/usr/share/pyshared/childsplay/utils.py is in childsplay 2.6.5-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 | # -*- coding: utf-8 -*-
# Copyright (c) 2006 Stas Zykiewicz <stas.zytkiewicz@schoolsplay.org>
#
# utils.py
# This program is free software; you can redistribute it and/or
# modify it under the terms of version 3 of the GNU General Public License
# as published by the Free Software Foundation. A copy of this license should
# be included in the file GPL-3.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Library General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
import __builtin__
import imp
import sys
from SPConstants import *
from NormalDistTable import normal_distribution_table
import gettext
import glob
import fnmatch
import locale
import logging
import os
if not NoGtk:
import pangofont
import pygame
import shutil
import time
import datetime
import types
import ConfigParser
import math
from collections import MutableMapping
from pygame.constants import *
from pygame import surfarray
import textwrap
#from facedetect.facedetect import CAMFOUND
CAMFOUND = None
if CAMFOUND:
import opencv.adaptors as adaptors
module_logger = logging.getLogger("childsplay.utils")
if NoGtk:
module_logger.warning("NoGtk is set, not using GTK pango font rendering some non-latin characters might be missing.")
UT_DEBUG = 0
class StopGameException(Exception):
# Raise this to quit outside the eventloop
pass
class MyError(Exception):
def __init__(self, str='', line=''):
self.line = line
self.str = str
def __str__(self): return "%s" % self.str
class SPError(Exception):
pass
class NoSuchTable(SPError):
pass
class ReporterError(SPError):
pass
class XMLParseError(SPError):
pass
class StopmeException(Exception):
pass
class RestartMeException(Exception):
pass
class TextRectException(Exception):
def __init__(self, message = None):
self.message = message
def __str__(self):
return self.message
###### For debugging memoryleaks #####################
#def memory_profile(h):
# f = open('heap_profile.txt', 'a')
# f.write('heap: \n%s' % h.heap())
# f.write('\n\n')
# hh = h.heap()
# #f.write('heap byvia: \n%s' % hh.byvia)
# f.write('Traversing Heap: \n%s' % hh.get_rp())
# f.write('\n\n')
# f.close()
#####################################################
def calcdist(v1, v2):
"""Calculate the distance between two vectors where a vector is a tuple (x,y)"""
dx = v2[0] - v1[0]
dy = v2[1] - v1[1]
return math.sqrt(dx*dx + dy*dy)
def set_locale(lang=None):
"""Used by the core to set the locale.
"""
module_logger.debug("set_locale called with %s" % lang)
global LOCALE_RTL, LANG # These come from SPConstants
txt = ""
try:
if not lang or lang == 'system':
try:
# FIX locale.py LANGUAGE parsing bug, the fix was added on the
# upstream CVS on the 1.28.4.2 revision of 'locale.py', It
# should be included on Python 2.4.2.
if os.environ.has_key('LANGUAGE'):
lang = os.environ['LANGUAGE'].split(':')[0]
else:
lang, enc = locale.getdefaultlocale()
lang = "%s.%s" % (lang, enc.lower())
except ValueError, info:
module_logger.error(info)
lang = 'en'
languages = [lang]
if os.environ.has_key('LANGUAGE'):
languages += os.environ['LANGUAGE'].split(':')
module_logger.info("Setting seniorplay locale to '%s' modir: %s" % (lang, LOCALEDIR))
lang_trans = gettext.translation('childsplay', \
localedir=LOCALEDIR, \
languages=languages)
__builtin__.__dict__['_'] = lang_trans.ugettext
except Exception, info:
txt = ""
if lang and lang.split('@')[0].split('.')[0].split('_')[0] != 'en':
txt = "Cannot set language to '%s' \n switching to English" % lang
module_logger.info("%s %s" % (info, txt))
__builtin__.__dict__['_'] = lambda x:x
lang = 'en_US.utf8'
else:
lang = lang.split('@')[0]#.split('.')[0].split('_')[0]
# This is to signal that we running under a RTL locale like Hebrew or Arabic
# Only Hebrew and Arabic is supported until now
if lang[:2] in ['he', 'ar']:
LOCALE_RTL = True
LANG = lang
module_logger.debug("Locale set to %s, RTL set to %s" % (LANG, LOCALE_RTL))
return (lang, LOCALE_RTL)
def get_locale_local():
"""Returns the locale set by set_locale.
This can differ from systems locale."""
return (LANG, LOCALE_RTL)
def get_locale():
"""Get the systems locale.
