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Python Dialogs.changeLoadingSplashScreenText方法代码示例

本文整理汇总了Python中fofix.game.Dialogs.changeLoadingSplashScreenText方法的典型用法代码示例。如果您正苦于以下问题:Python Dialogs.changeLoadingSplashScreenText方法的具体用法?Python Dialogs.changeLoadingSplashScreenText怎么用?Python Dialogs.changeLoadingSplashScreenText使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在fofix.game.Dialogs的用法示例。


在下文中一共展示了Dialogs.changeLoadingSplashScreenText方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: loadLibrary

# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import changeLoadingSplashScreenText [as 别名]
 def loadLibrary(self):
     log.debug("Loading libraries in %s" % self.library)
     self.loaded = False
     self.tiersPresent = False
     if self.splash:
         Dialogs.changeLoadingSplashScreenText(self.engine, self.splash, _("Browsing Collection..."))
     else:
         self.splash = Dialogs.showLoadingSplashScreen(self.engine, _("Browsing Collection..."))
         self.loadStartTime = time.time()
     self.engine.resource.load(self, "libraries", lambda: song.getAvailableLibraries(self.engine, self.library), onLoad = self.loadSongs, synch = True)
开发者ID:ME7ROPOLIS,项目名称:fofix,代码行数:12,代码来源:SongChoosingScene.py

示例2: loadItemLabel

# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import changeLoadingSplashScreenText [as 别名]
    def loadItemLabel(self, i, preload=False):
        # Load the item label if it isn't yet loaded
        item = self.items[i]
        if self.itemLabels[i] is None:
            if isinstance(item, song.SongInfo):
                # CD covers
                if self.labelType == 1:
                    f = "label.png"
                else:
                    f = "album.png"
                if self.texturedLabels:
                    label = self.engine.resource.fileName(item.libraryNam, item.songName, f)
                    if os.path.exists(label):
                        self.itemLabels[i] = Texture(label)
                    else:
                        self.itemLabels[i] = False
                else:
                    self.itemLabels[i] = self.engine.loadImgDrawing(None, "label", os.path.join(item.libraryNam, item.songName, f))

            elif isinstance(item, song.LibraryInfo):
                if self.texturedLabels:
                    label = self.engine.resource.fileName(item.libraryName, "label.png")
                    if os.path.exists(label):
                        self.itemLabels[i] = Texture(label)
                    else:
                        self.itemLabels[i] = False
                else:
                    self.itemLabels[i] = self.engine.loadImgDrawing(None, "label", os.path.join(item.libraryName, "label.png"))
            elif isinstance(item, song.RandomSongInfo):
                self.itemLabels[i] = "Random"
            else:
                return
            if preload:
                if time.time() - self.loadStartTime > 3:
                    self.loadStartTime = time.time()
                    percent = (i * 100) / len(self.items)
                    Dialogs.changeLoadingSplashScreenText(self.engine, self.splash, _("Loading Album Artwork...") + " %d%%" % percent)
开发者ID:fofix,项目名称:fofix,代码行数:39,代码来源:SongChoosingScene.py

示例3: prepareSetlist

# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import changeLoadingSplashScreenText [as 别名]

#.........这里部分代码省略.........
        for item in self.items: #remove things we don't want to see. Some redundancy, but that's okay.
            if isinstance(item, song.TitleInfo) or isinstance(item, song.SortTitleInfo):
                if self.showCareerTiers == 2:
                    if isinstance(item, song.TitleInfo):
                        if len(shownItems) > 0:
                            if isinstance(shownItems[-1], song.TitleInfo):
                                shownItems.pop()
                        shownItems.append(item)
                    elif isinstance(item, song.SortTitleInfo):
                        continue
                else:
                    if isinstance(item, song.TitleInfo):
                        continue
                    elif isinstance(item, song.SortTitleInfo):
                        if not self.showSortTiers:
                            continue
                        if len(shownItems) > 0:
                            if isinstance(shownItems[-1], song.SortTitleInfo):
                                shownItems.pop()
                        shownItems.append(item)
            elif isinstance(item, song.SongInfo):
                if self.careerMode and (not self.showLockedSongs) and item.getLocked():
                    continue
                else:
                    shownItems.append(item)
            else:
                shownItems.append(item)
        if len(shownItems) > 0:
            if isinstance(shownItems[-1], song.TitleInfo) or isinstance(shownItems[-1], song.SortTitleInfo):
                shownItems.pop()

