Sophie

Sophie

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python-qt5-examples-5.1.1-1.1.mga4.noarch.rpm

#!/usr/bin/env python


#############################################################################
##
## Copyright (C) 2013 Riverbank Computing Limited.
## Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
## All rights reserved.
##
## This file is part of the examples of PyQt.
##
## $QT_BEGIN_LICENSE:BSD$
## You may use this file under the terms of the BSD license as follows:
##
## "Redistribution and use in source and binary forms, with or without
## modification, are permitted provided that the following conditions are
## met:
##   * Redistributions of source code must retain the above copyright
##     notice, this list of conditions and the following disclaimer.
##   * Redistributions in binary form must reproduce the above copyright
##     notice, this list of conditions and the following disclaimer in
##     the documentation and/or other materials provided with the
##     distribution.
##   * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
##     the names of its contributors may be used to endorse or promote
##     products derived from this software without specific prior written
##     permission.
##
## THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
## "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
## LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
## A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
## OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
## SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
## LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
## DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
## THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
## (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
## OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
## $QT_END_LICENSE$
##
#############################################################################


import math

from PyQt5.QtCore import (pyqtProperty, pyqtSignal, QDataStream, QDateTime,
        QEvent, QEventTransition, QFile, QIODevice, QParallelAnimationGroup,
        QPointF, QPropertyAnimation, qrand, QRectF, QSignalTransition, qsrand,
        QState, QStateMachine, Qt, QTimer)
from PyQt5.QtGui import QColor, QPen, QPainter, QPainterPath, QPixmap
from PyQt5.QtWidgets import (QApplication, QGraphicsItem, QGraphicsObject,
        QGraphicsScene, QGraphicsTextItem, QGraphicsView)

import stickman_rc


class Node(QGraphicsObject):
    positionChanged = pyqtSignal()

    def __init__(self, pos, parent=None):
        super(Node, self).__init__(parent)

        self.m_dragging = False

        self.setPos(pos)
        self.setFlag(QGraphicsItem.ItemSendsGeometryChanges)

    def boundingRect(self):
        return QRectF(-6.0, -6.0, 12.0, 12.0)

    def paint(self, painter, option, widget):
        painter.setPen(Qt.white)
        painter.drawEllipse(QPointF(0.0, 0.0), 5.0, 5.0)

    def itemChange(self, change, value):
        if change == QGraphicsItem.ItemPositionChange:
            self.positionChanged.emit()

        return super(Node, self).itemChange(change, value)

    def mousePressEvent(self, event):
        self.m_dragging = True

    def mouseMoveEvent(self, event):
        if self.m_dragging:
            self.setPos(self.mapToParent(event.pos()))

    def mouseReleaseEvent(self, event):
        self.m_dragging = False


Coords = (
    # Head: 0
    (0.0, -150.0),

    # Body pentagon, top->bottom, left->right: 1 - 5
    (0.0, -100.0),
    (-50.0, -50.0),
    (50.0, -50.0),
    (-25.0, 50.0),
    (25.0, 50.0),

    # Right arm: 6 - 7
    (-100.0, 0.0),
    (-125.0, 50.0),

    # Left arm: 8 - 9
    (100.0, 0.0),
    (125.0, 50.0),

    # Lower body: 10 - 11
    (-35.0, 75.0),
    (35.0, 75.0),

    # Right leg: 12 - 13
    (-25.0, 200.0),
    (-30.0, 300.0),

    # Left leg: 14 - 15
    (25.0, 200.0),
    (30.0, 300.0))


Bones = (
    # Neck.
    (0, 1),

    # Body.
    (1, 2),
    (1, 3),
    (1, 4),
    (1, 5),
    (2, 3),
    (2, 4),
    (2, 5),
    (3, 4),
    (3, 5),
    (4, 5),