This can be different from the locale used by childsplay.(see set_locale())"""
global LOCALE_RTL
try:
lang = ''
# FIX locale.py LANGUAGE parsing bug, the fix was added on the
# upstream CVS on the 1.28.4.2 revision of 'locale.py', It
# should be included on Python 2.4.2.
if os.environ.has_key('LANGUAGE'):
lang = os.environ['LANGUAGE'].split(':')[0].split('_')[0]
# This makes sure that we never return a value of None.
# This is a fix for systems that set LANGUAGE to ''.
if lang == '':
lang = locale.getdefaultlocale()[0].split('_')[0]
except Exception, info:
module_logger.error("%s, %s" % (info, "Switching to English"))
lang = 'en'
if lang == 'C' or lang.lower() == 'posix':
# Default to English
lang = 'en'
# This is to signal that we running under a RTL locale like Hebrew or Arabic
# Only Hebrew and Arabic is supported until now
elif lang in ['he', 'ar']:
LOCALE_RTL = True
return (lang, LOCALE_RTL)
def read_rcfile(path):
"""Reads a config file and returns all the entries in a hash.
Use this for the activity rc files.
The core libs have their own specialized rc readers.
"""
config = ConfigParser.ConfigParser()
if not os.path.exists(path):
module_logger.info("No rc file found at: %s" % path)
return {}
try:
config.read(path)
except Exception, info:
module_logger.error("Failed to parse rc file: %s" % info)
return {}
hash = {}
for section in config.sections():
hash[section] = dict(config.items(section))
return hash
def read_unicode_file(path, lines=1):
import codecs
file = []
try:
f = codecs.open(path, 'r', encoding='utf-8')
if lines:
file = f.readlines()
else:
file = f.read()
except Exception:
module_logger.exception("Error reading: %s" % path)
return None
return file
def hex2ascii(hc):
"""Converts a hex string representing an char 0-9/a-z into a unicode string.
Use this only for converting the alphabet soundfile names.
'U0031' -> '1'"""
if hc[1] == 'U':
name = hc[1:]
else:
name = hc
i = int(hex(name), 16)
text = unichr(i)
return text
def ascii2hex(sc):
"""Converts a ascii string representing an char 0-9/a-z into a unicode hex string.
Use this only for converting the alphabet soundfile names.
u'1' -> 'U0031'"""
if type(sc) is types.UnicodeType:
sc = str(sc)
hs = 'U%s' % (hex(ord(unicode(sc, 'utf8')))[2:].zfill(4))
return hs
def map_keys(key_map, key):
"""map_keys --> mapped key when a map is specified else the key is returnt
unchanged.
@key_map is the keymap to use or None when no mapping is needed.
@key is the key to map.
Used to provide a keymapping for Hebrew, Arabic and Russian."""
if not key_map:
return key
try:
km = getattr(KeyMaps, key_map)
except AttributeError:
module_logger.error("No keymap: %s found" % key_map)
return key
else:
if km.has_key(key):
return km[key]
else:
module_logger.error("No key: %s found" % key)
return key
class NoneSound:
"""Used by the load_sound and load_music functions to provide
a bogus sound object.
You can also test if your object is a NoneSound object or not.
if sndobject == 'NoneSound' or if sndobject != 'NoneSound'."""
def play(self, loop=None):
pass
def stop(self):
pass
def queue(self):
pass
def get_volume(self):
return None
def set_volume(self, sound_value):
pass
def __eq__(self, other):
if other == 'NoneSound': return True
else: return False
def __ne__(self, other):
if other != 'NoneSound': return True
else: return False
class MusicObject:
"""This is a wrapper around pygame.music"""
def __init__(self, filename):
self.s = filename
def __eq__(self, other):
if other == 'MusicObject': return True
else: return False
def __ne__(self, other):
if other != 'MusicObject': return True
else: return False
def play(self, loop=0):
"""loop defaults to 0. values > 0 to loop a number of times.
-1 means loop forever."""
pygame.mixer.music.load(self.s)
pygame.mixer.music.play(loop)
def stop(self):
pygame.mixer.music.stop()
def queue(self):
pygame.mixer.music.queue(self.s)
def load_alphabetsound(char, loc='en'):
"""Loads an alphabet sound file for the @loc locale.
If @loc is a 'complete' locale like nl_BE then first the nl_BE alphabetsound directory
is look for. When that fails the 'nl' directory is queried and when that also
fails the fallback 'en' is used.
