/
action_editor.py
1179 lines (987 loc) · 37.5 KB
/
action_editor.py
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#!/usr/bin/env python2
"""
SC-Controller - Action Editor
Also doubles as Menu Item Editor in some cases
"""
from __future__ import unicode_literals
from scc.tools import _
from gi.repository import Gtk, Gdk, GLib
from scc.actions import Action, NoAction, RingAction, TriggerAction
from scc.actions import OSDAction, Macro
from scc.actions import SmoothModifier, NameModifier, BallModifier
from scc.actions import Modifier, ClickedModifier, ModeModifier
from scc.actions import SensitivityModifier, FeedbackModifier
from scc.actions import DeadzoneModifier, RotateInputModifier
from scc.actions import HapticData
from scc.constants import HapticPos, SCButtons
from scc.constants import CUT, ROUND, LINEAR, MINIMUM
from scc.profile import Profile
from scc.tools import nameof
from scc.gui.controller_widget import PRESSABLE, TRIGGERS, PADS
from scc.gui.controller_widget import STICKS, GYROS, BUTTONS
from scc.gui.modeshift_editor import ModeshiftEditor
from scc.gui.parser import InvalidAction, GuiActionParser
from scc.gui.simple_chooser import SimpleChooser
from scc.gui.macro_editor import MacroEditor
from scc.gui.ring_editor import RingEditor
from scc.gui.dwsnc import headerbar
from scc.gui.ae import AEComponent
from scc.gui.editor import Editor
import os, logging, math, importlib, types
log = logging.getLogger("ActionEditor")
COMPONENTS = ( # List of known modules (components) in scc.gui.ae package
'axis',
'axis_action',
'buttons',
'custom',
'dpad',
'gesture',
'gyro',
'gyro_action',
'per_axis',
'special_action',
'tilt',
'trigger',
# OSK-only components
'osk_action',
'osk_buttons',
)
XYZ = "XYZ" # Sensitivity settings keys
AFP = ("Amplitude", "Frequency", "Period") # Feedback settings keys
SMT = ("Level", "Weight", "Filter") # Smoothing setting keys
DZN = ("Lower", "Upper") # Deadzone settings key
FEEDBACK_SIDES = [ HapticPos.LEFT, HapticPos.RIGHT, HapticPos.BOTH ]
DEADZONE_MODES = [ CUT, ROUND, LINEAR, MINIMUM ]
class ActionEditor(Editor):
GLADE = "action_editor.glade"
ERROR_CSS = " #error {background-color:green; color:red;} "
AEC_MENUITEM = -1
MODE_TO_MODS = {
# Specified which modifiers are compatibile with which editor mode.
# That way, stuff like Rotation settings is not shown when editor
# is used to edit menu actions.
Action.AC_BUTTON : Action.AF_MOD_OSD | Action.AF_MOD_FEEDBACK,
Action.AC_TRIGGER : Action.AF_MOD_OSD | Action.AF_MOD_SENSITIVITY | Action.AF_MOD_FEEDBACK,
Action.AC_STICK : Action.AF_MOD_OSD | Action.AF_MOD_CLICK | Action.AF_MOD_DEADZONE | Action.AF_MOD_ROTATE | Action.AF_MOD_SENSITIVITY | Action.AF_MOD_FEEDBACK | Action.AF_MOD_SMOOTH,
Action.AC_PAD : Action.AF_MOD_OSD | Action.AF_MOD_CLICK | Action.AF_MOD_DEADZONE | Action.AF_MOD_ROTATE | Action.AF_MOD_SENSITIVITY | Action.AF_MOD_FEEDBACK | Action.AF_MOD_SMOOTH | Action.AF_MOD_BALL,
Action.AC_GYRO : Action.AF_MOD_OSD | Action.AF_MOD_SENSITIVITY | Action.AF_MOD_SENS_Z | Action.AF_MOD_DEADZONE | Action.AF_MOD_FEEDBACK,
Action.AC_OSK : 0,
Action.AC_MENU : Action.AF_MOD_OSD,
AEC_MENUITEM : 0,
}
def __init__(self, app, callback):
Editor.__init__(self)
self.app = app
self.id = None
self.components = [] # List of available components
self.loaded_components = {} # by class name
self.c_buttons = {} # Component-to-button dict
self.sens_widgets = [] # Sensitivity sliders, labels and 'clear' buttons
self.feedback_widgets = [] # Feedback settings sliders, labels and 'clear' buttons, plus default value as last item
self.smoothing_widgets = [] # Smoothing settings sliders, labels and 'clear' buttons, plus default value as last item
self.deadzone_widgets = [] # Deadzone settings sliders, labels and 'clear' buttons, plus default value as last item
self.sens = [1.0] * 3 # Sensitivity slider values
self.sens_defaults = [1.0] * 3 # Clear button clears to this
self.feedback = [0.0] * 3 # Feedback slider values, set later
self.deadzone = [0] * 2 # Deadzone slider values, set later
self.deadzone_mode = None # None for 'disabled'
self.feedback_position = None # None for 'disabled'
self.smoothing = None # None for 'disabled'
self.friction = -1 # -1 for 'disabled'
self.click = False # Click modifier value. None for disabled
self.rotation_angle = 0 # RotateInputModifier angle
self.osd = False # 'OSD enabled' value.
