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"""
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 <clifford.wells@comcast.net>
#
# Thanks to Harald Massa <harald.massa@suedvers.de> for
# suggestions and sample code.
#
# $Id$
#
# 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.PyPanel):
"""
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.PyPanel.__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))
# ------------------------------------------------------------------------------
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