/usr/share/pyshared/childsplay_sp/SPMenu.py is in childsplay 1.6-1.
This file is owned by root:root, with mode 0o644.
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# Copyright (c) 2006-2008 Stas Zykiewicz <stas.zytkiewicz@gmail.com>
#
# SPMenu.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.
# Menu for the activities
# Special activity to provide a menu for maincore to load other activties
# We could allow multiple users menus and start SP with a menu option
# schoolsplay --menu my_menu.xml
# We construct a dict of dicts with menu items
# menu = {'memory':(icon.png path,position x y),
# 'soundmemory':(icon.png path,position x y),...}
# Or with submenus
# menu = {(menu-icon.png path,position):({menu dict},position x y),...}
# So if the keys are strings then we have a 'normal' menu and when it's a
# tuple object we have a menu with submenus.
# Then in Activity we turn them into ocempgui buttons.
# Activity buttons return a module name and submenu buttons reeturn other buttons.
# Every menu dict will have a key 'background' which holds the path to the
# background image
import xml.parsers.expat
import childsplay_sp.ocempgui.widgets as ocw
import childsplay_sp.ocempgui.widgets.Constants as ocwc
import logging
import pygame
import utils
from xml.dom import minidom
module_logger = logging.getLogger("schoolsplay.SPMenu")
from SPConstants import *
from SPocwWidgets import ToolTip
from SPHelpText import ToolTipText
class Activity:
""" This provides the activity menu internally used by MainCore.
It's much like an 'regular' activity but it uses ocempgui stuff and it's
placed inside the SP base directory.
"""
def __init__(self, SPGoodies):
"""SPGoodies is a class object that SP sets up and will contain references
to objects, callback methods and observers
This SPGoodies differs from the regular SPGoodies the activities get."""
self.logger = logging.getLogger("schoolsplay.SPMenu.Activity")
self.logger.info("Activity started")
self.SPGoodies = SPGoodies
self.renderer = ocw.Renderer()
MENUPATH = os.path.join(self.SPGoodies.get_libdir_path(), 'SPData', 'menu', self.SPGoodies._theme)
if not os.path.exists(MENUPATH):
self.logger.error("Themed path %s doesn't exists, using default" % MENUPATH)
MENUPATH = os.path.join(self.SPGoodies.get_libdir_path(), 'SPData', 'menu', 'default')
mm = MainMenu(MENUPATH, self.SPGoodies.get_libdir_path(), \
self.SPGoodies._menupath, \
self.renderer)
try:
self.menu = mm.get_menuitems(self.menu_callback)
except Exception, info:
self.logger.exception('%s' % info)
raise utils.MyError('%s' % info)
self.screen = self.SPGoodies.get_screen()
try:
self.background = utils.load_image(os.path.join(MENUPATH, self.menu['background']))
except utils.MyError, info:
self.logger.error(info)
self.logger.info("Set background to black")
self.background = pygame.Surface((800, 500)).convert()
self.background.fill(BLACK)
self.screen.set_clip((0, 0, 800, 500))
pygame.display.update(self.screen.blit(self.background, (0, 0)))
self.screen.set_clip()
self.saved_screen = self.screen.convert()# used to restore screen in start
self.renderer.set_screen(self.screen)
self.displayed_buttons = None
# We add menu buttons to the renderer in start
# we also need a list of the buttons when they are a multi level because
# we must be able to erase/display them all at once when the user hits one of them
self.menubuttons = self.menu['menu']
def get_helptitle(self):
"""Mandatory method"""
return _("Menu")
def get_name(self):
"""Mandatory method, returnt string must be in lowercase."""
return "menu"
def get_help(self):
"""Mandatory methods"""
text = [_("This is the menu used to select an activity."),
_("Select an activity and click on the button, the activity will be started."),
_("If the menu consist of more layers, sub menus, you can always get back to the main menu by using the 'exit' button."),
" ",
"Developers: Stas Zytkiewicz, Chris van Bael",
"Artwork: Joshua, Robert",
"Beta testers: Wladek & Marek",
"Feedback: Yvonne",
" ",
"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."]
return text
def get_helptip(self):
"""Mandatory method, when no tips available returns an empty string"""
return ""
def get_helptype(self):
"""Mandatory method, you must set an type"""
return ""
def get_helplevels(self):
"""Mandatory method, must return a string with the number of levels
in the follwing format:
_("This level has %s levels" % number-of-levels)"""
return ""
def _get_ocwcol(self):
# special method used by the core to get the menu bar color or image, if set.
return self.menu['ocwcol']
def _remove_buttons(self):
# remove any buttons
try:
self.renderer.remove_widget( * self.menubuttons)
except TypeError, info:
self.logger.debug("Trying to remove buttons: %s" % info)
self.renderer.refresh()
def stop_timer(self):
pass
def start(self):
"""Mandatory method.
This will start first level"""
if not self.menu:
self.logger.error("No menu data found")
raise utils.MyError("No menu data found", 'start')
def next_level(self, level):
"""Mandatory method.
Return True if there levels left.
