""" A throbber displays an animated image that can be started, stopped, reversed, etc. Useful for showing an ongoing process (like most web browsers use) or simply for adding eye-candy to an application. Throbbers utilize a wxTimer so that normal processing can continue unencumbered. """ # # throbber.py - Cliff Wells # # Thanks to Harald Massa for # suggestions and sample code. # # # 12/12/2003 - Jeff Grimmett (grimmtooth@softhome.net) # # o 2.5 compatability update. # import os import wx # ------------------------------------------------------------------------------ THROBBER_EVENT = wx.NewEventType() EVT_UPDATE_THROBBER = wx.PyEventBinder(THROBBER_EVENT, 0) class UpdateThrobberEvent(wx.PyEvent): def __init__(self): wx.PyEvent.__init__(self) self.SetEventType(THROBBER_EVENT) # ------------------------------------------------------------------------------ class Throbber(wx.Panel): """ The first argument is either the name of a file that will be split into frames (a composite image) or a list of strings of image names that will be treated as individual frames. If a single (composite) image is given, then additional information must be provided: the number of frames in the image and the width of each frame. The first frame is treated as the "at rest" frame (it is not shown during animation, but only when Throbber.Rest() is called. A second, single image may be optionally specified to overlay on top of the animation. A label may also be specified to show on top of the animation. """ def __init__(self, parent, id, bitmap, # single (composite) bitmap or list of bitmaps pos = wx.DefaultPosition, size = wx.DefaultSize, frameDelay = 0.1,# time between frames frames = 0, # number of frames (only necessary for composite image) frameWidth = 0, # width of each frame (only necessary for composite image) label = None, # optional text to be displayed overlay = None, # optional image to overlay on animation reverse = 0, # reverse direction at end of animation style = 0, # window style name = "throbber", rest = 0, current = 0, direction = 1, sequence = None ): wx.Panel.__init__(self, parent, id, pos, size, style, name) self.name = name self.label = label self.running = (1 != 1) _seqTypes = (type([]), type(())) # set size, guessing if necessary width, height = size if width == -1: if type(bitmap) in _seqTypes: width = bitmap[0].GetWidth() else: if frameWidth: width = frameWidth if height == -1: if type(bitmap) in _seqTypes: height = bitmap[0].GetHeight() else: height = bitmap.GetHeight() self.width, self.height = width, height # double check it assert width != -1 and height != -1, "Unable to guess size" if label: extentX, extentY = self.GetTextExtent(label) self.labelX = (width - extentX)/2 self.labelY = (height - extentY)/2 self.frameDelay = frameDelay self.rest = rest self.current = current self.direction = direction self.autoReverse = reverse self.overlay = overlay if overlay is not None: self.overlay = overlay self.overlayX = (width - self.overlay.GetWidth()) / 2 self.overlayY = (height - self.overlay.GetHeight()) / 2 self.showOverlay = overlay is not None self.showLabel = label is not None # do we have a sequence of images? if type(bitmap) in _seqTypes: self.submaps = bitmap self.frames = len(self.submaps) # or a composite image that needs to be split? else: self.frames = frames self.submaps = [] for chunk in range(frames): rect = (chunk * frameWidth, 0, width, height) self.submaps.append(bitmap.GetSubBitmap(rect)) # self.sequence can be changed, but it's not recommended doing it # while the throbber is running. self.sequence[0] should always # refer to whatever frame is to be shown when 'resting' and be sure # that no item in self.sequence >= self.frames or < 0!!! self.SetSequence(sequence) self.SetClientSize((width, height)) timerID = wx.NewId() self.timer = wx.Timer(self, timerID) self.Bind(EVT_UPDATE_THROBBER, self.Update) self.Bind(wx.EVT_PAINT, self.OnPaint) self.Bind(wx.EVT_TIMER, self.OnTimer, self.timer) self.Bind(wx.EVT_WINDOW_DESTROY, self.OnDestroyWindow) def DoGetBestSize(self): return (self.width, self.height) def OnTimer(self, event): wx.PostEvent(self, UpdateThrobberEvent()) def OnDestroyWindow(self, event): self.Stop() event.Skip() def Draw(self, dc): dc.DrawBitmap(self.submaps[self.sequence[self.current]], 0, 0, True) if self.overlay and self.showOverlay: dc.DrawBitmap(self.overlay, self.overlayX, self.overlayY, True) if self.label and self.showLabel: dc.DrawText(self.label, self.labelX, self.labelY) dc.SetTextForeground(wx.WHITE) dc.DrawText(self.label, self.labelX-1, self.labelY-1) def OnPaint(self, event): self.Draw(wx.PaintDC(self)) event.Skip() def Update(self, event): self.Next() def Wrap(self): if self.current >= len(self.sequence): if self.autoReverse: self.Reverse() self.current = len(self.sequence) - 1 else: self.current = 0 if self.current < 0: if self.autoReverse: self.Reverse() self.current = 0 else: self.current = len(self.sequence) - 1 self.Draw(wx.ClientDC(self)) # --------- public methods --------- def SetFont(self, font): """Set the font for the label""" wx.Panel.SetFont(self, font) self.SetLabel(self.label) self.Draw(wx.ClientDC(self)) def Rest(self): """Stop the animation and return to frame 0""" self.Stop() self.current = self.rest self.Draw(wx.ClientDC(self)) def Reverse(self): """Change the direction of the animation""" self.direction = -self.direction def Running(self): """Returns True if the animation is running""" return self.running def Start(self): """Start the animation""" if not self.running: self.running = not self.running self.timer.Start(int(self.frameDelay * 1000)) def Stop(self): """Stop the animation""" if self.running: self.timer.Stop() self.running = not self.running def SetCurrent(self, current): """Set current image""" running = self.Running() if not running: #FIXME: need to make sure value is within range!!! self.current = current self.Draw(wx.ClientDC(self)) def SetRest(self, rest): """Set rest image""" self.rest = rest def SetSequence(self, sequence = None): """Order to display images""" # self.sequence can be changed, but it's not recommended doing it # while the throbber is running. self.sequence[0] should always # refer to whatever frame is to be shown when 'resting' and be sure # that no item in self.sequence >= self.frames or < 0!!! running = self.Running() self.Stop() if sequence is not None: #FIXME: need to make sure values are within range!!! self.sequence = sequence else: self.sequence = range(self.frames) if running: self.Start() def Increment(self): """Display next image in sequence""" self.current += 1 self.Wrap() def Decrement(self): """Display previous image in sequence""" self.current -= 1 self.Wrap() def Next(self): """Display next image in sequence according to direction""" self.current += self.direction self.Wrap() def Previous(self): """Display previous image in sequence according to direction""" self.current -= self.direction self.Wrap() def SetFrameDelay(self, frameDelay = 0.05): """Delay between each frame""" self.frameDelay = frameDelay if self.running: self.Stop() self.Start() def ToggleOverlay(self, state = None): """Toggle the overlay image""" if state is None: self.showOverlay = not self.showOverlay else: self.showOverlay = state self.Draw(wx.ClientDC(self)) def ToggleLabel(self, state = None): """Toggle the label""" if state is None: self.showLabel = not self.showLabel else: self.showLabel = state self.Draw(wx.ClientDC(self)) def SetLabel(self, label): """Change the text of the label""" self.label = label if label: extentX, extentY = self.GetTextExtent(label) self.labelX = (self.width - extentX)/2 self.labelY = (self.height - extentY)/2 self.Draw(wx.ClientDC(self)) # ------------------------------------------------------------------------------