"""
name = ascii2hex(char)
module_logger.debug("load_alphabetsound got locale %s" % loc)
if not os.path.exists(os.path.join(ALPHABETDIR, loc)):
module_logger.debug("load_alphabetsound cannot find %s" % os.path.join(ALPHABETDIR, loc))
if '_' in loc:
module_logger.debug("load_alphabetsound trying to use short name for locale")
if os.path.exists(os.path.join(ALPHABETDIR, loc.split('_')[0])):
loc = loc.split('_')[0]
else:
loc = 'en'
else:
loc = 'en'
path = os.path.join(ALPHABETDIR, loc, name + '.ogg')
module_logger.debug("load_alphabetsound trying to load %s" % path)
if not os.path.exists(path):
module_logger.debug("load_alphabetsound trying to use sound file name in upper case")
path = os.path.join(ALPHABETDIR, loc, name.upper() + '.ogg')
snd = load_sound(path)
return snd
def speak_letter(letter, loc='en'):
"""Plays the alphabet soundfile for @letter.
@loc is the locale.
Return True on succes and False on failure"""
try:
load_alphabetsound(letter.lower(), loc).play()
except Exception, info:
module_logger.error("error while trying to play alphabet sounds: %s" % info)
return False
else:
return True
def load_sound(name):
"""Loads a sound -> pygame sound object.
If no file can be loaded return a dummy class"""
if not pygame.mixer or not pygame.mixer.get_init():
module_logger.info('Cannot load sound: %s, no mixer initialized' % name)
module_logger.info('Using Nonesound')
return NoneSound()
if not os.path.exists(name):
module_logger.info("Soundpath %s doesn't exists" % name)
return NoneSound()
try:
sound = pygame.mixer.Sound(name)
except pygame.error:
module_logger.info('Cannot load sound: %s ' % name)
module_logger.info('Using Nonesound')
return NoneSound()
return sound
def load_music(file):
""" Set up music object, if the music can't be loaded a bogus object will be returnt.
Beware that due to SDL limitations you can only have one music source loaded.
This means that even when you have multiple pygame instances, there can only be one
music source. This function returns a filename wrapped in a sound like object with
a play and stop method.
For multiple sources use the pygame.Sound and wave combination.
"""
if not pygame.mixer or not pygame.mixer.get_init():
module_logger.info('Cannot load sound: %s, no mixer initialized' % file)
return NoneSound()
if not os.path.exists(file):
module_logger.info('Cannot load sound: %s' % file)
module_logger.info('Using Nonesound')
playmusic = NoneSound()
else:
playmusic = MusicObject(file)
return playmusic
def aspect_scale(img,(bx,by)):
""" Scales 'img' to fit into box bx/by.
This method will retain the original image's aspect ratio """
ix,iy = img.get_size()
if ix > iy:
# fit to width
scale_factor = bx/float(ix)
sy = scale_factor * iy
if sy > by:
scale_factor = by/float(iy)
sx = scale_factor * ix
sy = by
else:
sx = bx
else:
# fit to height
scale_factor = by/float(iy)
sx = scale_factor * ix
if sx > bx:
scale_factor = bx/float(ix)
sx = bx
sy = scale_factor * iy
else:
sy = by
return pygame.transform.scale(img, (int(sx),int(sy)))
def grayscale_image(surf):
width, height = surf.get_size()
for x in range(width):
for y in range(height):
red, green, blue, alpha = surf.get_at((x, y))
L = 0.3 * red + 0.59 * green + 0.11 * blue
gs_color = (L, L, L, alpha)
surf.set_at((x, y), gs_color)
return surf
def load_image(file, transparent=0, theme='childsplay'):
"""loads an image and convert it.
When a theme is set it will try to load the image from the theme directory
otherwise it will load the default image.
Set transparent to 1 if you want to add transparenty to your non-alpha image.
The color of the pixel located at 0,0 in your image will be taken as the trans layer.
If you have a image with an alpha channel set transparent to 0 nd alpha to 1.
ATTENTION, if you planning to rotate your image DON'T use alpha, it will crash pygame."""
if theme and theme != 'childsplay':
path, name = os.path.split(file)
path = os.path.join(path, theme, name)
try:
surface = pygame.image.load(path)
except pygame.error:
module_logger.info('Failed to load theme image: %s' % path)
module_logger.info('%s' % pygame.get_error())
module_logger.info('Trying default images')
theme = None
if not theme or theme == 'childsplay':
try:
surface = pygame.image.load(file)
except pygame.error:
module_logger.exception('Could not load image "%s"\n %s' % (file, pygame.get_error()))
MyError.line = 'Utils.py -> load_image()'
raise MyError('Could not load image "%s"\n %s' % (file, pygame.get_error()))
if transparent:
surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL)
if surface.get_alpha():
#if the image loaded has alpha, the overall alpha set here
#(128) will be overriden. Do it anyway for forcing RLEACCEL
surface.set_alpha(127, RLEACCEL)
# if the display is in a lower mode, then surface.convert would
# convert the surface in an alpha-less surface.
return surface
return surface.convert()
def char2surf(char, fsize, fcol=None, ttf='arial', bold=False, antialias=True, split=0):
"""Renders a character and returns the surface.
char must be a string. Returns the surface.