self.first_page_allowed = False
self.setup_widgets()
self.load_components()
self.ac_callback = callback # This is different callback than ButtonChooser uses
Editor.install_error_css()
self._action = NoAction()
self._replaced_action = None
self._selected_component = None
self._modifiers_enabled = True
self._multiparams = [ None ] * 8
self._mode = None
self._recursing = False
def setup_widgets(self):
Editor.setup_widgets(self)
headerbar(self.builder.get_object("header"))
for i in (0, 1, 2):
self.sens_widgets.append((
self.builder.get_object("sclSens%s" % (XYZ[i],)),
self.builder.get_object("lblSens%s" % (XYZ[i],)),
self.builder.get_object("btClearSens%s" % (XYZ[i],)),
self.builder.get_object("cbSensInvert%s" % (XYZ[i],)),
))
for key in AFP:
i = AFP.index(key)
self.feedback[i] = self.builder.get_object("sclF%s" % (key,)).get_value()
self.feedback_widgets.append((
self.builder.get_object("sclF%s" % (key,)),
self.builder.get_object("lblF%s" % (key,)),
self.builder.get_object("btClearF%s" % (key,)),
self.feedback[i] # default value
))
for key in SMT:
i = SMT.index(key)
self.smoothing_widgets.append((
self.builder.get_object("lblSmooth%s" % (key,)),
self.builder.get_object("sclSmooth%s" % (key,)),
self.builder.get_object("btClearSmooth%s" % (key,)),
self.builder.get_object("sclSmooth%s" % (key,)).get_value()
))
for key in DZN:
i = DZN.index(key)
self.deadzone[i] = self.builder.get_object("sclDZ%s" % (key,)).get_value()
self.deadzone_widgets.append((
self.builder.get_object("lblDZ%s" % (key,)),
self.builder.get_object("sclDZ%s" % (key,)),
self.builder.get_object("btClearDZ%s" % (key,)),
self.deadzone[i] # default value
))
if self.app.osd_mode:
self.builder.get_object("entName").set_sensitive(False)
def load_components(self):
""" Loads list of editor components """
# Import and load components
for c in COMPONENTS:
self.load_component(c)
self._selected_component = None
def load_component(self, class_name):
"""
Loads and adds new component to editor.
Returns component instance.
"""
if class_name in self.loaded_components:
return self.loaded_components[class_name]
mod = importlib.import_module("scc.gui.ae.%s" % (class_name,))
for x in mod.__all__:
cls = getattr(mod, x)
if isinstance(cls, (type, types.ClassType)) and issubclass(cls, AEComponent):
if cls is not AEComponent:
instance = cls(self.app, self)
self.loaded_components[class_name] = instance
self.components.append(instance)
return instance
def on_Dialog_destroy(self, *a):
cbPreview = self.builder.get_object("cbPreview")
cbPreview.set_active(False)
self.remove_added_widget()
if self._selected_component is not None:
self._selected_component.hidden()
def on_Dialog_key_press_event(self, window, event):
if self.app.osd_mode and event.keyval == 65471:
self.on_btOK_clicked()
def set_osd_enabled(self, value):
"""
Sets value of OSD modifier checkbox, without firing any more events.
