Poodletooth-iLand/panda/direct/interval/Interval.py
2015-03-03 17:10:12 -05:00

502 lines
17 KiB
Python

"""Interval module: contains the Interval class"""
__all__ = ['Interval']
from direct.directnotify.DirectNotifyGlobal import directNotify
from direct.showbase.DirectObject import DirectObject
from pandac.PandaModules import *
from direct.task.Task import Task, TaskManager
from direct.showbase import PythonUtil
from pandac.PandaModules import *
import math
class Interval(DirectObject):
"""Interval class: Base class for timeline functionality"""
# create Interval DirectNotify category
notify = directNotify.newCategory("Interval")
playbackCounter = 0
# Class methods
def __init__(self, name, duration, openEnded=1):
self.name = name
self.duration = max(duration, 0.0)
self.state = CInterval.SInitial
self.currT = 0.0
self.doneEvent = None
self.setTHooks = []
self.__startT = 0
self.__startTAtStart = 1
self.__endT = duration
self.__endTAtEnd = 1
self.__playRate = 1.0
self.__doLoop = 0
self.__loopCount = 0
self.pstats = None
if __debug__ and TaskManager.taskTimerVerbose:
self.pname = name.split('-', 1)[0]
self.pstats = PStatCollector("App:Show code:ivalLoop:%s" % (self.pname))
# Set true if the interval should be invoked if it was
# completely skipped over during initialize or finalize, false
# if it should be ignored in this case.
self.openEnded = openEnded
def getName(self):
return self.name
def getDuration(self):
return self.duration
def getOpenEnded(self):
return self.openEnded
def setLoop(self, loop=1):
self.__doLoop = loop
def getLoop(self):
return self.__doLoop
def getState(self):
return self.state
def isPaused(self):
return self.getState() == CInterval.SPaused
def isStopped(self):
# Returns true if the interval has not been started, has already
# played to its completion, or has been explicitly stopped via
# finish().
return (self.getState() == CInterval.SInitial or \
self.getState() == CInterval.SFinal)
def setT(self, t):
# There doesn't seem to be any reason to clamp this, and it
# breaks looping intervals. The interval code should properly
# handle t values outside the proper range.
#t = min(max(t, 0.0), self.getDuration())
state = self.getState()
if state == CInterval.SInitial:
self.privInitialize(t)
if self.isPlaying():
self.setupResume()
else:
self.privInterrupt()
elif state == CInterval.SStarted:
# Support modifying t while the interval is playing. We
# assume is_playing() will be true in this state.
assert self.isPlaying()
self.privInterrupt()
self.privStep(t)
self.setupResume()
elif state == CInterval.SPaused:
# Support modifying t while the interval is paused. In
# this case, we simply step to the new value of t; but
# this will change the state to S_started, so we must then
# change it back to S_paused by hand (because we're still
# paused).
self.privStep(t)
self.privInterrupt()
elif state == CInterval.SFinal:
self.privReverseInitialize(t)
if self.isPlaying():
self.setupResume()
else:
self.privInterrupt()
else:
self.notify.error("Invalid state: %s" % (state))
self.privPostEvent()
def getT(self):
return self.currT
def start(self, startT = 0.0, endT = -1.0, playRate = 1.0):
self.setupPlay(startT, endT, playRate, 0)
self.__spawnTask()
def loop(self, startT = 0.0, endT = -1.0, playRate = 1.0):
self.setupPlay(startT, endT, playRate, 1)
self.__spawnTask()
def pause(self):
if self.getState() == CInterval.SStarted:
self.privInterrupt()
self.privPostEvent()
self.__removeTask()
return self.getT()
def resume(self, startT = None):
if startT != None:
self.setT(startT)
self.setupResume()
if not self.isPlaying():
self.__spawnTask()
def resumeUntil(self, endT):
duration = self.getDuration()
if endT < 0 or endT >= duration:
self.__endT = duration
self.__endTAtEnd = 1
else:
self.__endT = endT
self.__endTAtEnd = 0
self.setupResume()
if not self.isPlaying():
self.__spawnTask()
def finish(self):
state = self.getState()
if state == CInterval.SInitial:
self.privInstant()
elif state != CInterval.SFinal:
self.privFinalize()
self.privPostEvent()
self.__removeTask()
def clearToInitial(self):
