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from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.button import Button
from kivy.uix.scatter import Scatter
from kivy.uix.label import Label
from kivy.uix.scrollview import ScrollView
from kivy.properties import BooleanProperty, StringProperty, NumericProperty, ListProperty, ObjectProperty
from kivy.uix.behaviors import ButtonBehavior
from kivy.vector import Vector
from kivy.metrics import dp
from kivy.clock import Clock
from kivy.uix.popup import Popup
from kivy.config import Config
Config.set('graphics', 'width', '1400')
Config.set('graphics', 'height', '800')
from kivy.core.window import Window
import os
from typing import List
from deepsvg.svglib.geom import Point
from deepsvg.svglib.svg_command import SVGCommandMove, SVGCommandLine, SVGCommandBezier
from deepsvg.svgtensor_dataset import SVGTensorDataset
from .layout.aligned_textinput import AlignedTextInput
from .state.state import State, ToolMode, DrawMode, LoopMode, PlaybackMode
from .state.project import Frame
from .config import ROOT_DIR
from .interpolate import compute_interpolation
from .utils import *
if not os.path.exists(ROOT_DIR):
os.makedirs(ROOT_DIR)
state = State()
state.load_state()
state.load_project()
class HeaderIcon(Button):
index = NumericProperty(0)
source = StringProperty("")
def on_press(self):
state.header.selected_tool = self.index
class Header(BoxLayout):
selected_tool = NumericProperty(0)
title = StringProperty(state.project.name)
is_playing = BooleanProperty(False)
delay = NumericProperty(state.delay)
def on_selected_tool(self, *args):
if self.selected_tool in [ToolMode.MOVE, ToolMode.PEN, ToolMode.PENCIL] and state.header.is_playing:
state.header.pause_animation()
def on_done(self, *args):
if self.selected_tool == ToolMode.PEN and state.draw_mode == DrawMode.DRAW:
path = state.current_path
last_segment = path.children[-1]
path.remove_widget(last_segment)
state.draw_viewbox.on_path_done(state.current_path)
state.draw_mode = DrawMode.STILL
state.current_path = None
self.selected_tool = ToolMode.MOVE
def on_erase(self):
state.modified = True
state.draw_viewbox.clear()
state.timeline.make_keyframe(False)
def add_frame(self, keyframe=False):
frame_idx = state.timeline._add_frame(keyframe=keyframe)
state.project.frames.append(Frame(frame_idx, keyframe))
self.load_next_frame(frame_idx=frame_idx)
def play_animation(self):
self.is_playing = True
state.sidebar.selected_path_idx = -1
self.clock = Clock.schedule_once(self.load_next_frame)
def load_next_frame(self, dt=0, frame_idx=None, *args):
if state.timeline.nb_frames > 0:
if frame_idx is None:
frame_idx_tmp = state.timeline.selected_frame + state.loop_orientation
if frame_idx_tmp < 0 or frame_idx_tmp >= state.timeline.nb_frames:
if state.loop_mode in [LoopMode.NORMAL, LoopMode.REVERSE]:
frame_idx = frame_idx_tmp % state.timeline.nb_frames
else: # LoopMode.PINGPONG
state.loop_orientation *= -1
frame_idx = (state.timeline.selected_frame + state.loop_orientation) % state.timeline.nb_frames
else:
frame_idx = frame_idx_tmp
state.timeline.selected_frame = frame_idx
if self.is_playing:
if state.playback_mode == PlaybackMode.EASE:
t = frame_idx / state.timeline.nb_frames
delay = 2 * state.delay / (1 + d_easein_easeout(t))
else:
delay = state.delay
self.clock = Clock.schedule_once(self.load_next_frame, delay)
def pause_animation(self):
self.clock.cancel()
state.sidebar.selected_path_idx = -1
self.is_playing = False