"""
self._recursing = True
self.osd = value
self.builder.get_object("cbOSD").set_active(value)
self._recursing = False
def show(self, transient_for):
Editor.show(self, transient_for)
def close(self):
self.on_Dialog_destroy()
Editor.close(self)
def get_id(self):
""" Returns ID of input that is being edited """
return self.id
def on_link(self, link):
parser = GuiActionParser()
if link.startswith("quick://"):
action = parser.restart(link[8:]).parse()
self.reset_active_component()
self.set_action(action, from_custom=True)
elif link == "grab://trigger_button":
def cb(action):
action = TriggerAction(254, 255, action)
self.set_action(action, from_custom=True)
self.force_page("trigger")
b = SimpleChooser(self.app, "buttons", cb)
b.set_title(_("Select Button"))
b.hide_axes()
b.show(self.window)
elif link.startswith("page://"):
def cb():
self.force_page(link[7:])
GLib.timeout_add(0.1, cb)
elif link.startswith("advanced://"):
exMore = self.builder.get_object("exMore")
rvMore = self.builder.get_object("rvMore")
ntbMore = self.builder.get_object("ntbMore")
assert exMore.get_visible()
exMore.set_expanded(True)
rvMore.set_reveal_child(True)
if "#" in link:
link, name = link.split("#")
self.blink_widget(name)
ntbMore.set_current_page(int(link.split("/")[-1]))
else:
log.warning("Activated unknown link: %s", link)
def on_action_type_changed(self, clicked_button):
"""
Called when user clicks on one of Action Type buttons.
"""
# Prevent recurson
if self._recursing : return
self._recursing = True
# Don't allow user to deactivate buttons - I'm using them as
# radio button and you can't 'uncheck' radiobutton by clicking on it
if not clicked_button.get_active():
clicked_button.set_active(True)
self._recursing = False
return
component = None
for c in self.c_buttons:
b = self.c_buttons[c]
if clicked_button == b:
component = c
else:
b.set_active(False)
self._recursing = False
stActionModes = self.builder.get_object("stActionModes")
component.set_action(self._mode, self._action)
if self._selected_component is not None:
if self._selected_component != component:
self._selected_component.hidden()
self._selected_component = component
self._selected_component.shown()
stActionModes.set_visible_child(component.get_widget())
stActionModes.show_all()
def force_page(self, component, remove_rest=False):
"""
Forces action editor to display page with specified component.
If 'remove_rest' is True, removes all other pages.
Returns 'component'
"""
if type(component) in (unicode, str):
component = self.load_component(component)
return self.force_page(component, remove_rest)
stActionModes = self.builder.get_object("stActionModes")
component.load()
if remove_rest:
for c in stActionModes.get_children():
if c != component:
stActionModes.remove(c)
if component.get_widget() not in stActionModes.get_children():
stActionModes.add(component.get_widget())
component.set_action(self._mode, self._action)
if self._selected_component is not None:
if self._selected_component != component:
self._selected_component.hidden()
self._selected_component = component
self._selected_component.shown()
stActionModes.set_visible_child(component.get_widget())
stActionModes.show_all()
return component
def get_name(self):
""" Returns action name as set in editor entry """
entName = self.builder.get_object("entName")
return entName.get_text().decode("utf-8").strip(" \t")
def get_current_page(self):
""" Returns currently displayed page (component) """
return self._selected_component
def blink_widget(self, name, time=500):
GROUPS = {
'cbBallMode': ('cbBallMode', 'lblFriction', 'sclFriction', 'btClearFriction')
}
def blink(widgets, count):
count = count - 1
for widget in widgets:
widget.set_opacity(1.0 if count % 2 == 0 else 0.1)
if count > 0:
GLib.timeout_add(time, blink, widgets, count)
if name in GROUPS:
blink([self.builder.get_object(x) for x in GROUPS[name]], 7)
else:
blink([self.builder.get_object(name)], 7)
def hide_modifiers(self):
""" Hides (and disables) all modifiers """
self.set_modifiers_enabled(False)
self.builder.get_object("exMore").set_visible(False)
def hide_advanced_settings(self):
"""
Hides entire 'Advanced Settings' expander.
"""
self.builder.get_object("exMore").set_visible(False)
self.builder.get_object("rvMore").set_visible(False)
def hide_modeshift(self):
"""
Hides Mode Shift button.
