 720) # This step is because GTK developers are
- win.add(scroll) # well. A good, nice, people who knows
- scroll.add_with_viewport(pmdraw) # what they are doing. Really.
- pmdraw.connect("draw", pmdrawing, win)
-
- # # Before we run the UI. Let's run the mutliuser client.
- # multiuser = threading.Thread(target=network_multiuser.client, args=(win,))
- # multiuser.setDaemon(True)
- # multiuser.start()
-
- # # And let's start also the multiuser_terminal
- # multiuser_term = threading.Thread(target=multiuser_terminal.listen, args=(win,))
- # multiuser_term.setDaemon(True)
- # multiuser_term.start()
-
- #run
- win.show_all()
- Gtk.main()
- def pmdrawing(pmdrawing, main_layer, win):
-
- # This function draws the actuall image. I'm doing full frames redraws. It's
- # a bit simpler then making some kind of dynamic draw call system that might
- # be used in such an application. But to hell with it. I did the same on the
- # Blender-Organizer altho with way less cairo. And it works well enought.
-
-
- try:
-
- # FPS counter
- win.fFPS = datetime.datetime.now()
- win.tFPS = win.fFPS - win.sFPS
- if win.current["frame"] % 5 == 0:
- win.blink = not win.blink # Iterating the blink
- if win.current["frame"] % 10 == 0:
- win.FPS = int ( 1.0 / ( win.tFPS.microseconds /1000000))
- if "Auto_De-Blur" not in win.settings:
- win.settings["Auto_De-Blur"] = True
- # Fail switch for Graphics.
- if win.FPS < 10 and win.settings["Auto_De-Blur"]:
- win.settings["Blur"] = False
- win.sFPS = datetime.datetime.now()
-
- # Current frame (for animations and things like this)
- win.current["frame"] += 1
- if win.current["frame"] == 10 and not win.render_runtime.get("to_render"):
- win.cur = "/set"
- win.url = "analytics"
- elif win.current["frame"] == 10 and win.renders:
- def after(win, var):
- pass
-
- studio_dialogs.render(win, "current_renders", after)
-
- if not win.url == "assets" and not win.url == "http-server":
- win.current["in-asset-remote-server"] = True
-
- if not "scale" in win.settings:
- settings.write("scale", 1) # Writing to file
- win.settings = settings.load_all()
-
- # Getting data about the frame
- win.current['mx'] = int(round(win.get_pointer()[0] / win.settings["scale"]))
- win.current['my'] = int(round(win.get_pointer()[1] / win.settings["scale"]))
- win.current['w'] = int(round(win.get_size()[0] / win.settings["scale"] ))
- win.current['h'] = int(round(win.get_size()[1] / win.settings["scale"] ))
- if 65451 in win.current["keys"]:
- settings.write("scale", win.settings["scale"]+0.2)
- win.settings = settings.load_all()
- win.current["keys"] = []
-
- elif 65453 in win.current["keys"]:
- settings.write("scale", win.settings["scale"]-0.2)
- win.settings = settings.load_all()
- win.current["keys"] = []
- win.cursors = {
- "arrow":Gdk.Cursor.new(Gdk.CursorType.ARROW),
- "watch":Gdk.Cursor.new(Gdk.CursorType.WATCH),
- "text" :Gdk.Cursor.new(Gdk.CursorType.XTERM),
- "hand" :Gdk.Cursor.new(Gdk.CursorType.HAND1),
- "cross":Gdk.Cursor.new(Gdk.CursorType.CROSS)
- }
- win.current["cursor"] = win.cursors["arrow"]
- # Attemt to make things straight when pressing Ctrl.
- if 65507 in win.current["keys"] and win.current["LMB"]:
- # Let's see what's got more distance. X or Y motion of the mouse.
- dx = win.current["LMB"][0] - win.current["mx"]
- dx = max(dx, dx*-1)
- dy = win.current["LMB"][1] - win.current["my"]
- dy = max(dy, dy*-1)
- # If X has more ditance. Then Y should be the same as begining.