    # Right arm.
    (2, 6),
    (6, 7),

    # Left arm.
    (3, 8),
    (8, 9),

    # Lower body.
    (4, 10),
    (4, 11),
    (5, 10),
    (5, 11),
    (10, 11),

    # Right leg.
    (10, 12),
    (12, 13),

    # Left leg.
    (11, 14),
    (14, 15))


class StickMan(QGraphicsObject):
    def __init__(self):
        super(StickMan, self).__init__()

        self.m_sticks = True
        self.m_isDead = False
        self.m_pixmap = QPixmap('images/head.png')
        self.m_penColor = QColor(Qt.white)
        self.m_fillColor = QColor(Qt.black)

        # Set up start position of limbs.
        self.m_nodes = []
        for x, y in Coords:
            node = Node(QPointF(x, y), self)
            node.positionChanged.connect(self.childPositionChanged)
            self.m_nodes.append(node)

        self.m_perfectBoneLengths = []
        for n1, n2 in Bones:
            node1 = self.m_nodes[n1]
            node2 = self.m_nodes[n2]

            dist = node1.pos() - node2.pos()
            self.m_perfectBoneLengths.append(math.hypot(dist.x(), dist.y()))

        self.startTimer(10)

    def childPositionChanged(self):
        self.prepareGeometryChange()

    def setDrawSticks(self, on):
        self.m_sticks = on

        for node in self.m_nodes:
            node.setVisible(on)

    def drawSticks(self):
        return self.m_sticks

    def boundingRect(self):
        # Account for head radius of 50.0 plus pen which is 5.0.
        return self.childrenBoundingRect().adjusted(-55.0, -55.0, 55.0, 55.0)

    def nodeCount(self):
        return len(self.m_nodes)

    def node(self, idx):
        if idx >= 0 and idx < len(self.m_nodes):
            return self.m_nodes[idx]

        return None

    def timerEvent(self, e):
        self.update()

    def stabilize(self):
        threshold = 0.001

        for i, (n1, n2) in enumerate(Bones):
            node1 = self.m_nodes[n1]
            node2 = self.m_nodes[n2]

            pos1 = node1.pos()
            pos2 = node2.pos()

            dist = pos1 - pos2
            length = math.hypot(dist.x(), dist.y())
            diff = (length - self.m_perfectBoneLengths[i]) / length

            p = dist * (0.5 * diff)
            if p.x() > threshold and p.y() > threshold:
                pos1 -= p
                pos2 += p

                node1.setPos(pos1)
                node2.setPos(pos2)

    def posFor(self, idx):
        return self.m_nodes[idx].pos()

    @pyqtProperty(QColor)
    def penColor(self):
        return QColor(self.m_penColor)

    @penColor.setter
    def penColor(self, color):
        self.m_penColor = QColor(color)

    @pyqtProperty(QColor)
    def fillColor(self):
        return QColor(self.m_fillColor)

    @fillColor.setter
    def fillColor(self, color):
        self.m_fillColor = QColor(color)

    @pyqtProperty(bool)
    def isDead(self):
        return self.m_isDead

    @isDead.setter
    def isDead(self, isDead):
        self.m_isDead = isDead

    def paint(self, painter, option, widget):
        self.stabilize()

        if self.m_sticks:
            painter.setPen(Qt.white)

            for n1, n2 in Bones:
                node1 = self.m_nodes[n1]
                node2 = self.m_nodes[n2]

                painter.drawLine(node1.pos(), node2.pos())
        else:
            # First bone is neck and will be used for head.

            path = QPainterPath()
            path.moveTo(self.posFor(0))
            path.lineTo(self.posFor(1))

            # Right arm.
            path.lineTo(self.posFor(2))
            path.lineTo(self.posFor(6))
            path.lineTo(self.posFor(7))

            # Left arm.
            path.moveTo(self.posFor(3))
            path.lineTo(self.posFor(8))
            path.lineTo(self.posFor(9))

            # Body.
            path.moveTo(self.posFor(2))
            path.lineTo(self.posFor(4))
            path.lineTo(self.posFor(10))
            path.lineTo(self.posFor(11))
            path.lineTo(self.posFor(5))
            path.lineTo(self.posFor(3))
            path.lineTo(self.posFor(1))