This now uses pango to render the fonts.
@ttf must be a fontname installed on the system
When you supply a name ending on '.ttf' a truetype font path is assumed and
the pygame font renderer is used.
@split indicates the length of the strings. When it's set to 0, the default,
it will not split the string and the surface will be returnt.
When split > 0 a list with surfaces is returnt.
"""
if NoGtk:
ttf = TTF
items = []
if split:
txt = txtfmt([char], split)
else:
txt = [char]
if not fcol:
fcol = (0, 0, 0)
if ttf and os.path.splitext(ttf)[1] == '.ttf':
#module_logger.debug('ttf=%s, using standard pygame font' % ttf)
font = pygame.font.Font(ttf, fsize)
for line in txt:
if not txt: continue
s = font.render(line, True, fcol)
items.append(s)
else:
font = pangofont.PangoFont(family=ttf, size=fsize, bold=bold)
font.set_bold(bold)
for line in txt:
s = font.render(line, True, fcol, None)
items.append(s)
if split:
return items
else:
return items[0]
def text2surf(word, fsize, fcol=None, ttf=None, sizel=None, bold=False, antialias=True):
"""Renders a text in a surface and returns a surface,size list of the items
sizelist is a list like this [(7,17),(10,17)] tuples are x,y size of the character."""
if NoGtk:
ttf = TTF
if not fcol:
fcol = (0, 0, 0)
if ttf and os.path.splitext(ttf)[1] == '.ttf':
module_logger.debug('ttf=%s, using standard pygame font' % ttf)
font = pygame.font.Font(ttf, fsize)
s = font.render(word, True, fcol)
else:
try:
font = pangofont.PangoFont(family=ttf, size=fsize)
font.set_bold(bold)
except Exception, info:
module_logger.error('%s. Using standard pygame font' % info)
font = pygame.font.Font(None, fsize)
s = font.render(word, True, fcol)
else:
try:
s = font.render(word, True, fcol, None)# none means trasparent
except Exception, info:
module_logger.exception("Failed to render SDL font: %s" % info)
return
if sizel:
sizelist = font.size(word)
else:
sizelist = map(font.size, word)
return s, sizelist
def Ipl2NumPy(img):
""" Converts an openCV cvArray to a pygame surface.
Parameters: IplImage img - image"""
array = adaptors.Ipl2NumPy(img)
surf = pygame.surfarray.make_surface(array)
surf = pygame.transform.rotate(surf, -90)
surf = pygame.transform.flip(surf, 1, 0)
return surf
def NumPy2Ipl(surf):
"""Converts a pygame surface to an openCV cvArray.
Parameters: pygame.Surface surf - pygame Surface
"""
py_image = surfarray.pixels3d(surf)
cv_image = adaptors.NumPy2Ipl(py_image.transpose(1,0,2))
return cv_image
def find_files(directory, patternlist):
"""Generator function to search files that match a certain pattern.
patternlist must be a list of patterns.
Usage: for file in find_files('topdir','*.foo'):
print 'found:',file
"""
for root, dirs, files in os.walk(directory):
for pattern in patternlist:
for basename in files:
if fnmatch.fnmatch(basename, pattern):
filename = os.path.join(root, basename)
yield filename
class Dimmer:
"""
Dimmer class
Tobias Thelen (tthelen@uni-osnabrueck.de)
6 September 2001
PUBLIC DOMAIN
Use it in any way you want...
tested with: Pyton 2.0/pygame-1.1, Windows 98
A class for 'dimming' (i.e. darkening) the entire screen, useful for:
- indicating a 'paused' state
- drawing user's attention away from background to e.g. a Quit/Don't Quit
dialog or a highscore list or...
Usage:
dim=Dimmer(keepalive=1)
Creates a new Dimmer object,
if keepalive is true, the object uses the same surface over and over again,
blocking some memory, but that makes multiple undim() calls possible -
Dimmer can be 'abused' as a memory for screen contents this way..
dim.dim(darken_factor=64, color_filter=(0,0,0))
Saves the current screen for later restorage and lays a filter over it -
the default color_filter value (black) darkens the screen by blitting a
black surface with alpha=darken_factor over it.
By using a different color, special effects are possible,
darken_factor=0 just stores the screen and leaves it unchanged
dim.undim()
restores the screen as it was visible before the last dim() call.
If the object has been initialised with keepalive=0, this only works once.
