1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363
|
# Copyright (C) 2006, 2007, 2008 One Laptop Per Child
#
# 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
# MERCHANTABILITY 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., 675 Mass Ave, Cambridge, MA 02139, USA.
#
import libxml2
from os import environ, makedirs, chmod
from os.path import join, basename, isdir, split, normpath
import logging
import random
import gobject
import zipfile
import tempfile
from sugar import profile
from sugar.datastore import datastore
from sugar.activity.activity import get_bundle_path, get_activity_root
_logger = logging.getLogger('model')
class Pair(gobject.GObject):
__gproperties__ = {
'aimg' : (str, None, None, None, gobject.PARAM_READWRITE),
'asnd' : (str, None, None, None, gobject.PARAM_READWRITE),
'achar': (str, None, None, None, gobject.PARAM_READWRITE),
'bimg' : (str, None, None, None, gobject.PARAM_READWRITE),
'bsnd' : (str, None, None, None, gobject.PARAM_READWRITE),
'bchar': (str, None, None, None, gobject.PARAM_READWRITE),
'aspeak': (str, None, None, None, gobject.PARAM_READWRITE),
'bspeak': (str, None, None, None, gobject.PARAM_READWRITE),
'color' : (gobject.TYPE_INT, 'Base', 'Base', 0, 10, 0, \
gobject.PARAM_READWRITE)
}
def __init__(self):
gobject.GObject.__init__(self)
self._properties = {'aimg':None, 'asnd':None, 'achar':None, 'bimg':None,
'bsnd':None, 'bchar':None, 'color':100,
'aspeak':None, 'bspeak':None}
def do_get_property(self, pspec):
"""Retrieve a particular property from our property dictionary
"""
if pspec.name == "aimg":
return self._properties["aimg"]
elif pspec.name == "asnd":
return self._properties["asnd"]
elif pspec.name == "achar":
return self._properties["achar"]
elif pspec.name == "bimg":
return self._properties["bimg"]
elif pspec.name == "bsnd":
return self._properties["bsnd"]
elif pspec.name == "bchar":
return self._properties["bchar"]
elif pspec.name == "color":
return self._properties["color"]
elif pspec.name == "aspeak":
return self._properties["aspeak"]
elif pspec.name == "bspeak":
return self._properties["bspeak"]
def set_property(self, name, value):
if name == 'aimg':
self._properties['aimg'] = value
elif name == "asnd":
self._properties["asnd"] = value
elif name == "achar":
self._properties["achar"] = value
elif name == "bimg":
self._properties["bimg"] = value
elif name == "bsnd":
self._properties["bsnd"] = value
elif name == "bchar":
self._properties["bchar"] = value
elif name == "color":
self._properties["color"] = value
elif name == "aspeak":
self._properties["aspeak"] = value
elif name == "bspeak":
self._properties["bspeak"] = value
class Model(object):
''' The model of the activity. Contains methods to read and write
the configuration for a game from xml. Stores the pairs and grid
information.
'''
def __init__(self, game_path=None):
self.data = {}
if game_path is None:
game_path = get_activity_root()
if isdir(game_path):
self.game_path = game_path
else:
_logger.error('Game_path not found in %s' % game_path)
return
self.data['face'] = ''
self.data['align'] = '1'
try:
self.dtd = libxml2.parseDTD(None, join(get_bundle_path(),
'memorize.dtd'))
except libxml2.parserError, e:
_logger.error('Init: no memorize.dtd found ' +str(e))
self.dtd = None
self.ctxt = libxml2.newValidCtxt()
self.pairs = {}
self.grid = []
# used by the leader of the game to keep track of the game state
self.players = {}
self.player_active = 0
self.selected = 0
self.turn = 0
self.started = 0
self.count = 0
def read(self, game_file):
tmp_root = join(environ['SUGAR_ACTIVITY_ROOT'], 'instance')
temp_folder = tempfile.mkdtemp(dir=tmp_root)
chmod(temp_folder, 0777)
self.data['key'] = basename(game_file)
self.data['game_file'] = game_file
self.data['path'] = temp_folder
self.data['pathimg'] = join(self.data['path'], 'images')
self.data['pathsnd'] = join(self.data['path'], 'sounds')
''' extracts files in the zip file '''
game_name = basename(game_file)[:-4]
zipFile = zipfile.ZipFile(game_file, "r")
for each in zipFile.namelist():
if not each.endswith('/'):
root, name = split(each)
directory = normpath(join(self.data['path'], root))
if not isdir(directory):
makedirs(directory)
file(join(directory, name), 'wb').write(zipFile.read(each))
self.pairs = {}
''' reads the configuration from an xml file '''
try:
xml_file = join(environ['SUGAR_ACTIVITY_ROOT'],
self.data['path'], 'game.xml')
doc = libxml2.parseFile(xml_file)
if doc.validateDtd(self.ctxt, self.dtd):
# get the requested nodes
xpa = doc.xpathNewContext()
res = xpa.xpathEval("//*")
# write their content to the data structure
idpair = 0
for elem in res:
attributes = elem.get_properties()
pair = Pair()
if(elem.name == 'pair'):
for attribute in attributes:
if(attribute.name == 'text'):
pass
else:
pair.set_property(attribute.name,
attribute.content)
self.pairs[str(idpair)] = pair
idpair += 1
elif(elem.name == 'memorize'):
for attribute in attributes:
if(attribute.name == 'text'):
pass
elif(attribute.name == 'name'):
self.data['name'] = attribute.content
elif(attribute.name == 'scoresnd'):
self.data['scoresnd'] = attribute.content
