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Source code for advancedsplash

# --------------------------------------------------------------------------- #
# ADVANCEDSPLASH Control wxPython IMPLEMENTATION
# Python Code By:
#
# Andrea Gavana, @ 10 Oct 2005
# Latest Revision: 17 Aug 2011, 15.00 GMT
#
#
# TODO List/Caveats
#
# 1. Actually, Setting The Shape Of AdvancedSplash Is Done Using "SetShape"
#    Function On A Frame. This Works, AFAIK, On This Following Platforms:
#
#    - MSW
#    - UNIX/Linux
#    - MacOS Carbon
#
#    Obviously I May Be Wrong Here. Could Someone Verify That Lines 139-145
#    Work Correctly On Other Platforms Than Mine (MSW XP/2000)?
#    Moreover, Is There A Way To Avoid The Use Of The "SetShape" Method?
#    I Don't Know.
#
#
# For All Kind Of Problems, Requests Of Enhancements And Bug Reports, Please
# Write To Me At:
#
# andrea.gavana@gmail.com
# andrea.gavana@maerskoil.com
#
# Or, Obviously, To The wxPython Mailing List!!!
#
#
# End Of Comments
# --------------------------------------------------------------------------- #


"""
L{AdvancedSplash} tries to reproduce the behavior of `wx.SplashScreen`, with
some enhancements.


Description
===========

L{AdvancedSplash} tries to reproduce the behavior of `wx.SplashScreen`, but with
some enhancements (in my opinion).

L{AdvancedSplash} starts its construction from a simple frame. Then, depending on
the options passed to it, it sets the frame shape accordingly to the image passed
as input. L{AdvancedSplash} behaves somewhat like `wx.SplashScreen`, and almost
all the methods available in `wx.SplashScreen` are available also in
this module.


Usage
=====

Sample usage::

    import wx
    import wx.lib.agw.advancedsplash as AS

    app = wx.App(0)

    frame = wx.Frame(None, -1, "AdvancedSplash Test")
    
    imagePath = "my_splash_image.png"
    bitmap = wx.Bitmap(imagePath, wx.BITMAP_TYPE_PNG)
    shadow = wx.WHITE
    
    splash = AS.AdvancedSplash(frame, bitmap=bitmap, timeout=5000,
                               agwStyle=AS.AS_TIMEOUT |
                               AS.AS_CENTER_ON_PARENT |
                               AS.AS_SHADOW_BITMAP,
                               shadowcolour=shadow)

    app.MainLoop()
    

None of the options are strictly required (a part of the `bitmap` parameter).
If you use the defaults you get a very simple L{AdvancedSplash}.


Methods and Settings
====================

L{AdvancedSplash} is customizable, and in particular you can set:

- Whether you want to mask a colour or not in your input bitmap;
- Where to center the splash screen (on screen, on parent or nowhere);
- Whether it is a "timeout" splashscreen or not;
- The time after which L{AdvancedSplash} is destroyed (if it is a timeout splashscreen);
- The (optional) text you wish to display;
- The font, colour and position of the displayed text (optional).


Window Styles
=============

This class supports the following window styles:

======================= =========== ==================================================
Window Styles           Hex Value   Description
======================= =========== ==================================================
``AS_TIMEOUT``                  0x1 L{AdvancedSplash} will be destroyed after `timeout` milliseconds.
``AS_NOTIMEOUT``                0x2 L{AdvancedSplash} can be destroyed by clicking on it, pressing a key or by explicitly call the `Close()` method.
``AS_CENTER_ON_SCREEN``         0x4 L{AdvancedSplash} will be centered on screen.
``AS_CENTER_ON_PARENT``         0x8 L{AdvancedSplash} will be centered on parent.
``AS_NO_CENTER``               0x10 L{AdvancedSplash} will not be centered.
``AS_SHADOW_BITMAP``           0x20 If the bitmap you pass as input has no transparency, you can choose one colour that will be masked in your bitmap. the final shape of L{AdvancedSplash} will be defined only by non-transparent (non-masked) pixels.
======================= =========== ==================================================


Events Processing
=================

`No custom events are available for this class.`


License And Version
===================

L{AdvancedSplash} control is distributed under the wxPython license.

