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splash.py
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splash.py
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#! /usr/bin/env python
# Taken from http://www.pygame.org/project-Splash+screen-1186-.html by Rock Achu (rockhachu2)
# and tweaked ;)
import os
import directories
if os.sys.platform == 'linux2':
os.sys.path.insert(1, os.path.expanduser('~/.local/lib/python2.7/site-packages'))
os.sys.path.insert(1, os.path.abspath('./lib'))
import pygame
print 'Splash load...'
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
pygame.font.init()
no_splash = False
#cur_dir = directories.getDataDir()
#splash_name = os.path.join(cur_dir, 'splash')
splash_name = directories.getDataFile('splash')
splash = None
splash_img_fp = None
fp = None
try:
found = False
if os.path.exists(splash_name):
splash_img_fp = open(splash_name)
splash_img = splash_img_fp.read().strip()
if os.path.exists(splash_img) and splash_img.split('.')[-1].lower() in ('jpg', 'png', 'bmp', 'pcx', 'tif', 'lbm', 'pbm', 'pgm', 'ppm', 'xpm'):
found = True
fp = open(splash_img, 'rb')
splash = pygame.image.load(fp)
if not found:
#fp = open(os.path.join(cur_dir, "splash.png"), 'rb')
fp = open(directories.getDataFile('splash.png'), 'rb')
splash = pygame.image.load(fp)
screen = pygame.display.set_mode(splash.get_size(), pygame.NOFRAME)
screen.blit(splash, (0, 0))
except Exception as e:
print e
try:
#fp = open(os.path.join(cur_dir, 'fonts', 'DejaVuSans-Bold.ttf'), 'rb')
fp = open(directories.getDataFile('fonts', 'DejaVuSans-Bold.ttf'), 'rb')
font = pygame.font.Font(fp, 48)
buf = font.render("MCEdit is loading...", True, (128, 128, 128))
screen = pygame.display.set_mode((buf.get_width() + 20, buf.get_height() + 20), pygame.NOFRAME)
screen.blit(buf, (10, 10))
splash = pygame.display.get_surface()
except Exception as _e:
print _e
splash = pygame.display.set_mode((1, 1))
no_splash = True
finally:
if fp:
fp.close()
if splash_img_fp:
splash_img_fp.close()
if splash:
pygame.display.update()
#os.environ['SDL_VIDEO_CENTERED'] = '0' # Done later, when initializing MCEdit 'real' display.
# Random splash
#
# Uses a 'splash' file to check the state.
# This file contains the name of the splash to be loaded next time MCEdit starts.
# No splash file means it has to be created.
# An empty file means the 'splash.png' file will always be used.
#
write_splash = True
if not os.path.exists(splash_name):
splash_fp = None
try:
splash_fp = open(splash_name, 'w')
splash_fp.write('scrap')
except Exception as e:
write_splash = False
print "Could not create 'splash' file:", e
finally:
if splash_fp:
splash_fp.close()
if write_splash:
f = open(splash_name)
if len(f.read()) > 0:
from random import choice
#splashes_folder = os.path.join(cur_dir, 'splashes')
splashes_folder = directories.getDataFile('splashes')
if not os.path.exists(splashes_folder):
#splashes_folder = os.path.join(cur_dir, splashes_folder)
splashes_folder = directories.getDataFile(splashes_folder)
if os.path.exists(splashes_folder) and os.listdir(splashes_folder):
new_splash = choice(os.listdir(splashes_folder))
if new_splash.split('.')[-1].lower() in ('jpg', 'png', 'bmp', 'pcx', 'tif', 'lbm', 'pbm', 'pgm', 'ppm', 'xpm'):
f2 = open(splash_name, 'w')
try:
#f2.write(os.path.join(cur_dir, splashes_folder, new_splash))
f2.write(directories.getDataFile(splashes_folder, new_splash))
except Exception as e:
print "Could not write 'splash' file:", e
finally:
if f2:
f2.close()
f.close()