"""
def __init__(self, keepalive=0):
self.keepalive = keepalive
if self.keepalive:
self.buffer = pygame.Surface(pygame.display.get_surface().get_size())
else:
self.buffer = None
def dim(self, darken_factor=64, color_filter=(0, 0, 0)):
if not self.keepalive:
self.buffer = pygame.Surface(pygame.display.get_surface().get_size())
self.buffer.blit(pygame.display.get_surface(), (0, 0))
if darken_factor > 0:
darken = pygame.Surface(pygame.display.get_surface().get_size())
darken.fill(color_filter)
darken.set_alpha(darken_factor)
# safe old clipping rectangle...
old_clip = pygame.display.get_surface().get_clip()
# ..blit over entire screen...
pygame.display.get_surface().blit(darken, (0, 0))
pygame.display.update()
# ... and restore clipping
pygame.display.get_surface().set_clip(old_clip)
def undim(self):
if self.buffer:
pygame.display.get_surface().blit(self.buffer, (0, 0))
pygame.display.update()
if not self.keepalive:
self.buffer = None
class MazeGen:
""" Perfect maze generator, based on the Mazeworks algorithm.(adapted for Packid)
Constuctor takes two uneven integers eg rows,cols. If the rows/cols are even
then they will be decreased by one.
Usage: m = MazeGen(17,17)
maze = m.get_maze()
maze is a tuple with tuples representing a grid where a 0 stands for a wall,
and 1 for a room. The outer walls are also zeros.
"""
def __init__(self, rows, cols):
rows = rows-(rows % 2 == 0)
cols = cols-(cols % 2 == 0)
self.matrix = []
for r in range(rows):
self.matrix.append(([0] * cols))
self._make_maze()
def _make_maze(self):
import random
cellstack = []
maxrow = len(self.matrix)
row = random.choice(range(1, maxrow, 2))
maxcol = len(self.matrix[0])
col = random.choice(range(1, maxcol, 2))
#print 'start row,col',row,col
maxcol -= 3
maxrow -= 3
self.matrix[row][col] = 1
nextcell = []
while 1:
nextcell = []
#check neighbors
if col < maxcol and self.matrix[row][col + 2] == 0:
nextcell.append(((row, col + 1), (row, col + 2)))
if col > 2 and self.matrix[row][col-2] == 0:
nextcell.append(((row, col-1), (row, col-2)))
if row < maxrow and self.matrix[row + 2][col] == 0:
nextcell.append(((row + 1, col), (row + 2, col)))
if row > 2 and self.matrix[row-2][col] == 0:
nextcell.append(((row-1, col), (row-2, col)))
if nextcell:
next = random.choice(nextcell)
# knock down the wall
self.matrix[next[0][0]][next[0][1]] = 1
self.matrix[next[1][0]][next[1][1]] = 1
cellstack.append(((row, col)))# stack old cell
row, col = next[1][0], next[1][1]
else:# Backtrack our steps
try:
row, col = cellstack.pop()
except IndexError:
#print 'break'
break
self.matrix[-2][-2] = 2
self.matrix[-1][-2:] = [1, 1]
def get_maze(self):
grid = tuple(map(tuple, self.matrix))
return grid
def import_module(filename, globals=None, locals=None, fromlist=None):
""" Import any module without changes to sys.path.
Taken from the library reference.(Never invent the wheel twice)"""
# Fast path: see if the module has already been imported.
try:
return sys.modules[filename]
except KeyError:
pass
path, name = os.path.split(filename)
name, ext = os.path.splitext(name)
fp = None
try:
fp, pathname, description = imp.find_module(name, [path])
return imp.load_module(name, fp, pathname, description)
if fp: fp.close()
except (StandardError, MyError), info:
module_logger.exception("Import of %s failed" % filename)
raise MyError, info
if fp: fp.close()
def txtfmt(text, split):
""" Formats a list of strings in a list of strings of 'split' length.
returns a new list of strings.
text = list of strings
split = integer
"""
return textwrap.wrap('\n'.join(text), split)
def txtfmtlines(text, split):
"""Formats a list of strings of 'split' length.
Returns a list of strings with single linebreaks preserved.
This differs from txtfmt which removed single line linebreaks
"""
wrapper = textwrap.TextWrapper()
wrapper.width = split
wrapper.drop_whitespace = False
lines = []
for line in text:
if not line.split('\n'):
lines += line
else:
lines += wrapper.wrap(line)
return lines
class ScaleImages:
def __init__(self, imgObjects, TargetSize, stdCardObj=None):
""" ImgObjects = sequence of SDL objects, can also be a dictionairy but in that
case you can't use stdCard. If you set it to None you MUST pass a
surface to the get_images method.
This way you can use it to construct a scaler and each time pass
a surface to get_images which will be blitted on the stdCardObj.
stdCardObj = None means no blitting on card, just return
the scaled images. Else the images are blitted on this object.