            # Right leg.
            path.moveTo(self.posFor(10))
            path.lineTo(self.posFor(12))
            path.lineTo(self.posFor(13))

            # Left leg.
            path.moveTo(self.posFor(11))
            path.lineTo(self.posFor(14))
            path.lineTo(self.posFor(15))

            painter.setPen(QPen(self.m_penColor, 5.0, Qt.SolidLine, Qt.RoundCap))
            painter.drawPath(path)

            n1, n2 = Bones[0]
            node1 = self.m_nodes[n1]
            node2 = self.m_nodes[n2]

            dist = node2.pos() - node1.pos()

            sinAngle = dist.x() / math.hypot(dist.x(), dist.y())
            angle = math.degrees(math.asin(sinAngle))

            headPos = node1.pos()
            painter.translate(headPos)
            painter.rotate(-angle)

            painter.setBrush(self.m_fillColor)
            painter.drawEllipse(QPointF(0, 0), 50.0, 50.0)

            painter.setBrush(self.m_penColor)
            painter.setPen(QPen(self.m_penColor, 2.5, Qt.SolidLine, Qt.RoundCap))

            # Eyes.
            if self.m_isDead:
                painter.drawLine(-30.0, -30.0, -20.0, -20.0)
                painter.drawLine(-20.0, -30.0, -30.0, -20.0)

                painter.drawLine(20.0, -30.0, 30.0, -20.0)
                painter.drawLine(30.0, -30.0, 20.0, -20.0)
            else:
                painter.drawChord(QRectF(-30.0, -30.0, 25.0, 70.0), 30.0 * 16, 120.0 * 16)
                painter.drawChord(QRectF(5.0, -30.0, 25.0, 70.0), 30.0 * 16, 120.0 * 16)

            # Mouth.
            if self.m_isDead:
                painter.drawLine(-28.0, 2.0, 29.0, 2.0)
            else:
                painter.setBrush(QColor(128, 0, 64 ))
                painter.drawChord(QRectF(-28.0, 2.0 - 55.0 / 2.0, 57.0, 55.0), 0.0, -180.0 * 16)

            # Pupils.
            if not self.m_isDead:
                painter.setPen(QPen(self.m_fillColor, 1.0, Qt.SolidLine, Qt.RoundCap))
                painter.setBrush(self.m_fillColor)
                painter.drawEllipse(QPointF(-12.0, -25.0), 5.0, 5.0)
                painter.drawEllipse(QPointF(22.0, -25.0), 5.0, 5.0)


class GraphicsView(QGraphicsView):
    keyPressed = pyqtSignal(int)

    def keyPressEvent(self, e):
        if e.key() == Qt.Key_Escape:
            self.close()

        self.keyPressed.emit(Qt.Key(e.key()))


class Frame(object):
    def __init__(self):
        self.m_nodePositions = []

    def nodeCount(self):
        return len(self.m_nodePositions)

    def setNodeCount(self, nodeCount):
        while nodeCount > len(self.m_nodePositions):
            self.m_nodePositions.append(QPointF())

        while nodeCount < len(self.m_nodePositions):
            self.m_nodePositions.pop()

    def nodePos(self, idx):
        return QPointF(self.m_nodePositions[idx])

    def setNodePos(self, idx, pos):
        self.m_nodePositions[idx] = QPointF(pos)


class Animation(object):
    def __init__(self):
        self.m_currentFrame = 0
        self.m_frames = [Frame()]
        self.m_name = ''

    def setTotalFrames(self, totalFrames):
        while len(self.m_frames) < totalFrames:
            self.m_frames.append(Frame())

        while totalFrames < len(self.m_frames):
            self.m_frames.pop()

    def totalFrames(self):
        return len(self.m_frames)

    def setCurrentFrame(self, currentFrame):
        self.m_currentFrame = max(min(currentFrame, self.totalFrames() - 1), 0)