False when no more levels left."""
self.screen.set_clip(0, 0, 800, 500)
pygame.display.update(self.screen.blit(self.saved_screen, (0, 0)))
self.screen.set_clip()
self._remove_buttons()# just to be sure
# Reminder: * is the unpack operator
try:
self.renderer.add_widget( * self.menubuttons)
except ValueError:# already added
pass
self.renderer.refresh()
# we always return true as we don't have real levels
return True
def loop(self, events):
"""Mandatory method
TODO: Do we need a return value?"""
# This loop is different from a normal activity loop as we only use
# ocempgui stuff and no sprites
self.renderer.distribute_events( * events)
return
def menu_callback(self, widget, item):
self.logger.debug("menu_callback called with %s,%s" % (widget, item))
if widget:
# clear the toplevel buttons
self._remove_buttons()
# display the submenu buttons
self.renderer.add_widget( * item)
# we need this when we want to erase the buttons when the user quits
self.displayed_buttons = item
else:
self.logger.debug("argument is module name")
# we make sure that no tooltip is left on the screen
# tooltips are shared amongst tooltip classes so we just use the first
# button to erase the tooltip.
self.menubuttons[0].destroy_tooltip()
# remove buttons from screen
self.renderer.remove_widget( * self.menubuttons)
self.SPGoodies._menu_activity_userchoice(item)
return
class ParseXMLMenu:
def __init__(self, MENUPATH, xmlpath):
self.kind_of_menu = 'normal'
self.MENUPATH = MENUPATH
self.logger = logging.getLogger("schoolsplay.SPMenu.ParseXMLMenu")
self.menuxmlpath = os.path.join(MENUPATH, xmlpath)
try:
self.xmldoc = minidom.parse(self.menuxmlpath)
except (xml.parsers.expat.ExpatError, Exception), info:
self.logger.critical("Failed to parse menu xml file %s" % self.menuxmlpath)
self.logger.critical("%s" % info)
self.xmldoc = None
else:
self.logger.debug("Parsing menu file %s" % self.menuxmlpath)
def which_menu(self):
"""This will return the kind of menu, normal or multi layer.
this is set by the parse_nodes meyhod and is used by the MainMenu class
to determine how to setup the menu objects."""
return self.kind_of_menu
def parse_nodes(self):
"""Returns None if the parsing fails"""
if self.xmldoc == None:
module_logger.critical("XML parse error: No XML content")
return None
self.RootMenuNode = self.xmldoc.firstChild
if self.RootMenuNode.tagName != u'rootmenu':
self.logger.critical("XML parse error: No rootmenu node")
return None
background = self.RootMenuNode.getAttribute('file')
ocwcol = self.RootMenuNode.getAttribute('ocw')
# do we have submenus?
if self.xmldoc.getElementsByTagName(u'submenu'):
self.kind_of_menu = 'multi'
menu = self._make_submenu()
else:
menu = self._make_menu()
if menu:
menu['background'] = background
if ocwcol:
try:
t_ocwcol = tuple([int(x) for x in ocwcol.split(',')]) + (255, )
except StandardError, info:
self.logger.info("failed to parse color value: %s, %s" % (repr(ocwcol), info))
self.logger.info("Assuming it's a image path")
menu['ocwcol'] = (os.path.join(self.MENUPATH, ocwcol), )# core excepts a tuple
else:
menu['ocwcol'] = t_ocwcol
else:
menu['ocwcol'] = ocwcol
# print statements only for debugging
#print "parsed xml nodes:"
#pprint.pprint(menu)
return menu
def _make_menu(self):
menu = self._make_menuitem(self.xmldoc.getElementsByTagName(u'menuitem'))
return menu
def _make_submenu(self):
"""Return None on faillure"""
menu = {}
for SubMenuNode in self.xmldoc.getElementsByTagName(u'submenu'):
iconfile = SubMenuNode.getAttribute(u'file')
iconpath = os.path.join(self.MENUPATH, iconfile)
if not os.path.exists(iconpath):
self.logger.error("Couldn't find %s" % iconpath)
try:
xs, ys = SubMenuNode.childNodes[1].firstChild.data.split(',')
x, y = int(xs), int(ys)
except ValueError, info:
self.logger.critical("XML parse error: %s" % info)
return None
except AttributeError, info:
# No position given, that's critical.
# We don't try to fix this, the user must provide a proper XML
self.logger.critical("No submenu node position attr: %s" % info)
return None
submenu = self._make_menuitem(SubMenuNode.getElementsByTagName(u'menuitem'))
if not submenu:# faillure
return None
menu[(iconpath, (x, y))] = submenu
return menu
def _make_menuitem(self, nodeslist):
menu = {}
for ItemNode in nodeslist:
iconfile = ItemNode.getAttribute(u'file')
iconpath = os.path.join(self.MENUPATH, iconfile)
activity = ItemNode.getElementsByTagName(u'activity')
rawposition = ItemNode.getElementsByTagName(u'position')
try:
xs, ys = rawposition[0].firstChild.data.split(',')
x, y = int(xs), int(ys)
except ValueError, info:
self.logger.critical("XML parse error: %s" % info)
return None
except AttributeError, info:
# No position given, that's critical.
# We don't try to fix this, the user must provide a proper XML
self.logger.critical("No submenu node position attr: %s" % info)
return None
# check if the activity exists
file = activity[0].firstChild.data
# try to import the module, if it fails we exclude it
#try:
# foo = __import__('schoolsplay.lib.%s' % file)
#except Exception:
# self.logger.exception("Failed to import %s, removing it from the menu." % file)
#else:
# # free memory
# del foo
menu[file] = (iconpath, (x, y))
return menu
class MainMenu:
def __init__(self, MENUPATH, ACTIVITYDIR, xmlpath, renderer):
"""This will parse the menu xml, load the activity icons and creates
ocempgui imagebuttons.