Latest revision: Andrea Gavana @ 17 Aug 2011, 15.00 GMT

Version 0.4

"""


#----------------------------------------------------------------------
# Beginning Of ADVANCEDSPLASH wxPython Code
#----------------------------------------------------------------------

import wx

# These Are Used To Declare If The AdvancedSplash Should Be Destroyed After The
# Timeout Or Not
                        
AS_TIMEOUT = 1
""" L{AdvancedSplash} will be destroyed after `timeout` milliseconds. """
AS_NOTIMEOUT = 2
""" L{AdvancedSplash} can be destroyed by clicking on it, pressing a key or by explicitly call the `Close()` method. """

# These Flags Are Used To Position AdvancedSplash Correctly On Screen
AS_CENTER_ON_SCREEN = 4
""" L{AdvancedSplash} will be centered on screen. """
AS_CENTER_ON_PARENT = 8
""" L{AdvancedSplash} will be centered on parent. """
AS_NO_CENTER = 16
""" L{AdvancedSplash} will not be centered. """

# This Option Allow To Mask A Colour In The Input Bitmap
AS_SHADOW_BITMAP = 32
""" If the bitmap you pass as input has no transparency, you can choose one colour that will be masked in your bitmap. the final shape of L{AdvancedSplash} will be defined only by non-transparent (non-masked) pixels. """

#----------------------------------------------------------------------
# ADVANCEDSPLASH Class
# This Is The Main Class Implementation. See __init__() Method For
# Details.
#----------------------------------------------------------------------