state.timeline.on_selected_frame() # re-render frame to display sidebar layers
def on_title(self, title):
state.project.name = title
def interpolate(self):
state.draw_viewbox.save_frame()
compute_interpolation(state.project)
class PathLayerView(ButtonBehavior, BoxLayout):
index = NumericProperty(0)
source = StringProperty("")
def __init__(self, index, **kwargs):
super().__init__(**kwargs)
self.index = index
self.source = os.path.join(state.project.cache_dir, f"{state.timeline.selected_frame}_{index}.png")
def on_press(self):
state.sidebar.selected_path_idx = self.index
def move_up(self):
if self.index > 0:
state.sidebar.swap_paths(self.index, self.index - 1)
def move_down(self):
if self.index < state.sidebar.nb_paths - 1:
state.sidebar.swap_paths(self.index, self.index + 1)
def reverse(self):
state.sidebar.reverse_path(self.index)
class Sidebar(ScrollView):
selected_path_idx = NumericProperty(-1)
@property
def sidebar(self):
return self.ids.sidebar
@property
def nb_paths(self):
return len(self.sidebar.children)
def on_selected_path_idx(self, *args):
state.draw_viewbox.unselect_all()
if self.selected_path_idx >= 0:
state.draw_viewbox.get_path(self.selected_path_idx).selected = True
def _add_path(self, idx=None):
if idx is None:
idx = self.nb_paths
new_pathlayer = PathLayerView(idx)
self.sidebar.add_widget(new_pathlayer)
return idx
def get_path(self, path_idx):
index = self.nb_paths - 1 - path_idx
return self.sidebar.children[index]
def erase(self):
self.sidebar.clear_widgets()
self.selected_path_idx = -1
def swap_paths(self, idx1, idx2):
path_layer1, path_layer2 = self.get_path(idx1), self.get_path(idx2)
path1, path2 = state.draw_viewbox.get_path(idx1), state.draw_viewbox.get_path(idx2)
path_layer1.index, path_layer2.index = idx2, idx1
path1.color, path2.color = path2.color, path1.color
path1.index, path2.index = path2.index, path1.index
id1, id2 = self.nb_paths - 1 - idx1, self.nb_paths - 1 - idx2
self.sidebar.children[id1], self.sidebar.children[id2] = path_layer2, path_layer1
state.draw_viewbox.children[id1], state.draw_viewbox.children[id2] = path2, path1
self.selected_path_idx = idx2
state.modified = True
def reverse_path(self, idx):
path = state.draw_viewbox.get_path(idx)
svg_path = path.to_svg_path().reverse()
new_path = BezierPath.from_svg_path(svg_path, color=path.color, index=path.index, selected=path.selected)
id = self.nb_paths - 1 - idx
state.draw_viewbox.remove_widget(path)
state.draw_viewbox.add_widget(new_path, index=id)
self.selected_path_idx = idx
state.modified = True
def select(self, path_idx):
if self.selected_path_idx >= 0:
state.draw_viewbox.get_path(state.sidebar.selected_path_idx).selected = False
self.selected_path_idx = path_idx
class BezierSegment(Widget):
is_curved = BooleanProperty(True)
is_finished = BooleanProperty(True)
select_dist = NumericProperty(3)
p1 = ListProperty([0, 0])
q1 = ListProperty([0, 0])
q2 = ListProperty([0, 0])
p2 = ListProperty([0, 0])
def clone(self):
segment = BezierSegment()
segment.is_curved = self.is_curved
segment.p1 = self.p1 # shallow copy
segment.q1 = self.q1
segment.q2 = self.q2
segment.p2 = self.p2
return segment
@staticmethod
def line(p1, p2):
segment = BezierSegment()
segment.is_curved = False
segment.p1 = segment.q1 = p1
segment.p2 = segment.q2 = p2
return segment
@staticmethod
def bezier(p1, q1, q2, p2):
segment = BezierSegment()
segment.is_curved = True
segment.q1, segment.q2 = q1, q2
segment.p1, segment.p2 = p1, p2
return segment