TargetSize = desired scale size (tuple)
"""
self.logger = logging.getLogger("childsplay.utils.ScaleImages")
self.TargetSize = pygame.Rect((0, 0) + TargetSize)# convert this tuple in a pygame rect
# see: def _scale_if_needed
if stdCardObj:
# in case of error, we don't use a card back
# just return scaled images.
border = 10 # border size of card (memory), 2 * border size
try:
self.stdCard = stdCardObj
# scale the card also to TargetSize, so we use one card for everything
self.scaled_card = self._scale_if_needed(self.stdCard)
self.TargetSize.inflate_ip(-border, -border)# reduce the size of the rect, so the images are smaller
# then the card (compensate for border)
except StandardError, info:
self.logger.exception("Failed to scale stdCardObj:%s, %s" % (stdCardObj, info))
self.stdCard = None
else:
self.stdCard = None #to use as a test later, if we gonna blit the img on a card or not
# see get_images
self.imgObjects = imgObjects
def get_images(self, image=None):
""" This returns a list with scaled images, blitted on a card if
it was parsed to the class constructor.
When image is a surface image is scaled on a card and returnt in list of one
"""
if type(self.imgObjects) == types.DictType:
# This won't work in combination with stdCard
imgs = {}
for k, v in self.imgObjects.items():
imgs[k] = self._scale_if_needed(v)
return imgs
if image:
self.imgObjects = (image, )
imgs = map(self._scale_if_needed, self.imgObjects) #this returns always a surface, scaled or not
if self.stdCard:# we have a blanc card to blit the images on
card_imgs = []
for img in imgs:
if self.scaled_card.get_alpha():
card = self.scaled_card.convert_alpha()
else:
card = self.scaled_card.convert()
# center the image on the card
center_pos = img.get_rect()
center_pos.center = self.TargetSize.center # Wow, magic, see the pygame reference on Rect
# a good understanding of the pygame.Rect is a real time saver.
card.blit(img, center_pos)
card_imgs.append((card))
imgs = card_imgs[:]# a real copy, just to be sure :-)
return imgs
def _scale_if_needed(self, img):
""" We only scale down, not up because the result of upscaling sucks"""
# Remember, TargetSize is a pygame rect (contains is a method of Rect)
if not self.TargetSize.contains(pygame.Rect((0, 0) + img.get_size())):
return self._scale_card(img)
else:
return img #not changed!
def _scale_card(self, img):
""" This does the actual scaling and returns a scaled SDL surface."""
imgSize = img.get_size()
# we assume TargetSize = x == y, a square
# TODO XXX what if Target not a square ??
if (imgSize[0] > imgSize[1]):# which one should we divide to get the longest side within the TargetSize
scale_ratio = float(imgSize[0]) / self.TargetSize[2]# TargetSize is a rect -> (x,y,x-size,y-size)
else:
scale_ratio = float(imgSize[1]) / self.TargetSize[3]
scale_x = int(imgSize[0] / scale_ratio)
scale_y = int(imgSize[1] / scale_ratio)
scaled_img = pygame.transform.scale(img, (scale_x, scale_y))
return scaled_img
# TODO: Do we want to use GfxCursor?
class GfxCursor:
"""
Replaces the normal pygame cursor with any bitmap cursor.
This is a nice little GfxCursor class that gives you arbitrary mousecursor
loadable from all SDL_image supported filetypes.
Author: Raiser, Frank aka CrashChaos (crashchaos at gmx.net)
Author: Shinners, Pete aka ShredWheat
Version: 2001-12-15
Usage:
Instantiate the GfxCursor class. Either pass the correct parameters to
the constructor or use setCursor, setHotspot and enable lateron.
The blitting is pretty optimized, the testing code at the bottom of
this script does a pretty thorough test of all the drawing cases.
It enables and disables the cursor, as well as uses a changing background.
In your mainloop, the cursor.show() should be what you draw last
(unless you want objects on top of the cursor?). Then before drawing
anything, be sure to call the hide(). You can likely call hide() immediately
after the display.flip() or display.update().
The show() method also returns a list of rectangles of what needs to be
updated. You can also move the cursor with pygame.mouse.set_pos()
That's it. Have fun with your new funky cursors.