Used when displaying ActionEditor from ModeshiftEditor
"""
self.builder.get_object("btModeshift").set_visible(False)
def hide_macro(self):
"""
Hides Macro button.
Used when editing macro of pad/stick bindings.
"""
self.builder.get_object("btMacro").set_visible(False)
def hide_ring(self):
"""
Hides Ring Bindings button.
Used when editing anything but pad.
"""
self.builder.get_object("btInnerRing").set_visible(False)
def hide_action_buttons(self):
""" Hides action buttons, effectivelly disallowing user to change action type """
for x in ("lblActionType", "vbActionButtons"):
self.builder.get_object(x).set_visible(False)
self.hide_modeshift()
self.hide_macro()
self.hide_ring()
def hide_action_str(self):
""" Hides bottom part with action displayed as string """
self.builder.get_object("vbActionStr").set_visible(False)
self.builder.get_object("grEditor").set_property("margin-bottom", 30)
def hide_editor(self):
""" Hides everything but action buttons and action name field """
self.builder.get_object("stActionModes").set_visible(False)
self.hide_action_str()
self.hide_modeshift()
self.hide_macro()
self.hide_ring()
def hide_name(self):
"""
Hides (and clears) name field.
Used when displaying ActionEditor from MacroEditor
"""
self.builder.get_object("lblName").set_visible(False)
self.builder.get_object("entName").set_visible(False)
self.builder.get_object("entName").set_text("")
def hide_clear(self):
""" Hides clear buttton """
self.builder.get_object("btClear").set_visible(False)
def on_btClearRotation_clicked(self, *a):
self.builder.get_object("sclRotation").set_value(0.0)
def on_btClearSens_clicked(self, source, *a):
i = 0
for scale, label, button, checkbox in self.sens_widgets:
if source == button:
scale.set_value(self.sens_defaults[i])
i += 1
def on_btClearFeedback_clicked(self, source, *a):
for scale, label, button, default in self.feedback_widgets:
if source == button:
scale.set_value(default)
def on_btClearSmoothing_clicked(self, source, *a):
for label, scale, button, default in self.smoothing_widgets:
if source == button:
scale.set_value(default)
def on_btClearDeadzone_clicked(self, source, *a):
for label, scale, button, default in self.deadzone_widgets:
if source == button:
scale.set_value(default)
def on_btClear_clicked(self, *a):
""" Handler for clear button """
action = NoAction()
if self.ac_callback is not None:
self.ac_callback(self.id, action)
self.close()
def on_btOK_clicked(self, *a):
""" Handler for OK button """
if self.ac_callback is not None:
if self._mode == ActionEditor.AEC_MENUITEM:
self.ac_callback(self.id, self)
else:
entName = self.builder.get_object("entName")
a = self.generate_modifiers(self._action, self._selected_component.NAME=="custom")
name = entName.get_text().decode("utf-8").strip(" \t\r\n")
if name:
a = NameModifier(name, a or NoAction())
self.ac_callback(self.id, a)
self.ac_callback = None
if self._selected_component:
self._selected_component.on_ok(a)
self.close()
def on_btModeshift_clicked(self, *a):
""" Convert current action into modeshift and send it to ModeshiftEditor """
e = ModeshiftEditor(self.app, self.ac_callback)
action = ModeModifier(self.generate_modifiers(self._action, self._selected_component.NAME=="custom"))
e.set_input(self.id, action, mode=self._mode)
self.send_added_widget(e)
self.close()
e.show(self.get_transient_for())
def on_btMacro_clicked(self, *a):
""" Convert current action into macro and send it to MacroEditor """
e = MacroEditor(self.app, self.ac_callback)
action = Macro(self.generate_modifiers(self._action, self._selected_component.NAME=="custom"))
e.set_input(self.id, action, mode=self._mode)
self.send_added_widget(e)
self.close()
e.show(self.get_transient_for())
def on_btInnerRing_clicked(self, *a):
""" Convert current action into ring bindings and send it to RingEditor """
e = RingEditor(self.app, self.ac_callback)
action = RingAction(self.generate_modifiers(self._action, self._selected_component.NAME=="custom"))
e.set_input(self.id, action, mode=self._mode)
self.send_added_widget(e)
self.close()
e.show(self.get_transient_for())
def on_exMore_activate(self, ex, *a):
rvMore = self.builder.get_object("rvMore")
rvMore.set_reveal_child(not ex.get_expanded())
def update_modifiers(self, *a):
"""
Called when sensitivity, feedback or other modifier setting changes.