        if len(self.items) > 0 and len(shownItems) == 0:
            msg = _("No songs in this setlist are available to play!")
            if self.careerMode:
                msg = msg + " " + _("Make sure you have a working career pack!")
            Dialogs.showMessage(self.engine, msg)
        elif len(shownItems) > 0:
            for item in shownItems:
                if isinstance(item, song.SongInfo) or isinstance(item, song.LibraryInfo):
                    self.items = shownItems #make sure at least one item is selectable
                    break
            else:
                msg = _("No songs in this setlist are available to play!")
                if self.careerMode:
                    msg = msg + " " + _("Make sure you have a working career pack!")
                Dialogs.showMessage(self.engine, msg)
                self.items = []

        if self.items == []:    #MFH: Catch when there ain't a damn thing in the current folder - back out!
            if self.library != song.DEFAULT_LIBRARY:
                Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
                self.splash = None
                self.startingSelected = self.library
                self.library     = os.path.dirname(self.library)
                self.selectedItem = None
                self.loadLibrary()
                return

        log.debug("Setlist loaded.")

        self.loaded           = True

        if self.setlistStyle == 1:
            for i in range(self.headerSkip):
                self.items.insert(0, song.BlankSpaceInfo())
            for i in range(self.footerSkip):
                self.items.append(song.BlankSpaceInfo())

        if self.startingSelected is not None:
            for i, item in enumerate(self.items):
                if isinstance(item, song.SongInfo) and self.startingSelected == item.songName: #TODO: SongDB
                    self.selectedIndex =  i
                    break
                elif isinstance(item, song.LibraryInfo) and self.startingSelected == item.libraryName:
                    self.selectedIndex =  i
                    break

        for item in self.items:
            if isinstance(item, song.SongInfo):
                item.name = song.removeSongOrderPrefixFromName(item.name) #TODO: I don't like this.
            elif not self.tiersPresent and (isinstance(item, song.TitleInfo) or isinstance(item, song.SortTitleInfo)):
                self.tiersPresent = True

        while isinstance(self.items[self.selectedIndex], song.BlankSpaceInfo) or ((isinstance(self.items[self.selectedIndex], song.TitleInfo) or isinstance(self.items[self.selectedIndex], song.SortTitleInfo)) and not self.selectTiers):
            self.selectedIndex += 1
            if self.selectedIndex >= len(self.items):
                self.selectedIndex = 0

        self.itemRenderAngles = [0.0]  * len(self.items)
        self.itemLabels       = [None] * len(self.items)

        if self.preloadSongLabels:
            for i in range(len(self.items)):
                self.loadStartTime = time.time()
                Dialogs.changeLoadingSplashScreenText(self.engine, self.splash, _("Loading Album Artwork..."))
                self.loadItemLabel(i, preload = True)

        self.updateSelection()
        Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
        self.splash = None
开发者ID:ME7ROPOLIS,项目名称:fofix,代码行数:104,代码来源:SongChoosingScene.py

示例4: progressCallback

# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import changeLoadingSplashScreenText [as 别名]
 def progressCallback(self, percent):
     if time.time() - self.loadStartTime > 7:
         Dialogs.changeLoadingSplashScreenText(self.engine, self.splash, _("Browsing Collection...") + ' (%d%%)' % (percent*100))
开发者ID:ME7ROPOLIS,项目名称:fofix,代码行数:5,代码来源:SongChoosingScene.py


注:本文中的fofix.game.Dialogs.changeLoadingSplashScreenText方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。