def get_point(self, key):
return getattr(self, key)
def on_touch_down(self, touch):
max_dist = dp(self.select_dist)
if not self.parent.selected:
return super().on_touch_down(touch)
keys_to_test = ["p1", "q1", "q2", "p2"] if self.is_curved else ["p1", "p2"]
for key in keys_to_test:
if dist(touch.pos, getattr(self, key)) < max_dist:
touch.ud['selected'] = key
touch.grab(self)
state.modified = True
return True
def on_touch_move(self, touch):
if touch.grab_current is not self:
return super().on_touch_move(touch)
key = touch.ud['selected']
setattr(self, key, touch.pos)
if state.header.selected_tool == ToolMode.PEN:
self.is_curved = True
self.is_finished = False
state.draw_mode = DrawMode.HOLDING_DOWN
setattr(self, "p2", touch.pos)
if key in ["p1", "p2"]:
self.parent.move(self, key, touch.pos)
def on_touch_up(self, touch):
if touch.grab_current is not self:
return super().on_touch_up(touch)
touch.ungrab(self)
if state.header.selected_tool == ToolMode.PEN:
self.is_finished = True
state.draw_mode = DrawMode.DRAW
class BezierPath(Widget):
color = ListProperty([1, 1, 1])
index = NumericProperty(0)
selected = BooleanProperty(False)
def __init__(self, segments: List[BezierSegment], color=None, index=None, selected=False, **kwargs):
super().__init__(**kwargs)
if color is not None:
self.color = color
if index is not None:
self.index = index
self.selected = selected
for segment in segments:
self.add_segment(segment)
def clone(self):
segments = [segment.clone() for segment in self.children]
return BezierPath(segments, self.color, self.index, self.selected)
def add_segment(self, segment: BezierSegment):
self.add_widget(segment, index=len(self.children))
def move(self, segment, key, pos):
idx = self.children.index(segment)
if not (idx == 0 and key == "p1") and not (idx == len(self.children) - 1 and key == "p2"):
idx2, key2 = (idx-1, "p2") if key == "p1" else (idx+1, "p1")
setattr(self.children[idx2], key2, pos)
def add_widget(self, widget, index=0, canvas=None):
super().add_widget(widget, index=index, canvas=canvas)
def remove_widget(self, widget):
super().remove_widget(widget)
@staticmethod
def from_svg_path(svg_path: SVGPath, *args, **kwargs):
segments = []
for command in svg_path.path_commands:
if isinstance(command, SVGCommandBezier):
segment = BezierSegment.bezier(flip_vertical(command.p1.tolist()), flip_vertical(command.q1.tolist()),
flip_vertical(command.q2.tolist()), flip_vertical(command.p2.tolist()))
segments.append(segment)
elif isinstance(command, SVGCommandLine):
segment = BezierSegment.line(flip_vertical(command.start_pos.tolist()),
flip_vertical(command.end_pos.tolist()))
segments.append(segment)
path = BezierPath(segments, *args, **kwargs)
return path
def to_svg_path(self):
path_commands = []
for segment in self.children:
if segment.is_curved:
command = SVGCommandBezier(Point(*flip_vertical(segment.p1)), Point(*flip_vertical(segment.q1)),
Point(*flip_vertical(segment.q2)), Point(*flip_vertical(segment.p2)))
else:
command = SVGCommandLine(Point(*flip_vertical(segment.p1)), Point(*flip_vertical(segment.p2)))
path_commands.append(command)
svg_path = SVGPath(path_commands)
return svg_path
class Sketch(Widget):
color = ListProperty([1, 1, 1])
points = ListProperty([])
def __init__(self, points, color=None, **kwargs):
super().__init__(**kwargs)
if color is not None:
self.color = color
self.points = points
def on_touch_move(self, touch):
if touch.grab_current is not self:
return super().on_touch_move(touch)
