137 lines
4.5 KiB
Python
137 lines
4.5 KiB
Python
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"""
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This module defines Scene objects for animation purposes. For more details, see
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http://asciimatics.readthedocs.io/en/latest/animation.html
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"""
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from __future__ import division
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from __future__ import absolute_import
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from __future__ import print_function
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from __future__ import unicode_literals
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from builtins import object
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class Scene(object):
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"""
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Class to store the details of a single scene to be displayed. This is
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made up of a set of :py:obj:`.Effect` objects. See the documentation for
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Effect to understand the interaction between the two classes and
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http://asciimatics.readthedocs.io/en/latest/animation.html for how to use them together.
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"""
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def __init__(self, effects, duration=0, clear=True, name=None):
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"""
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:param effects: The list of effects to apply to this scene.
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:param duration: The number of frames in this Scene. A value of 0 means that the Scene
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should query the Effects to find the duration. A value of -1 means don't stop.
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:param clear: Whether to clear the Screen at the start of the Scene.
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:param name: Optional name to identify the scene.
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"""
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self._effects = []
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for effect in effects:
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self.add_effect(effect, reset=False)
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self._duration = duration
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if duration == 0:
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self._duration = max([x.stop_frame for x in effects])
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self._clear = clear
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self._name = name
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def reset(self, old_scene=None, screen=None):
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"""
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Reset the scene ready for playing.
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:param old_scene: The previous version of this Scene that was running before the
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application reset - e.g. due to a screen resize.
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:param screen: New screen to use if old_scene is not None.
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"""
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# Always reset all the effects.
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for effect in self._effects:
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effect.reset()
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# If we have an old Scene to recreate, get the data out of that and
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# apply it where possible by cloning objects where appropriate.
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if old_scene:
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for old_effect in old_scene.effects:
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# catching AttributeErrors here has hidden bugs, so explicitly
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# check for the cloning interface before calling it.
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if hasattr(old_effect, "clone"):
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old_effect.clone(screen, self)
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def exit(self):
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"""
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Handle any tidy up required on the exit of the Scene.
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"""
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# Save off any persistent state for each effect.
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for effect in self._effects:
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if hasattr(effect, "save"):
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effect.save()
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def add_effect(self, effect, reset=True):
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"""
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Add an effect to the Scene.
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This method can be called at any time - even when playing the Scene. The default logic
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assumes that the Effect needs to be reset before being displayed. This can be overridden
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using the `reset` parameter.
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:param effect: The Effect to be added.
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:param reset: Whether to reset the Effect that has just been added.
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"""
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# Reset the effect in case this is in the middle of a Scene.
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if reset:
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effect.reset()
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effect.register_scene(self)
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self._effects.append(effect)
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def remove_effect(self, effect):
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"""
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Remove an effect from the scene.
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:param effect: The effect to remove.
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"""
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self._effects.remove(effect)
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def process_event(self, event):
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"""
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Process a new input event.
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This method will pass the event on to any Effects in reverse Z order so that the
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top-most Effect has priority.
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:param event: The Event that has been triggered.
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:returns: None if the Scene processed the event, else the original event.
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"""
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for effect in reversed(self._effects):
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event = effect.process_event(event)
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if event is None:
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break
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return event
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@property
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def name(self):
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"""
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:return: The name of this Scene. May be None.
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"""
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return self._name
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@property
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def effects(self):
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"""
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:return: The list of Effects in this Scene.
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"""
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return self._effects
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@property
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def duration(self):
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"""
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:return: The length of the scene in frames.
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"""
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return self._duration
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@property
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def clear(self):
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"""
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:return: Whether the Scene should clear at the start.
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"""
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return self._clear
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