"""
def __init__(self, surface, cursor=None, hotspot=(0, 0)):
"""
surface = Global surface to draw on
cursor = surface of cursor (needs to be specified when enabled!)
hotspot = the hotspot for your cursor
"""
self.surface = surface
self.enabled = 0
self.cursor = None
self.hotspot = hotspot
self.bg = None
self.offset = 0, 0
self.old_pos = 0, 0
if cursor:
self.setCursor(cursor, hotspot)
self.enable()
def enable(self):
"""
Enable the GfxCursor (disable normal pygame cursor)
"""
if not self.cursor or self.enabled: return
pygame.mouse.set_visible(0)
self.enabled = 1
def disable(self):
"""
Disable the GfxCursor (enable normal pygame cursor)
"""
if self.enabled:
self.hide()
pygame.mouse.set_visible(1)
self.enabled = 0
def setCursor(self, cursor, hotspot=(0, 0)):
"""
Set a new cursor surface
"""
if not cursor: return
self.cursor = cursor
self.hide()
self.show()
self.offset = 0, 0
self.bg = pygame.Surface(self.cursor.get_size())
pos = self.old_pos[0]-self.offset[0], self.old_pos[1]-self.offset[1]
self.bg.blit(self.surface, (0, 0),
(pos[0], pos[1], self.cursor.get_width(), self.cursor.get_height()))
self.offset = hotspot
def setHotspot(self, pos):
"""
Set a new hotspot for the cursor
"""
self.hide()
self.offset = pos
def hide(self):
"""
Hide the cursor (useful for redraws)
"""
if self.bg and self.enabled:
return self.surface.blit(self.bg,
(self.old_pos[0]-self.offset[0], self.old_pos[1]-self.offset[1]))
def show(self):
"""
Show the cursor again
"""
if self.bg and self.enabled:
pos = self.old_pos[0]-self.offset[0], self.old_pos[1]-self.offset[1]
self.bg.blit(self.surface, (0, 0),
(pos[0], pos[1], self.cursor.get_width(), self.cursor.get_height()))
return self.surface.blit(self.cursor, pos)
def update(self, event):
"""
Update the cursor with a MOUSEMOTION event
"""
self.old_pos = event.pos
def current_time():
"""Maincore uses this to get the current time to set the 'time_start'
and 'time_end' values in the dbase table"""
t = time.strftime("%y-%m-%d_%H:%M:%S", time.localtime())
module_logger.debug("current_time returns %s" % t)
return t
def calculate_time(start, end):
"""The 'end'time is substracted from 'start'time and the result time is
returned in a format suitable to put into the dbase.
Times must be in the format as returnt from current_time.
"""
logger = logging.getLogger("childsplay.utils.calculate_time")
logger.debug("Called with start:%s, end:%s" % (start, end))
start = start.replace('-', ':').replace('_', ':')
end = end.replace('-', ':').replace('_', ':')
arg_key0 = [int(s) for s in start.split(':')]
arg_key1 = [int(s) for s in end.split(':')]
#t1 = datetime.datetime.now()
#t2 = datetime.datetime.now()
#t3 = t2-t1
#t3.seconds / 60
#t3.seconds % 60
dt0 = datetime.datetime( * arg_key0)
dt1 = datetime.datetime( * arg_key1)
dt2 = dt1 - dt0
h, m = dt2.seconds / 60, dt2.seconds % 60
return "%02d:%02d" % (h, m)
def sleep(ms):
"""Pause the process for the given milliseconds and clears the event queue when
done."""
pygame.time.delay(ms)
pygame.event.clear()
def shadefade(textstring, textsize, amount,bold=False, \
fcol=(200, 200, 200), shadecol=(255, 255, 255)):
"""Render @textstring onto a surface with a 3d dropshadow-like effect.
Returns a SDL surface.
Originally written by Brendan Becker, http://clickass.org/
"""
if PLATFORM == 'win32':
textsize -= 16
font = pangofont.PangoFont(None, textsize, bold=bold)
# determine the size of the text surface so that we can center it later on
basetext = font.render(unicode(textstring), 1, fcol, None)
width, height = basetext.get_size()
displaysurface = pygame.Surface((width, height), SRCALPHA, 32)
tempsurface = pygame.Surface((width + amount, height+amount), SRCALPHA, 32)
for i in range(amount):
camt = amount-i
r = shadecol[0] / camt
g = shadecol[1] / camt
b = shadecol[2] / camt
if r < 0: r = 0
if g < 0: g = 0
if b < 0: b = 0
text = font.render(unicode(textstring), 1, (r, g, b), None)
tempsurface.blit(text, (camt, camt))
tempsurface.blit(basetext, (0, 0))
displaysurface.blit(tempsurface, (0, 0))
return displaysurface
def _set_lock(timeout=10):
"""Set a lock file to prevent starting multiple instances of childsplay_sp.
It will first look if a lock has been set previously, if so it will check the
'epoch time' and when it's @timeout seconds in the past it will remove the lock
and set a new one.
The timeout is done to prevent stale locks that will prevent restarting childsplay
in case of a crash.