- if dx > dy:
- win.current["my"] = win.current["LMB"][1]
- else:
- win.current["mx"] = win.current["LMB"][0]
- # Attempt at making the mouse cursor a bit more usefull for stuff.
- if win.previous["LMB"] and len(win.previous["LMB"]) > 2 and win.current["LMB"]:
- win.current["LMB"] = win.previous["LMB"]
- #Background color
- UI_color.set(main_layer, win, "background")
- main_layer.rectangle(
- 0,
- 0,
- win.current['w']*win.settings["scale"],
- win.current['h']*win.settings["scale"])
- main_layer.fill()
- # Tooltips and other junk has to be defined here. And then drawn later to
- # the screen. So here we get a special layer. That will be drawn to during
- # the time of drawing. And later composeted over everything.
- win.tooltip_surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
- win.current['h'])
- win.tooltip = cairo.Context(win.tooltip_surface)
- win.tooltip.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
- # Layers. Order of them matter
- Layers = []
- if win.url == "story_editor":
- Layers.append([studio_storyLayer.layer(win),"story_editor"])
- if "story_editor" in win.layercashe:
- del win.layercashe["story_editor"]
- else:
- if "story_editor" not in win.layercashe:
- win.layercashe["story_editor" ] = studio_storyLayer.layer(win)
- Layers.append([win.layercashe["story_editor" ],"story_editor"])
- if win.url == "story_deletion_dialog":
- Layers.append([studio_storyDeletionLayer.layer(win),"story_deletion_dialog"])
- elif win.url == "settings_layer":
- Layers.append([studio_settingsLayer.layer(win),"settings_layer"])
- elif win.url == "analytics":
- Layers.append([studio_analyticsLayer.layer(win),"analytics"])
- elif win.url == "assets":
- Layers.append([studio_assetLayer.layer(win),"assets"])
- elif win.url == "script":
- Layers.append([studio_scriptLayer.layer(win), "script"])
- elif win.url == "multiuser":
- Layers.append([studio_multiuserLayer.layer(win), "multiuser"])
- # Call layers. See studio/studio_dialogs.py for explanation. It's wild.
- win.calllayer = False
- remlater = []
- for call in list(win.current["calls"].keys()):
- if win.current["calls"][call]["var"] == None:
- Layers.append([win.current["calls"][call]["draw"](win, call)])
- win.url = win.current["calls"][call]["url"]
- win.calllayer = True
- else:
- win.url = win.current["calls"][call]["back"]
- win.current["calls"][call]["call"](win, win.current["calls"][call]["var"])
- win.textactive = ""
- remlater.append(call)
- for call in remlater:
-
- try:
- del win.current["calls"][call]
- except:
- pass
- Layers.append([UI_testing.layer(win)])
- Layers.append([win.tooltip_surface])
- if win.settings["scale"] != 1:
- main_layer.scale(win.settings["scale"],
- win.settings["scale"])
- # Combining layers
- for layer in Layers:
- if len(layer) > 1:
- layer, url = layer
- blur = UI_elements.animate(url+"_blur", win, 50)
- if (win.url != url or win.calllayer):
- if win.current["tool"] not in ["schedule", "grab"]:
- blur = UI_elements.animate(url+"_blur", win, blur, 50, 2, True)
- else:
- blur = UI_elements.animate(url+"_blur", win, 50, 50, 0, True)
- else:
- if win.current["tool"] not in ["schedule", "grab"]:
- blur = UI_elements.animate(url+"_blur", win, blur, 0, 2, True)
- else:
- blur = UI_elements.animate(url+"_blur", win, 0, 0, 0, True)
- layer = UI_elements.blur(layer, win, blur)
- else:
- layer = layer[0]
- main_layer.set_source_surface(layer, 0 , 0)
- main_layer.paint()
- # Floaters
- fdels = []
- for n, floaty in enumerate(win.floaters):
- fx = floaty["fx"] # From X
- fy = floaty["fy"] # From Y
- tx = floaty["tx"] # To X
- ty = floaty["ty"] # To Y
- ff = floaty["ff"] # From Frame
- tf = floaty["tf"] # To Frame
- sf = floaty["sf"] # Surface
- total_frames = tf - ff
- passed_frames = win.current["frame"] - ff
- frames_fraction = passed_frames / total_frames
- if frames_fraction == 1:
- fdels.append(n)
-
- x = fx + ( (tx - fx) * frames_fraction )
- y = fy + ( (ty - fy) * frames_fraction )
- main_layer.set_source_surface(sf, x , y)
- main_layer.paint_with_alpha(frames_fraction*-1+1)
- for n in fdels:
- try:
- del win.floaters[n]
- except:
- pass
-
- win.get_root_window().set_cursor(win.current["cursor"])
- # If you press ESC you get back from any window to the main menu.