# This method resets the interval's internal state to the
# initial state, abandoning any parts of the interval that
# have not yet been called. Calling it is like pausing the
# interval and creating a new one in its place.
self.pause()
self.state = CInterval.SInitial
self.currT = 0.0
def isPlaying(self):
return taskMgr.hasTaskNamed(self.getName() + '-play')
def getPlayRate(self):
""" Returns the play rate as set by the last call to start(),
loop(), or setPlayRate(). """
return self.__playRate
def setPlayRate(self, playRate):
""" Changes the play rate of the interval. If the interval is
already started, this changes its speed on-the-fly. Note that
since playRate is a parameter to start() and loop(), the next
call to start() or loop() will reset this parameter. """
if self.isPlaying():
self.pause()
self.__playRate = playRate
self.resume()
else:
self.__playRate = playRate
def setDoneEvent(self, event):
self.doneEvent = event
def getDoneEvent(self):
return self.doneEvent
def privDoEvent(self, t, event):
if self.pstats:
self.pstats.start()
if event == CInterval.ETStep:
self.privStep(t)
elif event == CInterval.ETFinalize:
self.privFinalize()
elif event == CInterval.ETInterrupt:
self.privInterrupt()
elif event == CInterval.ETInstant:
self.privInstant()
elif event == CInterval.ETInitialize:
self.privInitialize(t)
elif event == CInterval.ETReverseFinalize:
self.privReverseFinalize()
elif event == CInterval.ETReverseInstant:
self.privReverseInstant()
elif event == CInterval.ETReverseInitialize:
self.privReverseInitialize(t)
else:
self.notify.error('Invalid event type: %s' % (event))
if self.pstats:
self.pstats.stop()
def privInitialize(self, t):
# Subclasses may redefine this function
self.state = CInterval.SStarted
self.privStep(t)
def privInstant(self):
# Subclasses may redefine this function
self.state = CInterval.SStarted
self.privStep(self.getDuration())
self.state = CInterval.SFinal
self.intervalDone()
def privStep(self, t):
# Subclasses may redefine this function
self.state = CInterval.SStarted
self.currT = t
def privFinalize(self):
# Subclasses may redefine this function
self.privStep(self.getDuration())
self.state = CInterval.SFinal
self.intervalDone()
def privReverseInitialize(self, t):
# Subclasses may redefine this function
self.state = CInterval.SStarted
self.privStep(t)
def privReverseInstant(self):
# Subclasses may redefine this function
self.state = CInterval.SStarted
self.privStep(0)
self.state = CInterval.SInitial
def privReverseFinalize(self):
# Subclasses may redefine this function
self.privStep(0)
self.state = CInterval.SInitial
def privInterrupt(self):
# Subclasses may redefine this function
self.state = CInterval.SPaused
def intervalDone(self):
# Subclasses should call this when the interval transitions to
# its final state.
if self.doneEvent:
messenger.send(self.doneEvent)
def setupPlay(self, startT, endT, playRate, doLoop):
duration = self.getDuration()
if startT <= 0:
self.__startT = 0
self.__startTAtStart = 1
elif startT > duration:
self.__startT = duration
self.__startTAtStart = 0
else:
self.__startT = startT
self.__startTAtStart = 0
if endT < 0 or endT >= duration:
self.__endT = duration
self.__endTAtEnd = 1
else:
self.__endT = endT
self.__endTAtEnd = 0
self.__clockStart = globalClock.getFrameTime()
self.__playRate = playRate
self.__doLoop = doLoop
self.__loopCount = 0
def setupResume(self):
now = globalClock.getFrameTime()
if self.__playRate > 0:
self.__clockStart = now - ((self.getT() - self.__startT) / self.__playRate)
elif self.__playRate < 0:
self.__clockStart = now - ((self.getT() - self.__endT) / self.__playRate)
self.__loopCount = 0
def stepPlay(self):
now = globalClock.getFrameTime()
if self.__playRate >= 0:
t = (now - self.__clockStart) * self.__playRate + self.__startT
if self.__endTAtEnd:
self.__endT = self.getDuration()
if t < self.__endT:
# In the middle of the interval, not a problem.
if self.isStopped():
self.privInitialize(t)
else:
self.privStep(t)
else:
# Past the ending point; time to finalize.
if self.__endTAtEnd:
# Only finalize if the playback cycle includes the
# whole interval.
if self.isStopped():
if self.getOpenEnded() or self.__loopCount != 0:
self.privInstant()
else:
self.privFinalize()
else:
if self.isStopped():
self.privInitialize(self.__endT)
else:
self.privStep(self.__endT)
# Advance the clock for the next loop cycle.
if self.__endT == self.__startT:
# If the interval has no length, we loop exactly once.
self.__loopCount += 1
else:
# Otherwise, figure out how many loops we need to
# skip.
timePerLoop = (self.__endT - self.__startT) / self.__playRate
numLoops = math.floor((now - self.__clockStart) / timePerLoop)
self.__loopCount += numLoops
self.__clockStart += numLoops * timePerLoop
else:
# Playing backwards
t = (now - self.__clockStart) * self.__playRate + self.__endT
if t >= self.__startT:
# In the middle of the interval, not a problem.
if self.isStopped():
self.privInitialize(t)
else:
self.privStep(t)
else:
# Past the ending point; time to finalize.
if self.__startTAtStart:
# Only finalize if the playback cycle includes the
# whole interval.
if self.isStopped():
if self.getOpenEnded() or self.__loopCount != 0:
self.privReverseInstant()
else:
self.privReverseFinalize()
else:
if self.isStopped():
self.privReverseInitialize(self.__startT)
else:
self.privStep(self.__startT)
# Advance the clock for the next loop cycle.
if self.__endT == self.__startT:
# If the interval has no length, we loop exactly once.
self.__loopCount += 1
else:
# Otherwise, figure out how many loops we need to
# skip.
timePerLoop = (self.__endT - self.__startT) / -self.__playRate
numLoops = math.floor((now - self.__clockStart) / timePerLoop)
self.__loopCount += numLoops
self.__clockStart += numLoops * timePerLoop
shouldContinue = (self.__loopCount == 0 or self.__doLoop)
if (not shouldContinue and self.getState() == CInterval.SStarted):
self.privInterrupt()
return shouldContinue
def __repr__(self, indent=0):
space = ''
for l in range(indent):
space = space + ' '
return (space + self.name + ' dur: %.2f' % self.duration)
# The rest of these methods are duplicates of functions defined
# for the CInterval class via the file CInterval-extensions.py.
def privPostEvent(self):
# Call after calling any of the priv* methods to do any required
# Python finishing steps.
if self.pstats:
self.pstats.start()
t = self.getT()
if hasattr(self, "setTHooks"):
for func in self.setTHooks:
func(t)
if self.pstats:
self.pstats.stop()
def __spawnTask(self):
# Spawn task
self.__removeTask()
taskName = self.getName() + '-play'
task = Task(self.__playTask)
task.interval = self
taskMgr.add(task, taskName)
def __removeTask(self):
# Kill old task(s), including those from a similarly-named but
# different interval.
taskName = self.getName() + '-play'
oldTasks = taskMgr.getTasksNamed(taskName)
for task in oldTasks:
if hasattr(task, "interval"):
task.interval.privInterrupt()
taskMgr.remove(task)
def __playTask(self, task):
again = self.stepPlay()
self.privPostEvent()
if again:
return Task.cont
else:
return Task.done
def popupControls(self, tl = None):
"""
Popup control panel for interval.
"""
from direct.showbase import TkGlobal
import math
# I moved this here because Toontown does not ship Tk
from Tkinter import Toplevel, Frame, Button, LEFT, X
import Pmw
from direct.tkwidgets import EntryScale
if tl == None:
tl = Toplevel()
tl.title('Interval Controls')
outerFrame = Frame(tl)
def entryScaleCommand(t, s=self):
s.setT(t)
s.pause()
self.es = es = EntryScale.EntryScale(
outerFrame, text = self.getName(),
min = 0, max = math.floor(self.getDuration() * 100) / 100,
command = entryScaleCommand)
es.set(self.getT(), fCommand = 0)
es.pack(expand = 1, fill = X)
bf = Frame(outerFrame)
# Jump to start and end
def toStart(s=self, es=es):
s.clearToInitial()
es.set(0, fCommand = 0)
def toEnd(s=self):
s.pause()
s.setT(s.getDuration())
es.set(s.getDuration(), fCommand = 0)
s.pause()
jumpToStart = Button(bf, text = '<<', command = toStart)
# Stop/play buttons
def doPlay(s=self, es=es):
s.resume(es.get())
stop = Button(bf, text = 'Stop',
command = lambda s=self: s.pause())
play = Button(
bf, text = 'Play',
command = doPlay)
jumpToEnd = Button(bf, text = '>>', command = toEnd)
jumpToStart.pack(side = LEFT, expand = 1, fill = X)
play.pack(side = LEFT, expand = 1, fill = X)
stop.pack(side = LEFT, expand = 1, fill = X)
jumpToEnd.pack(side = LEFT, expand = 1, fill = X)
bf.pack(expand = 1, fill = X)
outerFrame.pack(expand = 1, fill = X)
# Add function to update slider during setT calls
def update(t, es=es):
es.set(t, fCommand = 0)
if not hasattr(self, "setTHooks"):
self.setTHooks = []
self.setTHooks.append(update)
# Clear out function on destroy
def onDestroy(e, s=self, u=update):
if u in s.setTHooks:
s.setTHooks.remove(u)
tl.bind('<Destroy>', onDestroy)