[docs]class AdvancedSplash(wx.Frame): """ L{AdvancedSplash} tries to reproduce the behavior of `wx.SplashScreen`, with some enhancements. This is the main class implementation. """
[docs] def __init__(self, parent, id=-1, pos=wx.DefaultPosition, size=wx.DefaultSize, style=wx.FRAME_NO_TASKBAR | wx.FRAME_SHAPED | wx.STAY_ON_TOP, bitmap=None, timeout=5000, agwStyle=AS_TIMEOUT | AS_CENTER_ON_SCREEN, shadowcolour=wx.NullColour): """ Default class constructor. :param `parent`: parent window; :param integer `id`: window identifier. A value of -1 indicates a default value; :param `pos`: the control position. A value of (-1, -1) indicates a default position, chosen by either the windowing system or wxPython, depending on platform; :param `size`: the control size. A value of (-1, -1) indicates a default size, chosen by either the windowing system or wxPython, depending on platform; :param integer `style`: the underlying `wx.Frame` style; :param `bitmap`: this must be a valid bitmap, that you may construct using whatever image file format supported by wxPython. If the file you load already supports mask/transparency (like png), the transparent areas will not be drawn on screen, and the L{AdvancedSplash} frame will have the shape defined only by *non-transparent* pixels. If you use other file formats that does not supports transparency, you can obtain the same effect as above by masking a specific colour in your `wx.Bitmap`. :param integer `timeout`: if you construct L{AdvancedSplash} using the style ``AS_TIMEOUT``, L{AdvancedSplash} will be destroyed after `timeout` milliseconds; :param integer `agwStyle`: this value specifies the L{AdvancedSplash} styles: ======================= =========== ================================================== Window Styles Hex Value Description ======================= =========== ================================================== ``AS_TIMEOUT`` 0x1 L{AdvancedSplash} will be destroyed after `timeout` milliseconds. ``AS_NOTIMEOUT`` 0x2 L{AdvancedSplash} can be destroyed by clicking on it, pressing a key or by explicitly call the `Close()` method. ``AS_CENTER_ON_SCREEN`` 0x4 L{AdvancedSplash} will be centered on screen. ``AS_CENTER_ON_PARENT`` 0x8 L{AdvancedSplash} will be centered on parent. ``AS_NO_CENTER`` 0x10 L{AdvancedSplash} will not be centered. ``AS_SHADOW_BITMAP`` 0x20 If the bitmap you pass as input has no transparency, you can choose one colour that will be masked in your bitmap. the final shape of L{AdvancedSplash} will be defined only by non-transparent (non-masked) pixels. ======================= =========== ================================================== :param `shadowcolour`: if you construct L{AdvancedSplash} using the style ``AS_SHADOW_BITMAP``, here you can specify the colour that will be masked on your input bitmap. This has to be a valid wxPython colour. :type parent: `wx.Window` :type pos: tuple or `wx.Point` :type size: tuple or `wx.Size` :type bitmap: `wx.Bitmap` :type shadowcolour: `wx.Colour` :raise: `Exception` in the following cases: - The ``AS_TIMEOUT`` style is set but `timeout` is not a positive integer; - The ``AS_SHADOW_BITMAP`` style is set but `shadowcolour` is not a valid wxPython colour; - The L{AdvancedSplash} bitmap is an invalid `wx.Bitmap`. """ wx.Frame.__init__(self, parent, id, "", pos, size, style) # Some Error Checking if agwStyle & AS_TIMEOUT and timeout <= 0: raise Exception('\nERROR: Style "AS_TIMEOUT" Used With Invalid "timeout" Parameter Value (' \ + str(timeout) + ')') if agwStyle & AS_SHADOW_BITMAP and not shadowcolour.IsOk(): raise Exception('\nERROR: Style "AS_SHADOW_BITMAP" Used With Invalid "shadowcolour" Parameter') if not bitmap or not bitmap.IsOk(): raise Exception("\nERROR: Bitmap Passed To AdvancedSplash Is Invalid.") if agwStyle & AS_SHADOW_BITMAP: # Our Bitmap Is Masked Accordingly To User Input self.bmp = self.ShadowBitmap(bitmap, shadowcolour) else: self.bmp = bitmap self._agwStyle = agwStyle # Setting Initial Properties self.SetText() self.SetTextFont() self.SetTextPosition() self.SetTextColour() # Calculate The Shape Of AdvancedSplash Using The Input-Modified Bitmap self.reg = wx.RegionFromBitmap(self.bmp) # Don't Know If It Works On Other Platforms!! # Tested Only In Windows XP/2000 if wx.Platform == "__WXGTK__": self.Bind(wx.EVT_WINDOW_CREATE, self.SetSplashShape) else: self.SetSplashShape() w = self.bmp.GetWidth() h = self.bmp.GetHeight() # Set The AdvancedSplash Size To The Bitmap Size self.SetSize((w, h)) if agwStyle & AS_CENTER_ON_SCREEN: self.CenterOnScreen() elif agwStyle & AS_CENTER_ON_PARENT: self.CenterOnParent() if agwStyle & AS_TIMEOUT: # Starts The Timer. Once Expired, AdvancedSplash Is Destroyed self._splashtimer = wx.PyTimer(self.OnNotify) self._splashtimer.Start(timeout) # Catch Some Mouse Events, To Behave Like wx.SplashScreen self.Bind(wx.EVT_PAINT, self.OnPaint) self.Bind(wx.EVT_CLOSE, self.OnCloseWindow) self.Bind(wx.EVT_MOUSE_EVENTS, self.OnMouseEvents) self.Bind(wx.EVT_CHAR, self.OnCharEvents) self.Show()
[docs] def SetSplashShape(self, event=None): """ Sets L{AdvancedSplash} shape using the region created from the bitmap. :param `event`: a `wx.WindowCreateEvent` event (GTK only, as GTK supports setting the window shape only during window creation). """ self.SetShape(self.reg) if event is not None: event.Skip()