"""
if self._recursing : return
cbRequireClick = self.builder.get_object("cbRequireClick")
cbFeedbackSide = self.builder.get_object("cbFeedbackSide")
cbFeedback = self.builder.get_object("cbFeedback")
grFeedback = self.builder.get_object("grFeedback")
cbDeadzone = self.builder.get_object("cbDeadzone")
cbDeadzoneMode = self.builder.get_object("cbDeadzoneMode")
cbSmoothing = self.builder.get_object("cbSmoothing")
rvSmoothing = self.builder.get_object("rvSmoothing")
sclRotation = self.builder.get_object("sclRotation")
sclFriction = self.builder.get_object("sclFriction")
cbBallMode = self.builder.get_object("cbBallMode")
cbOSD = self.builder.get_object("cbOSD")
set_action = False
# Friction
if not self.builder.get_object("cbBallMode").get_active():
friction = -1
elif sclFriction.get_value() == 0:
friction = 0
else:
friction = ((10.0 ** sclFriction.get_value()) / 1000.0)
if self.friction != friction:
self.friction = friction
set_action = True
# Sensitivity
for i in xrange(0, len(self.sens)):
target = self.sens_widgets[i][0].get_value()
if self.sens_widgets[i][3].get_active():
target = -target
if self.sens[i] != target:
self.sens[i] = target
set_action = True
# Feedback
if cbFeedback.get_active():
feedback_position = FEEDBACK_SIDES[cbFeedbackSide.get_active()]
else:
feedback_position = None
if self.feedback_position != feedback_position:
self.feedback_position = feedback_position
set_action = True
for i in xrange(0, len(self.feedback)):
if self.feedback[i] != self.feedback_widgets[i][0].get_value():
self.feedback[i] = self.feedback_widgets[i][0].get_value()
set_action = True
for i in xrange(0, len(self.feedback)):
if self.feedback[i] != self.feedback_widgets[i][0].get_value():
self.feedback[i] = self.feedback_widgets[i][0].get_value()
set_action = True
# Deadzone
mode = (DEADZONE_MODES[cbDeadzoneMode.get_active()]
if cbDeadzone.get_active() else None)
if self.deadzone_mode != mode:
self.deadzone_mode = mode
set_action = True
for i in xrange(0, len(self.deadzone)):
if self.deadzone[i] != self.deadzone_widgets[i][1].get_value():
self.deadzone[i] = self.deadzone_widgets[i][1].get_value()
set_action = True
# Smoothing
if cbSmoothing.get_active():
smoothing = (
int(self.smoothing_widgets[0][1].get_value()),
self.smoothing_widgets[1][1].get_value(),
int(self.smoothing_widgets[2][1].get_value()),
)
else:
smoothing = None
if self.smoothing != smoothing:
self.smoothing = smoothing
set_action = True
# Rest
if self.click is not None:
if cbRequireClick.get_active() != self.click:
self.click = cbRequireClick.get_active()
set_action = True
if self.osd is not None:
if cbOSD.get_active() != self.osd:
self.osd = cbOSD.get_active()
set_action = True
if self.rotation_angle != sclRotation.get_value():
self.rotation_angle = sclRotation.get_value()
set_action = True
if set_action:
self.set_action(self._action)
self._selected_component.modifier_updated()
def generate_modifiers(self, action, from_custom=False):
"""
Returns Action with all modifiers from UI applied.