- if 65307 in win.current["keys"] and win.url != "install_updates":
- win.url = "story_editor"
- win.story["selected"] = []
- win.current["tool"] = "selection"
- win.current["keys"] = []
- win.textactive = ""
- # For the rendering I will need to read render info at each frame and parse
- # it in various windows.
- network_renders.read_renders(win)
- # There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
- # keys when you scroll to different windows. So here is a little fix.
- if not win.is_active():
- win.current["keys"] = []
- elif "is_active" in win.previous and not win.previous["is_active"]:
- win.multiuser["last_request"] = ""
- UI_elements.reload_images(win)
- win.current["is_active"] = win.is_active()
- # Saving data about this frame for the next one. A bit hard to get WTF am I
- # doing here. Basically trying to avoid current and previous data to be links
- # of the same data.
- previous(win) # Moved it into a seprate function for obvoius reasons
- # Refreshing those that need to be refrashed
- win.current["scroll"] = [0,0]
- # Refreshing the frame automatically
- pmdrawing.queue_draw()
- except:
- Gtk.main_quit()
- error_notify.show()
-
- # This program will have things like mouse and keyboard input. And this setup
- # Will be done in both PM and the actuall Project window. ( Also in the render
- # Window. Basically all separate windows will have to have this setup separatelly.
- # Mouse
- def mouse_button_press(widget, event, win):
- # This function marks activation of the button. Not it's deactivation.
- # I'm going to attempt something quite disturbing. Basically I want to save
- # the state of the mouse as the press begun untill it's released. And I'm
- # going to do in a slightly weird way. Because I'm bored I guess. The prob-
- # lem is that it will require to check whether the data even exists in the
- # first place. If x. Before parsing it. Because it might be False.
-
- for i, button in enumerate(["LMB", "MMB", "RMB"]):
- if i+1 == int(event.get_button()[1]):
- win.current[button] = [event.x / win.settings["scale"],
- event.y / win.settings["scale"]]
-
- # If you folowed the code. By checking for example if win.current["LMB"]
- # You can know if it's even pressed to begin with. Because if it's not
- # It's False.
-
- def mouse_button_release(widget, event, win):
-
- # This function reverses the effects of the mouse_button_press() function.
-
- for i, button in enumerate(["LMB", "MMB", "RMB"]):
- if i+1 == int(event.get_button()[1]):
- win.current[button] = False
- # I guess it's time to make something similar for the keyboard keys as well.
- # I'm going to reuse the old system from the Blender-Organizer. Just a list of
- # pressed keys. Maybe as well a strting thingy. Because I want to type in this
- # app.
- def key_press(widget, event, win):
- if event.keyval not in win.current["keys"]:
- win.current["keys"].append(event.keyval)
- win.current["key_letter"] = event.string
-
- def key_release(widget, event, win):
- try:
- win.current["keys"].remove(event.keyval)
- except:
- win.current["keys"] = []
-
- # I also want to clean the key letter. Because other wise in the
- # script writer I had weird key presses all the time.
- if not win.current["keys"]:
- win.current["key_letter"] = ""
-
- def scrolling(widget, event, win):
- e, x, y = event.get_scroll_deltas()
- win.current["scroll"] = [x,y]
-
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