/usr/share/pyshared/freevo/animation/base.py is in python-freevo 1.9.2b2-4.2.
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# -----------------------------------------------------------------------
# base.py - The basic animation class for freevo
# Author: Viggo Fredriksen <viggo@katatonic.org>
# -----------------------------------------------------------------------
# $Id: base.py 11905 2011-11-14 21:54:46Z adam $
#
# Notes:
# Todo:
#
# -----------------------------------------------------------------------
# Freevo - A Home Theater PC framework
# Copyright (C) 2002 Krister Lagerstrom, et al.
# Please see the file freevo/Docs/CREDITS for a complete list of authors.
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of MER-
# CHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 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 logging
logger = logging.getLogger("freevo.animation.base")
from pygame import Rect, Surface, constants
import pygame.time
import osd, render
class BaseAnimation:
"""
Base class for animations, this should perhaps be changed to use sprites
in the future (if one decides to go with a RenderGroup model)
@cvar background: Surface Background (screen)
@cvar surface : The Surface obj. to work with
@cvar active : Should it be updated in the poll
@cvar delete : Delete from list on next poll
@cvar updates : list of updates from screen
@cvar next_updat: timestamp for next update
"""
background = None # Surface Background (screen)
surface = None # The Surface obj. to work with
active = False # Should it be updated in the poll
delete = False # Delete from list on next poll
updates = [] # list of updates from screen
next_update = 0 # timestamp for next update
def __init__(self, rectstyle, fps=20, bg_update=True, bg_wait=False, bg_redraw=False):
"""
Initialise an instance of BaseAnimation
@ivar rectstyle : the rectangle defining the position on the screen (pygame)
@ivar fps : Desired fps
@ivar bg_update : update the animation with background from screen
@ivar bg_wait : initially wait for updated background before activating
@ivar bg_redraw : set background to original screen bg when finished
"""
_debug_('__init__(rectstyle=%r, fps=%r, bg_update=%r, bg_wait=%r, bg_redraw=%r)' % \
(rectstyle, fps, bg_update, bg_wait, bg_redraw), 2)
self.rect = Rect(rectstyle)
self.bg_update = bg_update
self.bg_wait = bg_wait
self.bg_redraw = bg_redraw
self.surface = Surface((self.rect.width, self.rect.height)).convert()
self.set_fps(fps)
def get_surface(self, width, height):
""" Helper for creating surfaces """
_debug_('get_surface(width=%r, height=%r)' % (width, height), 2)
return Surface( (width, height), 0, 32)
def get_osd(self):
""" Helper for getting osd singleton """
_debug_('get_osd()', 2)
return osd.get_singleton()
def set_fps(self, fps):
""" Sets the desired fps """
_debug_('set_fps(fps=%r)' % (fps), 2)
self.interval = int(1000.0/float(fps))
def set_screen_background(self):
""" Update the background """
_debug_('set_screen_background()', 2)
if not self.background:
self.background = osd.get_singleton().getsurface(rect=self.rect)
self.updates = []
elif len(self.updates) > 0:
# find the topleft corner
x = self.rect.right
y = self.rect.bottom
for i in self.updates:
x = min(x, i.left)
y = min(y, i.top)
# find the total rect of the collisions
upd = Rect(x, y, 0, 0)
upd.unionall_ip(self.updates)
self.updates = []
x = upd[0] - self.rect.left
y = upd[1] - self.rect.top
bg_tmp = osd.get_singleton().getsurface(rect=upd)
self.background.blit(bg_tmp, (x, y))
self.surface.blit(self.background, (0,0))
def get_rect(self):
""" Get the rectangle of the current object
@returns: the rectangle tuple
"""
_debug_('get_rect()', 2)
return self.rect
def start(self):
""" Starts the animation """
_debug_('start()', 2)
render.get_singleton().add_animation(self)
if not self.bg_wait:
self.active = True
def stop(self):
""" Stops the animation from being polled """
_debug_('stop()', 2)
self.active = False
def remove(self):
""" Flags the animation to be removed from the animation list """
_debug_('remove()', 2)
self.active = False
# set the org. bg if we use this
if self.bg_update:
osd.get_singleton().putsurface(self.background, self.rect.left, self.rect.top)
osd.get_singleton().update([self.rect])
self.delete = True
def damage(self, rectstyles=[]):
""" Checks if the screen background has been damaged
@note: If the rect passed damages our rect, but no actual blit is done
on osd.screen, we'll end up with a copy of our animation in our bg. This is BAD.
"""
_debug_('damage(rectstyles=%r)' % (rectstyles), 2)
if not (self.bg_redraw or self.bg_update) or rectstyles == None:
return
for rect in rectstyles:
if rect == None:
continue
if self.rect.colliderect(rect):
if self.bg_wait:
self.active = True
self.updates.append(self.rect.clip(rect))
_debug_('Damaged, updating background')
def poll(self, current_time):
""" Poll the animations """
_debug_('poll(current_time=%r)' % (current_time), 2)
if self.next_update < current_time:
self.next_update = current_time + self.interval
if self.bg_update:
self.set_screen_background()
self.draw()
return self.rect, self.surface
def draw(self):
""" Overload to do stuff with the surface """
_debug_('draw()', 2)
pass
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