elif(attribute.name == 'winsnd'):
self.data['winsnd'] = attribute.content
elif(attribute.name == 'divided'):
self.data['divided'] = attribute.content
elif(attribute.name == 'face'):
self.data['face'] = attribute.content
elif(attribute.name == 'face1'):
self.data['face1'] = attribute.content
elif(attribute.name == 'face2'):
self.data['face2'] = attribute.content
elif(attribute.name == 'align'):
self.data['align'] = attribute.content
elif(attribute.name == 'equal_pairs'):
self.data['equal_pairs'] = attribute.content
xpa.xpathFreeContext()
else:
_logger.error('Read: Error in validation of the file')
doc.freeDoc()
return 1
doc.freeDoc()
return 0
except libxml2.parserError, e:
_logger.error('Read: Error parsing file ' +str(e))
return 2
def write(self, equal_pairs, divided):
''' writes the configuration to an xml file '''
doc = libxml2.newDoc("1.0")
root = doc.newChild(None, "memorize", None)
if(self.data.get('name', None) != None):
root.setProp("name", self.data['name'])
if divided:
root.setProp('divided', '1')
root.setProp('face1', '1')
root.setProp('face2', '2')
else:
root.setProp('divided', '0')
if equal_pairs:
root.setProp('equal_pairs', str(equal_pairs))
if(self.data.get('scoresnd', None) != None):
root.setProp("scoresnd", self.data['scoresnd'])
if(self.data.get('winsnd', None) != None):
root.setProp("winsnd", self.data['winsnd'])
if(self.data.get('divided', None) != None):
root.setProp("divided", self.data['divided'])
if(self.data.get('face', None) != None):
root.setProp("face", self.data['face'])
if(self.data.get('face1', None) != None):
root.setProp("face1", self.data['face1'])
if(self.data.get('face2', None) != None):
root.setProp("face2", self.data['face2'])
if(self.data.get('align', None) != None):
root.setProp("align", self.data['align'])
for key in self.pairs:
elem = root.newChild(None, "pair", None)
if self.pairs[key].props.aimg != None:
elem.setProp("aimg", self.pairs[key].props.aimg)
if self.pairs[key].props.asnd != None:
elem.setProp("asnd", self.pairs[key].props.asnd)
if self.pairs[key].props.achar != None:
elem.setProp("achar", self.pairs[key].props.achar)
if self.pairs[key].props.bimg != None:
elem.setProp("bimg", self.pairs[key].props.bimg)
if self.pairs[key].props.bsnd != None:
elem.setProp("bsnd", self.pairs[key].props.bsnd)
if self.pairs[key].props.bchar != None:
elem.setProp("bchar", self.pairs[key].props.bchar)
if self.pairs[key].props.aspeak != None:
elem.setProp("aspeak", self.pairs[key].props.aspeak)
if self.pairs[key].props.bspeak != None:
elem.setProp("bspeak", self.pairs[key].props.bspeak)
# elem.setProp("color", str(self.pairs[key].props.color))
if doc.validateDtd(self.ctxt, self.dtd):
doc.saveFormatFile(join(self.game_path, 'game.xml'), 1)
else:
_logger.error('Write: Error in validation of the file')
doc.freeDoc()
return 2
doc.freeDoc()
return 0
def def_grid(self, size):
''' create the grid for the play from the pairs information
and shuffles the grid so they always appear in a different
place
'''
psize = (size * size / 2)
_logger.debug('Size requested: %d', psize)
self.grid = []
temp1 = []
temp2 = []
i = 0
# shuffle the pairs first to avoid only taking the first ones
# when there are more pairs in the config file then the grid is using
keys = self.pairs.keys()
random.shuffle(keys)
for key in keys:
if i < psize:
elem = {}
elem['pairkey'] = key
elem['state'] = '0'
elem['ab'] = 'a'
if self.pairs[key].props.aimg != None:
elem['img'] = self.pairs[key].props.aimg
if self.pairs[key].props.asnd != None:
elem['snd'] = self.pairs[key].props.asnd
if self.pairs[key].props.achar != None:
elem['char'] = self.pairs[key].props.achar
if self.pairs[key].props.aspeak != None:
elem['speak'] = self.pairs[key].props.aspeak
temp1.append(elem)
elem = {}
elem['pairkey'] = key
elem['state'] = '0'
elem['ab'] = 'b'
if self.pairs[key].props.bimg != None:
elem['img'] = self.pairs[key].props.bimg
if self.pairs[key].props.bsnd != None:
elem['snd'] = self.pairs[key].props.bsnd
if self.pairs[key].props.bchar != None:
elem['char'] = self.pairs[key].props.bchar
if self.pairs[key].props.bspeak != None:
elem['speak'] = self.pairs[key].props.bspeak
temp2.append(elem)
i += 1
else:
break
numpairs = len(self.pairs)
if numpairs < psize:
_logger.debug('Defgrid: Not enough pairs, requested=%s had=%s'
% (psize, numpairs))
self.data['size'] = str(size)
if self.data['divided'] == '1':
random.shuffle(temp1)
random.shuffle(temp2)
temp1.extend(temp2)
else:
temp1.extend(temp2)
random.shuffle(temp1)
self.grid = temp1
_logger.debug('Defgrid: grid( size=%s ): %s'
% (self.data['size'], self.grid))
_logger.debug('Defgrid: data: %s', self.data)
def set_data_grid(self, data, grid):
self.data = data
self.grid = grid
def save_byte_array(self, path, title= None, color= None):
if color == None:
color = profile.get_color().to_string()
_logger.debug('Save new game in datastore')
# Saves the zip in datastore
gameObject = datastore.create()
gameObject.metadata['title'] = title
gameObject.metadata['mime_type'] = 'application/x-memorize-project'
gameObject.metadata['icon-color'] = color
gameObject.file_path = path
datastore.write(gameObject)
|