"""
if not self._modifiers_enabled and not from_custom:
# Editing in custom aciton dialog, don't meddle with that
return action
if isinstance(action, ModeModifier):
args = []
for k in action.mods:
if action.mods[k] is not None:
args += [ k, self.generate_modifiers(ActionEditor.strip_modifiers(action.mods[k])) ]
if action.default:
args += [ self.generate_modifiers(ActionEditor.strip_modifiers(action.default)) ]
return ModeModifier(*args)
cm = action.get_compatible_modifiers()
if (cm & Action.AF_MOD_BALL) != 0:
if self.friction >= 0:
action = BallModifier(round(self.friction, 3), action)
if (cm & Action.AF_MOD_SENSITIVITY) != 0:
# Strip 1.0's from sensitivity values
sens = [] + self.sens
while len(sens) > 0 and sens[-1] == 1.0:
sens = sens[0:-1]
if len(sens) > 0:
# Build arguments
sens.append(action)
# Create modifier
action = SensitivityModifier(*sens)
if (cm & Action.AF_MOD_FEEDBACK) != 0:
if self.feedback_position != None:
# Strip defaults from feedback values
feedback = [] + self.feedback
while len(feedback) > 0 and feedback[-1] == self.feedback_widgets[len(feedback)-1][-1]:
feedback = feedback[0:-1]
cbFeedbackSide = self.builder.get_object("cbFeedbackSide")
cbFeedback = self.builder.get_object("cbFeedback")
grFeedback = self.builder.get_object("grFeedback")
if from_custom or (cbFeedback.get_active() and grFeedback.get_sensitive()):
# Build FeedbackModifier arguments
feedback = [ FEEDBACK_SIDES[cbFeedbackSide.get_active()] ] + feedback
feedback += [ action ]
# Create modifier
action = FeedbackModifier(*feedback)
if (cm & Action.AF_MOD_SMOOTH) != 0:
if self.smoothing != None:
action = SmoothModifier(*( list(self.smoothing) + [ action ]))
if (cm & Action.AF_MOD_DEADZONE) != 0:
if self.deadzone_mode is not None:
action = DeadzoneModifier(self.deadzone_mode, self.deadzone[0], self.deadzone[1], action)
if (cm & Action.AF_MOD_ROTATE) != 0:
if self.rotation_angle != 0.0:
action = RotateInputModifier(self.rotation_angle, action)
if (cm & Action.AF_MOD_OSD) != 0:
if self.osd:
action = OSDAction(action)
if (cm & Action.AF_MOD_CLICK) != 0:
if self.click:
action = ClickedModifier(action)
return action
@staticmethod
def is_editable_modifier(action):
"""
Returns True if provided action is instance of modifier that
ActionEditor can display and edit.
Returns False for everything else, even if it is instalce of Modifier
subclass.
"""
if isinstance(action, (ClickedModifier, SensitivityModifier,
DeadzoneModifier, FeedbackModifier, RotateInputModifier,
SmoothModifier, BallModifier)):
return True
if isinstance(action, OSDAction):
if action.action is not None:
return True
return False
@staticmethod
def strip_modifiers(action):
"""
Returns action stripped of all modifiers that are editable by editor.
"""
while action:
if ActionEditor.is_editable_modifier(action):
action = action.action
else:
return action
return action
def load_modifiers(self, action, index=-1):
"""
Parses action for modifiers and updates UI accordingly.
Returns action without parsed modifiers.
"""
cbRequireClick = self.builder.get_object("cbRequireClick")
sclRotation = self.builder.get_object("sclRotation")
cbOSD = self.builder.get_object("cbOSD")
while ActionEditor.is_editable_modifier(action):
if isinstance(action, RotateInputModifier):
self.rotation_angle = action.angle
action = action.action
if isinstance(action, OSDAction):
self.osd = True
action = action.action
if isinstance(action, ClickedModifier):
self.click = True
action = action.action
if isinstance(action, FeedbackModifier):