"""
self.theme = os.path.basename(MENUPATH)
self.defaultpath = os.path.join(ACTIVITYDIR, 'SPData', 'menu', 'default')
self.xm = ParseXMLMenu(MENUPATH, xmlpath)
self.renderer = renderer
if not os.path.exists(MENUPATH):
raise utils.MyError("Path doesn't exists: %s" % os.path.join(MENUPATH, xmlpath))
self.menu = self.xm.parse_nodes()
self.logger = logging.getLogger("schoolsplay.SPMenu.MainMenu")
def get_menuitems(self, cbf):
"""returns a list with ocempgui buttons connected to the cbf object.
The buttons are already set to their positions and connected to the
callback function.
events send to the callback are the name of the activity by which the
activity can be imported.
cbf should be a callback function accepting one argument.
"""
# Which kind of menu do we have?
# This is set by the parser.
if not self.menu:
self.logger.critical("No menu found, probably parsing error")
return None
if self.xm.which_menu() == 'normal':# normal is single level
ocp_menu = {}
ocp_menu['background'] = self.menu['background']
ocp_menu['ocwcol'] = self.menu['ocwcol']
del self.menu['background']
del self.menu['ocwcol']
l = self.setup_ocp_buttons(self.menu, cbf)
ocp_menu['kind'] = 'normal'
ocp_menu['menu'] = l
else:
# it's multilayer, so the keys are tuples and the vals are the menu dicts
ocp_menu = {}
ocp_menu['background'] = self.menu['background']
ocp_menu['ocwcol'] = self.menu['ocwcol']
del self.menu['background']
del self.menu['ocwcol']
l = []
for k, v in self.menu.items():
subl = self.setup_ocp_buttons(v, cbf)
img, pos = k
but = ocw.ImageButton(img)
but.topleft = pos
# The submenu buttons passes a tuple with itself and the list with
# associated submenu buttons
# each of them also connected to the same callback function.
# see Activity.menu_callback for details how we handle this.
but.connect_signal(ocwc.SIG_CLICKED, cbf, * (but, subl))
l.append(but)
ocp_menu['kind'] = 'multi'
# This differs from a normal menu, here we put a list with ocp buttons
# which pass a list with ocp buttons as argument to the callback.
ocp_menu['menu'] = l
return ocp_menu
def setup_ocp_buttons(self, menudict, cbf):
l = []
tt = ToolTip()
for k, v in menudict.items():
if not os.path.exists(v[0]) and self.theme != 'default':
file = os.path.join(self.defaultpath, os.path.basename(v[0]))
v = (file, v[1])
img, pos = v
try:
but = ocw.ImageButton(img)
except Exception:
self.logger.exception("Failed to load/setup button image.\n I will disable the button:%s\n Traceback follows:" % os.path.basename(v[0]))
continue
but.topleft = pos
try:
text = getattr(ToolTipText, k)
except AttributeError:
self.logger.info("No tooltip text found for %s, setting tooltip to name only" % k)
text = k
but.tooltip = text
but.destroy_tooltip = tt._destroy_tooltip
but.connect_signal(ocwc.SIG_ENTER, tt._make_tooltip, but.tooltip, self.renderer)
but.connect_signal(ocwc.SIG_LEAVE, tt._destroy_tooltip)
but.connect_signal(ocwc.SIG_CLICKED, cbf, * (None, k))
l.append(but)
return l
if __name__ == '__main__':
import SPLogging
SPLogging.set_level('debug')
SPLogging.start()
import pprint
import pygame
from pygame.constants import *
pygame.init()
# needed for load_image function
screen = pygame.display.set_mode((800, 600))
def callback(widget, item):
global render
print "received", widget, item
if widget:
render.remove_widget(widget)
render.add_widget( * item)
else:
print "activity is module name"
m = MainMenu(os.path.join(os.getcwd(), ACTIVITYDATADIR, 'lib/SPData/menu/default'), 'SP_menu.xml')
menu = m.get_menuitems(callback)
if not menu:
sys.exit(1)
print "Parsed menu"
pprint.pprint(menu)
render = ocw.Renderer()
render.set_screen(screen)
for but in menu['menu']:
render.add_widget(but)
render.refresh()
runloop = 1
while runloop:
pygame.event.pump()
events = pygame.event.get()
for event in events:
if event.type is KEYDOWN and event.key is K_ESCAPE:
runloop = 0
# let ocempgui handles the gui events, if needed
render.distribute_events( * events)
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