本文整理汇总了Python中util.Log.notice方法的典型用法代码示例。如果您正苦于以下问题:Python Log.notice方法的具体用法?Python Log.notice怎么用?Python Log.notice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类util.Log
的用法示例。
在下文中一共展示了Log.notice方法的11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: keyName
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def keyName(value):
if value in CONTROL1:
name = "Controller 1"
control = CONTROL1
n = 0
elif value in CONTROL2:
name = "Controller 2"
control = CONTROL2
n = 1
elif value in CONTROL3:
name = "Controller 3"
control = CONTROL3
n = 2
else:
name = "Controller 4"
control = CONTROL4
n = 3
for j in range(20):
if value == control[j]:
if self.type[n] == 2:
return name + " " + drumkey4names[j]
elif self.type[n] == 3:
return name + " " + drumkey5names[j]
else:
return name + " " + guitarkeynames[j]
else:
Log.notice("Key value not found.")
return "Error"
示例2: finishGame
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def finishGame(self):
if not self.world:
Log.notice("GameEngine.finishGame called before World created.")
return
self.world.finishGame()
self.world = None
self.gameStarted = False
self.view.pushLayer(self.mainMenu)
示例3: load
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def load(self, target = None, name = None, function = lambda: None, synch = False, onLoad = None, onCancel = None):
if self.logLoadings == 1:
Log.notice("Loading %s.%s %s" % (target.__class__.__name__, name, synch and "synchronously" or "asynchronously"))
l = Loader(target, name, function, self.resultQueue, self.loaderSemaphore, onLoad = onLoad, onCancel = onCancel)
if synch:
l.load()
return l.finish()
else:
self.loaders.append(l)
l.start()
return l
示例4: fileName
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def fileName(self, *name, **args):
#myfingershurt: the following should be global, and only done at startup. Not every damn time a file is loaded.
songPath = self.songPath
if not args.get("writable", False):
for dataPath in self.dataPaths + songPath:
readOnlyPath = os.path.join(dataPath, *name)
# If the requested file is in the read-write path and not in the
# read-only path, use the existing read-write one.
if os.path.isfile(readOnlyPath):
return readOnlyPath
elif os.path.isdir(readOnlyPath):
return readOnlyPath
readWritePath = os.path.join(getWritableResourcePath(), *name)
if os.path.isfile(readWritePath):
return readWritePath
return readOnlyPath
else:
for dataPath in [self.dataPaths[-1]] + songPath:
readOnlyPath = os.path.join(dataPath, *name)
if not (os.path.isfile(readOnlyPath) or os.path.isdir(readOnlyPath)):
continue
try:
# First see if we can write to the original file
if os.access(readOnlyPath, os.W_OK):
return readOnlyPath
# If the original file does not exist, see if we can write to its directory
if not os.path.isfile(readOnlyPath) and os.access(os.path.dirname(readOnlyPath), os.W_OK):
pass
except:
raise
# If the resource exists in the read-only path, make a copy to the
# read-write path.
readWritePath = os.path.join(getWritableResourcePath(), *name)
if not os.path.isfile(readWritePath) and os.path.isfile(readOnlyPath):
Log.notice("Copying '%s' to writable data directory." % "/".join(name))
try:
os.makedirs(os.path.dirname(readWritePath))
except:
pass
shutil.copy(readOnlyPath, readWritePath)
self.makeWritable(readWritePath)
# Create directories if needed
if not os.path.isdir(readWritePath) and os.path.isdir(readOnlyPath):
Log.notice("Creating writable directory '%s'." % "/".join(name))
os.makedirs(readWritePath)
self.makeWritable(readWritePath)
return readWritePath
return readOnlyPath
示例5: finish
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def finish(self):
if self.canceled:
if self.onCancel:
self.onCancel()
return
if self.logLoadings == 1:
Log.notice("Loaded %s.%s in %.3f seconds" % (self.target.__class__.__name__, self.name, self.time))
if self.exception:
raise self.exception[0], self.exception[1], self.exception[2]
if self.target and self.name:
setattr(self.target, self.name, self.result)
if self.onLoad:
self.onLoad(self.result)
return self.result
示例6: run
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def run(self, ticks):
while self.mic.get_read_available() > 1024:
try:
chunk = self.mic.read(1024)
except IOError, e:
if e.args[1] == pyaudio.paInputOverflowed:
Log.notice('Microphone: ignoring input buffer overflow')
chunk = '\x00' * 4096
else:
raise
if self.passthroughStream is not None:
self.passthroughQueue.append(chunk)
self.analyzer.input(np.frombuffer(chunk, dtype=np.float32))
self.analyzer.process()
pk = self.analyzer.getPeak()
if self.detectTaps:
if pk > self.tapThreshold and pk > self.lastPeak + 5.0:
self.tapStatus = True
self.lastPeak = pk
示例7: getImgDrawing
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def getImgDrawing(self, fileName, openImage=True):
imgDrawing = None
for dataPath in self.resource.dataPaths:
fileName1 = os.path.join(dataPath, fileName)
if self.logLoadings == 1:
if openImage:
Log.notice("Trying to load image: %s" % fileName1)
else:
Log.notice("Checking image: %s" % fileName1)
# check if fileName1 exists (has extension)
if os.path.exists(fileName1):
if openImage == True:
try:
imgDrawing = ImgDrawing(self.svg, fileName1)
return imgDrawing
except IOError:
Log.warn("Unable to load image file: %s" % fileName1)
except OverflowError:
Log.warn("Unable to read image file: %s" % fileName1)
else:
return True
else:
# find extension
fileName1 = os.path.splitext(fileName1)[0]
files = glob.glob("%s.*" % fileName1)
if openImage == True:
for i in range(len(files)):
try:
imgDrawing = ImgDrawing(self.svg, files[i])
return imgDrawing
except IOError:
Log.warn("Unable to load image file: %s" % files[i])
elif len(files) > 0:
return True
# image not found
if self.logImageNotFound:
Log.debug("Image not found: %s" % fileName)
return False
示例8: load
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def load(self, libraryName, songName, practiceMode = False):
if self.scene.coOpType:
rm = os.path.join("themes", self.themename, "rockmeter_coop.ini")
elif self.scene.battle or self.scene.battleGH:
rm = os.path.join("themes", self.themename, "rockmeter_profaceoff.ini")
elif self.scene.gamePlayers > 1:
rm = os.path.join("themes", self.themename, "rockmeter_faceoff.ini")
else:
rm = os.path.join("themes", self.themename, "rockmeter.ini")
if os.path.exists(os.path.join("..", "data", rm)):
rockmeter = self.engine.resource.fileName(rm)
else:
rockmeter = self.engine.resource.fileName(os.path.join("themes", self.themename, "rockmeter.ini"))
self.rockmeter = Rockmeter.Rockmeter(self.scene, rockmeter, self.scene.coOpType)
# evilynux - Fixes a self.background not defined crash
self.background = None
#MFH - new background stage logic:
if self.mode == 2: #blank / no stage
self.songStage = 0
self.rotationMode = 0
elif practiceMode: #check for existing practice stage; always disable stage rotation here
self.songStage = 0
self.rotationMode = 0
self.mode = 1
#separated practice stages for the instruments by k.i.d
if self.scene.instruments[0].isDrum:
background = "practicedrum"
elif self.scene.instruments[0].isBassGuitar:
background = "practicebass"
else:
background = "practice"
if not self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"backgrounds",background)):
#MFH - must first fall back on the old practice.png before forcing blank stage mode!
if not self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"backgrounds","practice")):
Log.warn("No practice stage, falling back on a forced Blank stage mode") # evilynux
self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode
elif self.songStage == 1: #check for song-specific background
test = True
if not self.engine.loadImgDrawing(self, "background", os.path.join(libraryName, songName, "background")):
Log.notice("No song-specific stage found") # evilynux
test = False
if test: #does a song-specific background exist?
self.rotationMode = 0
self.mode = 1
else:
self.songStage = 0
#MFH - now, after the above logic, we can run the normal stage mode logic
# only worrying about checking for Blank, song-specific and
# practice stage modes
if self.mode != 2 and self.mode != 3 and self.songStage == 0 and not practiceMode: #still need to load stage(s)
#myfingershurt: assign this first
if self.mode == 1: #just use Default.png
if not self.engine.loadImgDrawing(self, "background", os.path.join(self.path, "default")):
Log.warn("No default stage; falling back on a forced Blank stage mode") # evilynux
self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode
##This checks how many Stage-background we have to select from
if self.mode == 0 and self.rotationMode == 0: #MFH: just display a random stage
files = []
fileIndex = 0
allfiles = os.listdir(self.pathfull)
for name in allfiles:
if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass" and name != ".svn":
Log.debug("Valid background found, index (" + str(fileIndex) + "): " + name)
files.append(name)
fileIndex += 1
else:
Log.debug("Practice background filtered: " + name)
# evilynux - improved error handling, fallback to blank background if no background are found
if fileIndex == 0:
Log.warn("No valid stage found!")
self.mode = 2;
else:
i = random.randint(0,len(files)-1)
filename = files[i]
##End check number of Stage-backgrounds
if not self.engine.loadImgDrawing(self, "background", os.path.join(self.path, filename)):
self.mode = 2;
elif self.rotationMode > 0 and self.mode != 2:
files = []
fileIndex = 0
if self.animatedFolder == "Random": #Select one of the subfolders under stages\ to animate randomly
numAniStageFolders = len(self.engine.stageFolders)
if numAniStageFolders > 0:
self.animatedFolder = random.choice(self.engine.stageFolders)
else:
self.animatedFolder = "Normal"
elif self.animatedFolder == "None":
self.mode = 2
if self.animatedFolder != "Normal" and self.mode != 2: #just use the base Stages folder for rotation
#.........这里部分代码省略.........