self.feedback_position = action.get_haptic().get_position()
self.feedback[0] = action.get_haptic().get_amplitude()
self.feedback[1] = action.get_haptic().get_frequency()
self.feedback[2] = action.get_haptic().get_period()
action = action.action
if isinstance(action, SmoothModifier):
self.smoothing = ( action.level, action.multiplier, action.filter)
action = action.action
if isinstance(action, DeadzoneModifier):
self.deadzone_mode = action.mode
self.deadzone[0] = action.lower
self.deadzone[1] = action.upper
action = action.action
if isinstance(action, SensitivityModifier):
if index < 0:
for i in xrange(0, len(self.sens)):
self.sens[i] = action.sensitivity[i]
else:
self.sens[index] = action.sensitivity[0]
action = action.action
if isinstance(action, BallModifier):
self.friction = action.friction
action = action.action
self._recursing = True
cbRequireClick.set_active(self.click)
cbOSD.set_active(self.osd)
sclRotation.set_value(self.rotation_angle)
for i in xrange(0, len(self.sens)):
self.sens_widgets[i][3].set_active(self.sens[i] < 0)
self.sens_widgets[i][0].set_value(abs(self.sens[i]))
# Feedback
cbFeedbackSide = self.builder.get_object("cbFeedbackSide")
lblFeedbackSide = self.builder.get_object("lblFeedbackSide")
if self.feedback_position != None:
cbFeedback = self.builder.get_object("cbFeedback")
cbFeedbackSide.set_active(FEEDBACK_SIDES.index(self.feedback_position))
cbFeedback.set_active(True)
for i in xrange(0, len(self.feedback)):
self.feedback_widgets[i][0].set_value(self.feedback[i])
for grp in self.feedback_widgets:
for w in grp[0:-1]:
w.set_sensitive(self.feedback_position is not None)
lblFeedbackSide.set_sensitive(self.feedback_position is not None)
cbFeedbackSide.set_sensitive(self.feedback_position is not None)
# Smoothing
cbSmoothing = self.builder.get_object("cbSmoothing")
if self.smoothing:
cbSmoothing.set_active(True)
for i in xrange(0, len(self.smoothing_widgets)):
self.smoothing_widgets[i][1].set_value(self.smoothing[i])
for grp in self.smoothing_widgets:
for w in grp[0:-1]:
w.set_sensitive(cbSmoothing.get_active())
# Ball
sclFriction = self.builder.get_object("sclFriction")
cbBallMode = self.builder.get_object("cbBallMode")
if self.friction < 0:
cbBallMode.set_active(False)
elif self.friction == 0:
cbBallMode.set_active(True)
sclFriction.set_value(0)
else:
cbBallMode.set_active(True)
sclFriction.set_value(math.log(self.friction * 1000.0, 10))
# Deadzone
cbDeadzoneMode = self.builder.get_object("cbDeadzoneMode")
lblDeadzoneMode = self.builder.get_object("lblDeadzoneMode")
if self.deadzone_mode is not None:
cbDeadzone = self.builder.get_object("cbDeadzone")
cbDeadzone.set_active(True)
cbDeadzoneMode.set_active(DEADZONE_MODES.index(self.deadzone_mode))
for i in xrange(0, len(self.deadzone)):
self.deadzone_widgets[i][1].set_value(self.deadzone[i])
for grp in self.deadzone_widgets:
for w in grp[0:-1]:
w.set_sensitive(self.deadzone_mode is not None)
lblDeadzoneMode.set_sensitive(self.deadzone_mode is not None)
cbDeadzoneMode.set_sensitive(self.deadzone_mode is not None)
self._recursing = False
return action
def allow_first_page(self):
"""
Allows first page to be used
"""
self.first_page_allowed = True
def reset_active_component(self):
"""
Forgets what component was selected so next call to set_action
selects new one.
"""
self._selected_component = None
def set_action(self, action, from_custom=False):
"""
Updates Action field(s) on bottom and recolors apropriate image area,
if such area exists.