    def currentFrame(self):
        return self.m_currentFrame

    def setNodeCount(self, nodeCount):
        frame = self.m_frames[self.m_currentFrame]
        frame.setNodeCount(nodeCount)

    def nodeCount(self):
        frame = self.m_frames[self.m_currentFrame]
        return frame.nodeCount()

    def setNodePos(self, idx, pos):
        frame = self.m_frames[self.m_currentFrame]
        frame.setNodePos(idx, pos)

    def nodePos(self, idx):
        frame = self.m_frames[self.m_currentFrame]
        return frame.nodePos(idx)

    def name(self):
        return self.m_name

    def setName(self, name):
        self.m_name = name

    def save(self, device):
        stream = QDataStream(device)
        stream.writeQString(self.m_name)
        stream.writeInt(len(self.m_frames))

        for frame in self.m_frames:
            stream.writeInt(frame.nodeCount())

            for i in range(frame.nodeCount()):
                stream << frame.nodePos(i)

    def load(self, device):
        self.m_frames = []

        stream = QDataStream(device)
        self.m_name = stream.readQString()
        frameCount = stream.readInt()

        for i in range(frameCount):
            nodeCount = stream.readInt()

            frame = Frame()
            frame.setNodeCount(nodeCount)

            for j in range(nodeCount):
                pos = QPointF()
                stream >> pos

                frame.setNodePos(j, pos)

            self.m_frames.append(frame)


class KeyPressTransition(QSignalTransition):
    def __init__(self, receiver, key, target=None):
        super(KeyPressTransition, self).__init__(receiver.keyPressed)

        self.m_key = key

        if target is not None:
            self.setTargetState(target)

    def eventTest(self, e):
        if super(KeyPressTransition, self).eventTest(e):
            key = e.arguments()[0]
            return key == self.m_key

        return False


class LightningStrikesTransition(QEventTransition):
    def __init__(self, target):
        super(LightningStrikesTransition, self).__init__()

        self.setEventSource(self)
        self.setEventType(QEvent.Timer)
        self.setTargetState(target)
        qsrand(QDateTime.currentDateTime().toTime_t())
        self.startTimer(1000)

    def eventTest(self, e):
        return (super(LightningStrikesTransition, self).eventTest(e) and
                (qrand() % 50) == 0)


class LifeCycle(object):
    def __init__(self, stickMan, keyReceiver):
        self.m_stickMan = stickMan
        self.m_keyReceiver = keyReceiver

        # Create animation group to be used for all transitions.
        self.m_animationGroup = QParallelAnimationGroup()
        stickManNodeCount = self.m_stickMan.nodeCount()
        self._pas = []
        for i in range(stickManNodeCount):
            pa = QPropertyAnimation(self.m_stickMan.node(i), 'pos')
            self._pas.append(pa)
            self.m_animationGroup.addAnimation(pa)

        # Set up intial state graph.
        self.m_machine = QStateMachine()
        self.m_machine.addDefaultAnimation(self.m_animationGroup)

        self.m_alive = QState(self.m_machine)
        self.m_alive.setObjectName('alive')

        # Make it blink when lightning strikes before entering dead animation.
        lightningBlink = QState(self.m_machine)
        lightningBlink.assignProperty(self.m_stickMan.scene(),
                'backgroundBrush', Qt.white)
        lightningBlink.assignProperty(self.m_stickMan, 'penColor', Qt.black)
        lightningBlink.assignProperty(self.m_stickMan, 'fillColor', Qt.white)
        lightningBlink.assignProperty(self.m_stickMan, 'isDead', True)

        timer = QTimer(lightningBlink)
        timer.setSingleShot(True)
        timer.setInterval(100)
        lightningBlink.entered.connect(timer.start)
        lightningBlink.exited.connect(timer.stop)

        self.m_dead = QState(self.m_machine)
        self.m_dead.assignProperty(self.m_stickMan.scene(), 'backgroundBrush',
                Qt.black)
        self.m_dead.assignProperty(self.m_stickMan, 'penColor', Qt.white)
        self.m_dead.assignProperty(self.m_stickMan, 'fillColor', Qt.black)
        self.m_dead.setObjectName('dead')