The maincore will also register a _remove_lock function at the atexit class."""
if os.path.exists(LOCKFILE):
try:
f = open(LOCKFILE, 'r')
lines = f.readlines()
t = float(lines[0][:-1])
except (IOError, TypeError):
module_logger.exception("failed to read master lockfile")
_remove_lock()
return True
if time.time() - t < timeout:
module_logger.info("Lock timeout not yet reached")
return False
else:
_remove_lock()
return True
module_logger.info("Setting master lock: %s" % LOCKFILE)
t = str(time.time())
try:
f = open(LOCKFILE, 'w')
f.write(t)
f.close()
except IOError:
module_logger.exception("failed to set master lockfile")
_remove_lock()
return False
else:
module_logger.debug("Lock set to %s" % t)
f.close()
return True
def _remove_lock():
"""Used to cleanup any locks"""
module_logger.info("Removing master lock")
if os.path.exists(LOCKFILE):
try:
os.remove(LOCKFILE)
except IOError:
module_logger.exception("failed to remove master lockfile")
module_logger.error("Please remove lock file: % manually" % LOCKFILE)
def score2percentile(s_list, mean, sd):
"""Returns the percentile in a list with the coresponding dates
calculated from the given parameters.
@s_list is a list with tuples: [(date,score),(date,score)....]
@mean is an float holding the mean from the dbase
@sd is an float holding the sd from the dbase
The z - Score is simply the number of Standard Deviation units a student's
raw score is above or below the mean. It has a one-to-one relationship with
the standard deviation unit;
one z-score unit = one standard deviation unit and a z-score of zero is the mean.
Further discussion of the standard deviation unit as well as it's use in
analyzing student scores is beyond the scope of this document.
The z - Score is arrived at by taking the raw score for a student,
subtracting the mean (average) of all student scores and dividing by
the standard deviation of the student raw scores.
zS = (RS - Mean) / SD
Where:
zS is the z - Score for the Student
RS is the student's raw score
Mean is the mean (average) of the student raw scores
SD is the Standard Deviation of the student raw scores.
Then we find the percentile in a hash table and multiply it by 10 to get a
nice value to display.
"""
module_logger.debug("score2percentile called with:%s,%s,%s" % (s_list, mean, sd))
# we unpack the score/date list, make the calculation and build
# a new score/date list
new_s_list = []
for date, rs in s_list:
if not rs:
continue
zs = (float(rs) - float(mean)) / float(sd)
if zs < 0:
prc = 1.0 - float(normal_distribution_table["%.2f" % abs(zs)])
prc = str(prc *10)
else:
prc = str(float(normal_distribution_table["%.2f" % zs]) * 10)[:4]
module_logger.debug("rs: %s, mean:%s, sd:%s, zscore:%s, percentile:%s" % (rs, mean, sd, zs, prc))
new_s_list.append((date, prc))
return new_s_list
class OrderedDict(dict, MutableMapping):
# Taken from Python 2.7, runs also on python >= 2.4.
# Methods with direct access to underlying attributes
def __init__(self, *args, **kwds):
if len(args) > 1:
raise TypeError('expected at 1 argument, got %d', len(args))
if not hasattr(self, '_keys'):
self._keys = []
self.update(*args, **kwds)
def clear(self):
del self._keys[:]
dict.clear(self)
def __setitem__(self, key, value):
if key not in self:
self._keys.append(key)
dict.__setitem__(self, key, value)
def __delitem__(self, key):
dict.__delitem__(self, key)
self._keys.remove(key)
def __iter__(self):
return iter(self._keys)
def __reversed__(self):
return reversed(self._keys)
def popitem(self):
if not self:
raise KeyError
key = self._keys.pop()
value = dict.pop(self, key)
return key, value
def __reduce__(self):
items = [[k, self[k]] for k in self]
inst_dict = vars(self).copy()
inst_dict.pop('_keys', None)
return (self.__class__, (items,), inst_dict)
# Methods with indirect access via the above methods
setdefault = MutableMapping.setdefault
update = MutableMapping.update
pop = MutableMapping.pop
keys = MutableMapping.keys
values = MutableMapping.values
items = MutableMapping.items
def __repr__(self):
pairs = ', '.join(map('%r: %r'.__mod__, self.items()))
return '%s({%s})' % (self.__class__.__name__, pairs)
def copy(self):
return self.__class__(self)
@classmethod
def fromkeys(cls, iterable, value=None):
d = cls()
for key in iterable:
d[key] = value
return d
#try:
# import db_conf as dbrc
# rckind = 'db_conf'
#except ImportError:
# import db_dev as dbrc
# rckind = 'db_dev'
#rc_hash = dbrc.rc
#if rc_hash['default']['production']:
# kind = 'production'
#else:
# kind = 'develop'
#rc_hash['kind'] = kind
#try:
# WEAREPRODUCTION = int(rc_hash['default']['production'])
#except KeyError:
# WEAREPRODUCTION = '0'
WEAREPRODUCTION = '0'
|