"""
entAction = self.builder.get_object("entAction")
cbPreview = self.builder.get_object("cbPreview")
btOK = self.builder.get_object("btOK")
# Load modifiers and update UI if needed
action = self.load_modifiers(action)
# Check for InvalidAction and display error message if found
if isinstance(action, InvalidAction):
btOK.set_sensitive(False)
entAction.set_name("error")
entAction.set_text(str(action.error))
else:
entAction.set_name("entAction")
btOK.set_sensitive(True)
self._action = action
action = self.generate_modifiers(action, from_custom)
if isinstance(action, InvalidAction) and "\n" not in action.string:
# Stuff generated by my special parser
entAction.set_text(action.string)
else:
# Actions generated elsewhere
entAction.set_text(action.to_string())
self.enable_modifiers(self._action)
self.enable_preview(self._action)
# Send changed action into selected component
if self._selected_component is None:
for component in reversed(sorted(self.components, key = lambda a : a.PRIORITY)):
if (component.CTXS & self._mode) != 0:
if component.handles(self._mode, ActionEditor.strip_modifiers(action)):
self._selected_component = component
break
if isinstance(action, InvalidAction):
c = self.load_component("custom")
if c in self.components and (self._mode & c.CTXS) != 0:
self._selected_component = c
elif not action and self.first_page_allowed:
self._selected_component = self.load_component("first_page")
stActionModes = self.builder.get_object("stActionModes")
self._selected_component.load()
self._selected_component.shown()
stActionModes.add(self._selected_component.get_widget())
stActionModes.set_visible_child(self._selected_component.get_widget())
if self._selected_component:
if self._selected_component in self.c_buttons:
self.c_buttons[self._selected_component].set_active(True)
if isinstance(action, InvalidAction):
self._selected_component.set_action(self._mode, action)
elif not self._selected_component.handles(self._mode, ActionEditor.strip_modifiers(action)):
log.warning("selected_component no longer handles edited action")
log.warning(self._selected_component)
log.warning(ActionEditor.strip_modifiers(action).to_string())
log.warning("(%s)", action.to_string())
if cbPreview.get_sensitive() and cbPreview.get_active():
self.apply_preview(action)
def apply_preview(self, action):
if self._replaced_action is None:
self._replaced_action = self.ac_callback(self.id, action, mark_changed=False)
else:
self.ac_callback(self.id, action, mark_changed=False)
def on_cbPreview_toggled(self, cb):
if cb.get_active():
a = self.generate_modifiers(self._action, self._selected_component.NAME=="custom")
self.apply_preview(a)
elif self._replaced_action is not None:
if self.ac_callback:
# Is None if OK button handler was executed
self.ac_callback(self.id, self._replaced_action, mark_changed=False)
self._replaced_action = None
def enable_preview(self, action):
"""
Enables or disables and hides 'preview immediately' option, based on
if currently selected action supports it.
"""
cbPreview = self.builder.get_object("cbPreview")
enabled = action.strip().get_previewable()
cbPreview.set_sensitive(enabled)
def enable_modifiers(self, action):
"""
Enables or disables and hides modifier settings according to what
is applicable for specified action AND what's allowed for current
editor mode.
Uses value returned by action.get_compatible_modifiers.
"""
cm = action.get_compatible_modifiers() & ActionEditor.MODE_TO_MODS[self._mode]
# Feedback
grFeedback = self.builder.get_object("grFeedback")
grFeedback.set_sensitive((cm & Action.AF_MOD_FEEDBACK) != 0)
# Smoothing
grSmoothing = self.builder.get_object("grSmoothing")
grSmoothing.set_sensitive((cm & Action.AF_MOD_SMOOTH) != 0)
# Deadzone
grDeadzone = self.builder.get_object("grDeadzone")
grDeadzone.set_sensitive((cm & Action.AF_MOD_DEADZONE) != 0)
# Sensitivity
grSensitivity = self.builder.get_object("grSensitivity")
grSensitivity.set_sensitive((cm & Action.AF_MOD_SENSITIVITY) != 0)
for w in self.sens_widgets[2]:
w.set_visible((cm & Action.AF_MOD_SENS_Z) != 0)
# Rotation
for w in ("lblRotationHeader", "lblRotation", "sclRotation", "btClearRotation"):
self.builder.get_object(w).set_sensitive((cm & Action.AF_MOD_ROTATE) != 0)
# Click
cbRequireClick = self.builder.get_object("cbRequireClick")
cbRequireClick.set_sensitive((cm & Action.AF_MOD_CLICK) != 0)
# Ball
cbBallMode = self.builder.get_object("cbBallMode")
cbBallMode.set_sensitive((cm & Action.AF_MOD_BALL) != 0)
for w in ("sclFriction", "lblFriction", "btClearFriction"):
self.builder.get_object(w).set_sensitive(cbBallMode.get_active() and ((cm & Action.AF_MOD_BALL) != 0))
if cm & Action.AF_MOD_BALL == 0:
self.builder.get_object("cbBallMode").set_active(False)
# OSD
cbOSD = self.builder.get_object("cbOSD")
cbOSD.set_sensitive(cm & Action.AF_MOD_OSD != 0)
def set_sensitivity(self, x, y=1.0, z=1.0):
""" Sets sensitivity for edited action """
self._recursing = True
xyz = [ x, y, z ]