[docs] def ShadowBitmap(self, bmp, shadowcolour): """ Applies a mask on the bitmap accordingly to user input. :param `bmp`: the bitmap to which we want to apply the mask colour `shadowcolour`; :param `shadowcolour`: the mask colour for our bitmap. :type bmp: `wx.Bitmap` :type shadowcolour: `wx.Colour` :return: A masked version of the input bitmap, an instance of `wx.Bitmap`. """ mask = wx.Mask(bmp, shadowcolour) bmp.SetMask(mask) return bmp
[docs] def OnPaint(self, event): """ Handles the ``wx.EVT_PAINT`` event for L{AdvancedSplash}. :param `event`: a `wx.PaintEvent` to be processed. """ dc = wx.PaintDC(self) # Here We Redraw The Bitmap Over The Frame dc.DrawBitmap(self.bmp, 0, 0, True) # We Draw The Text Anyway, Wheter It Is Empty ("") Or Not textcolour = self.GetTextColour() textfont = self.GetTextFont() textpos = self.GetTextPosition() text = self.GetText() dc.SetFont(textfont[0]) dc.SetTextForeground(textcolour) dc.DrawText(text, textpos[0], textpos[1]) # Seems like this only helps on OS X. if wx.Platform == "__WXMAC__": wx.SafeYield(self, True)
[docs] def OnNotify(self): """ Handles the timer expiration, and calls the `Close()` method. """ self.Close()
[docs] def OnMouseEvents(self, event): """ Handles the ``wx.EVT_MOUSE_EVENTS`` events for L{AdvancedSplash}. :param `event`: a `wx.MouseEvent` to be processed. :note: This reproduces the behavior of `wx.SplashScreen`. """ if event.LeftDown() or event.RightDown(): self.Close() event.Skip()
[docs] def OnCharEvents(self, event): """ Handles the ``wx.EVT_CHAR`` event for L{AdvancedSplash}. :param `event`: a `wx.KeyEvent` to be processed. :note: This reproduces the behavior of `wx.SplashScreen`. """ self.Close()
[docs] def OnCloseWindow(self, event): """ Handles the ``wx.EVT_CLOSE`` event for L{AdvancedSplash}. :param `event`: a `wx.CloseEvent` to be processed. :note: This reproduces the behavior of `wx.SplashScreen`. """ if hasattr(self, "_splashtimer"): self._splashtimer.Stop() del self._splashtimer self.Destroy()
[docs] def SetText(self, text=None): """ Sets the text to be displayed on L{AdvancedSplash}. :param `text`: the text we want to display on top of the bitmap. If `text` is set to ``None``, nothing will be drawn on top of the bitmap. :type text: string or ``None`` """ if text is None: text = "" self._text = text self.Refresh() self.Update()
[docs] def GetText(self): """ Returns the text displayed on L{AdvancedSplash}. :return: A string representing the text drawn on top of the L{AdvancedSplash} bitmap. """ return self._text
[docs] def SetTextFont(self, font=None): """ Sets the font for the text in L{AdvancedSplash}. :param `font`: the font to use while drawing the text on top of our bitmap. If `font` is ``None``, a simple generic font is generated. :type font: `wx.Font` or ``None`` """ if font is None: self._textfont = wx.Font(1, wx.SWISS, wx.NORMAL, wx.BOLD, False) self._textsize = 10.0 self._textfont.SetPointSize(self._textsize) else: self._textfont = font self._textsize = font.GetPointSize() self._textfont.SetPointSize(self._textsize) self.Refresh() self.Update()
[docs] def GetTextFont(self): """ Gets the font for the text in L{AdvancedSplash}. :return: An instance of `wx.Font` to draw the text and a `wx.Size` object containing the text width an height, in pixels. """ return self._textfont, self._textsize
[docs] def SetTextColour(self, colour=None): """ Sets the colour for the text in L{AdvancedSplash}. :param `colour`: the text colour to use while drawing the text on top of our bitmap. If `colour` is ``None``, then ``wx.BLACK`` is used. :type colour: `wx.Colour` or ``None`` """ if colour is None: colour = wx.BLACK self._textcolour = colour self.Refresh() self.Update()
[docs] def GetTextColour(self): """ Gets the colour for the text in L{AdvancedSplash}. :return: An instance of `wx.Colour`. """ return self._textcolour
[docs] def SetTextPosition(self, position=None): """ Sets the text position inside L{AdvancedSplash} frame. :param `position`: the text position inside our bitmap. If `position` is ``None``, the text will be placed at the top-left corner. :type position: tuple or ``None`` """ if position is None: position = (0, 0) self._textpos = position self.Refresh() self.Update()
[docs] def GetTextPosition(self): """ Returns the text position inside L{AdvancedSplash} frame. :return: A tuple containing the text `x` and `y` position inside the L{AdvancedSplash} frame. """ return self._textpos
[docs] def GetSplashStyle(self): """ Returns a list of strings and a list of integers containing the styles. :return: Two Python lists containing the style name and style values for L{AdvancedSplash}. """ stringstyle = [] integerstyle = [] if self._agwStyle & AS_TIMEOUT: stringstyle.append("AS_TIMEOUT") integerstyle.append(AS_TIMEOUT) if self._agwStyle & AS_NOTIMEOUT: stringstyle.append("AS_NOTIMEOUT") integerstyle.append(AS_NOTIMEOUT) if self._agwStyle & AS_CENTER_ON_SCREEN: stringstyle.append("AS_CENTER_ON_SCREEN") integerstyle.append(AS_CENTER_ON_SCREEN) if self._agwStyle & AS_CENTER_ON_PARENT: stringstyle.append("AS_CENTER_ON_PARENT") integerstyle.append(AS_CENTER_ON_PARENT) if self._agwStyle & AS_NO_CENTER: stringstyle.append("AS_NO_CENTER") integerstyle.append(AS_NO_CENTER) if self._agwStyle & AS_SHADOW_BITMAP: stringstyle.append("AS_SHADOW_BITMAP") integerstyle.append(AS_SHADOW_BITMAP) return stringstyle, integerstyle