示例9: __init__
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def __init__(self, guitarScene, configFileName, coOp = False):
self.scene = guitarScene
self.engine = guitarScene.engine
self.layers = {} #collection of all the layers in the rockmeter
self.layersForRender = {} #collection of layers that are rendered separate from any group
self.layerGroups = {} #collection of layer groups
self.sharedLayerGroups = {}
self.sharedLayers = {} #these layers are for coOp use only
self.sharedLayersForRender = {}
self.sharedGroups = {}
self.coOp = coOp
self.config = LinedConfigParser()
self.config.read(configFileName)
self.themename = self.engine.data.themeLabel
try:
themepath = os.path.join(Version.dataPath(), "themes", self.themename)
fp, pathname, description = imp.find_module("CustomRMLayers",[themepath])
self.customRMLayers = imp.load_module("CustomRMLayers", fp, pathname, description)
except ImportError:
self.customRMLayers = None
Log.notice("Custom Rockmeter layers are not available")
# Build the layers
for i in range(Rockmeter._layerLimit):
types = [
"Image",
"Text",
"Circle",
"Custom"
]
for t in types:
self.section = "layer%d:%s" % (i, t)
if not self.config.has_section(self.section):
continue
else:
if t == types[1]:
self.createFont(self.section, i)
elif t == types[2]:
self.createCircle(self.section, i)
elif t == types[3]:
self.createCustom(self.section, i)
else:
self.createImage(self.section, i)
break
for i in range(Rockmeter._groupLimit):
self.section = "Group%d" % i
if not self.config.has_section(self.section):
continue
else:
self.createGroup(self.section, i)
print self.layerGroups
print self.sharedLayerGroups
print self.layersForRender
self.reset()
示例10: __init__
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
def __init__(self):
self.logClassInits = Config.get("game", "log_class_inits")
if self.logClassInits == 1:
Log.debug("Input class init (Input.py)...")
Task.__init__(self)
self.mouse = pygame.mouse
self.mouseListeners = []
self.keyListeners = []
self.systemListeners = []
self.priorityKeyListeners = []
self.controls = Controls()
self.activeGameControls = []
self.p2Nav = self.controls.p2Nav
self.type1 = self.controls.type[0]
self.keyCheckerMode = Config.get("game","key_checker_mode")
self.disableKeyRepeat()
self.gameGuitars = 0
self.gameDrums = 0
self.gameMics = 0
self.gameBots = 0
# Initialize joysticks
pygame.joystick.init()
self.joystickNames = {}
self.joystickAxes = {}
self.joystickHats = {}
self.joysticks = [pygame.joystick.Joystick(id) for id in range(pygame.joystick.get_count())]
for j in self.joysticks:
j.init()
self.joystickNames[j.get_id()] = j.get_name()
self.joystickAxes[j.get_id()] = [0] * j.get_numaxes()
self.joystickHats[j.get_id()] = [(0, 0)] * j.get_numhats()
Log.debug("%d joysticks found." % len(self.joysticks))
# Enable music events
Audio.Music.setEndEvent(MusicFinished)
#Audio.Music.setEndEvent() #MFH - no event required?
# Custom key names
self.getSystemKeyName = pygame.key.name
pygame.key.name = self.getKeyName
self.midi = []
if haveMidi:
pygame.midi.init()
for i in range(pygame.midi.get_count()):
interface, name, is_input, is_output, is_opened = pygame.midi.get_device_info(i)
Log.debug("Found MIDI device: %s on %s" % (name, interface))
if not is_input:
Log.debug("MIDI device is not an input device.")
continue
try:
self.midi.append(pygame.midi.Input(i))
Log.debug("Device opened as device number %d." % len(self.midi))
except pygame.midi.MidiException:
Log.error("Error opening device for input.")
if len(self.midi) == 0:
Log.debug("No MIDI input ports found.")
else:
Log.notice("MIDI input support is not available; install at least pygame 1.9 to get it.")
示例11: hasattr
# 需要导入模块: from util import Log [as 别名]
# 或者: from util.Log import notice [as 别名]
videoLayer = True
engine.ticksAtStart = pygame.time.get_ticks()
while not vidPlayer.finished:
engine.run()
engine.view.popLayer(vidPlayer)
engine.view.pushLayer(MainMenu(engine))
if not videoLayer:
engine.setStartupLayer(MainMenu(engine))
# Run the main game loop.
try:
engine.ticksAtStart = pygame.time.get_ticks()
while engine.run():
pass
except KeyboardInterrupt:
Log.notice("Left mainloop due to KeyboardInterrupt.")
# don't reraise
# Restart the program if the engine is asking that we do so.
if engine.restartRequested:
Log.notice("Restarting.")
engine.audio.close()
try:
# Extra arguments to insert between the executable we call and our
# command line arguments.
args = []
# Figure out what executable to call.
if hasattr(sys, "frozen"):
if os.name == "nt":
# When py2exe'd, sys.executable is the name of the EXE.
exe = os.path.abspath(unicode(sys.executable, sys.getfilesystemencoding()))