        # Idle state (sets no properties).
        self.m_idle = QState(self.m_alive)
        self.m_idle.setObjectName('idle')

        self.m_alive.setInitialState(self.m_idle)

        # Lightning strikes at random.
        self.m_alive.addTransition(LightningStrikesTransition(lightningBlink))
        lightningBlink.addTransition(timer.timeout, self.m_dead)

        self.m_machine.setInitialState(self.m_alive)

    def setDeathAnimation(self, fileName):
        deathAnimation = self.makeState(self.m_dead, fileName)
        self.m_dead.setInitialState(deathAnimation)

    def start(self):
        self.m_machine.start()

    def addActivity(self, fileName, key):
        state = self.makeState(self.m_alive, fileName)
        self.m_alive.addTransition(KeyPressTransition(self.m_keyReceiver, key, state))

    def makeState(self, parentState, animationFileName):
        topLevel = QState(parentState)

        animation = Animation()

        file = QFile(animationFileName)
        if file.open(QIODevice.ReadOnly):
            animation.load(file)

        frameCount = animation.totalFrames()
        previousState = None
        for i in range(frameCount):
            animation.setCurrentFrame(i)

            frameState = QState(topLevel)
            nodeCount = animation.nodeCount()
            for j in range(nodeCount):
                frameState.assignProperty(self.m_stickMan.node(j), 'pos',
                        animation.nodePos(j))

            frameState.setObjectName('frame %d' % i)

            if previousState is None:
                topLevel.setInitialState(frameState)
            else:
                previousState.addTransition(previousState.propertiesAssigned,
                        frameState)

            previousState = frameState

        previousState.addTransition(previousState.propertiesAssigned,
                topLevel.initialState())

        return topLevel


if __name__ == '__main__':

    import sys

    app = QApplication(sys.argv)

    stickMan = StickMan()
    stickMan.setDrawSticks(False)

    textItem = QGraphicsTextItem()
    textItem.setHtml("<font color=\"white\"><b>Stickman</b>"
        "<p>"
        "Tell the stickman what to do!"
        "</p>"
        "<p><i>"
        "<li>Press <font color=\"purple\">J</font> to make the stickman jump.</li>"
        "<li>Press <font color=\"purple\">D</font> to make the stickman dance.</li>"
        "<li>Press <font color=\"purple\">C</font> to make him chill out.</li>"
        "<li>When you are done, press <font color=\"purple\">Escape</font>.</li>"
        "</i></p>"
        "<p>If he is unlucky, the stickman will get struck by lightning, and never jump, dance or chill out again."
        "</p></font>")

    w = textItem.boundingRect().width()
    stickManBoundingRect = stickMan.mapToScene(stickMan.boundingRect()).boundingRect()
    textItem.setPos(-w / 2.0, stickManBoundingRect.bottom() + 25.0)

    scene = QGraphicsScene()
    scene.addItem(stickMan)
    scene.addItem(textItem)
    scene.setBackgroundBrush(Qt.black)

    view = GraphicsView()
    view.setRenderHints(QPainter.Antialiasing)
    view.setTransformationAnchor(QGraphicsView.NoAnchor)
    view.setScene(scene)
    view.show()
    view.setFocus()

    # Make enough room in the scene for stickman to jump and die.
    sceneRect = scene.sceneRect()
    view.resize(sceneRect.width() + 100, sceneRect.height() + 100)
    view.setSceneRect(sceneRect)

    cycle = LifeCycle(stickMan, view)
    cycle.setDeathAnimation(':/animations/dead')

    cycle.addActivity(':/animations/jumping', Qt.Key_J)
    cycle.addActivity(':/animations/dancing', Qt.Key_D)
    cycle.addActivity(':/animations/chilling', Qt.Key_C)
    cycle.start()

    sys.exit(app.exec_())