self.points.extend(touch.pos)
def on_touch_up(self, touch):
if touch.grab_current is not self:
return super().on_touch_up(touch)
touch.ungrab(self)
self.parent.on_sketch_done(self)
def to_svg_path(self):
points = [Point(x, 255 - y) for x, y in zip(self.points[::2], self.points[1::2])]
commands = [SVGCommandMove(points[0])] + [SVGCommandLine(p1, p2) for p1, p2 in zip(points[:-1], points[1:])]
svg_path = SVGPath.from_commands(commands).path
return svg_path
class EditorView(Scatter):
def on_touch_down(self, touch):
if self.collide_point(*touch.pos) and touch.is_mouse_scrolling:
if touch.button == 'scrolldown':
if self.scale < 10:
self.scale = self.scale * 1.1
elif touch.button == 'scrollup':
if self.scale > 1:
self.scale = self.scale * 0.8
return True
return super().on_touch_down(touch)
class DrawViewbox(Widget):
def __init__(self, **kwargs):
super().__init__(**kwargs)
Window.bind(mouse_pos=self.on_mouse_pos)
@property
def nb_paths(self):
return len(self.children)
def _get_color(self, idx):
color = color_dict[colors[idx % len(colors)]]
return color
def on_mouse_pos(self, _, abs_pos):
pos = (Vector(abs_pos) - Vector(self.parent.pos)) / self.parent.scale
if state.header.selected_tool == ToolMode.PEN and state.draw_mode == DrawMode.DRAW:
segment = state.current_path.children[-1]
segment.p2 = segment.q2 = pos
def on_sketch_done(self, sketch: Sketch):
# Digitalize points to Bézier path
svg_path = preprocess_svg_path(sketch.to_svg_path(), force_smooth=True)
path_idx = state.sidebar.nb_paths
path = BezierPath.from_svg_path(svg_path, color=sketch.color, index=path_idx, selected=True)
self.remove_widget(sketch)
self.add_new_path(path, svg_path)
def on_path_done(self, path: BezierPath):
svg_path = preprocess_svg_path(path.to_svg_path())
path_idx = state.sidebar.nb_paths
new_path = BezierPath.from_svg_path(svg_path, color=path.color, index=path_idx, selected=True)
self.remove_widget(path)
self.add_new_path(new_path, svg_path)
def paste(self, path: BezierPath):
path = path.clone()
path_idx = state.sidebar.nb_paths
path.color = self._get_color(path_idx)
path.selected = True
svg_path = path.to_svg_path()
self.add_new_path(path, svg_path)
def unselect_all(self):
for path in self.children:
path.selected = False
def get_path(self, path_idx):
index = self.nb_paths - 1 - path_idx
return self.children[index]
def add_new_path(self, path: BezierSegment, svg_path: SVGPath):
self.add_path(path, svg_path, force_rerender_miniature=True)
state.modified = True
state.timeline.make_keyframe(True)
state.sidebar.select(path.index)
def add_path(self, path: BezierPath, svg_path: SVGPath, force_rerender_miniature=False):
path_idx = state.sidebar.nb_paths
self.add_widget(path)
miniature_path = os.path.join(state.project.cache_dir, f"{state.timeline.selected_frame}_{path_idx}.png")
if not os.path.exists(miniature_path) or force_rerender_miniature:
svg_path = normalized_path(svg_path)
svg_path.draw(viewbox=svg_path.bbox().make_square(min_size=12),
file_path=os.path.join(state.project.cache_dir, f"{state.timeline.selected_frame}_{path_idx}.png"),
do_display=False)
if not state.header.is_playing:
state.sidebar._add_path()
def on_touch_down(self, touch):
if state.header.selected_tool == ToolMode.PLAY:
return False
if state.header.selected_tool == ToolMode.PEN and self.collide_point(*touch.pos):
state.draw_mode = DrawMode.DRAW
if state.current_path is None:
path = BezierPath([], color=self._get_color(len(self.children)), selected=True)
self.add_widget(path)
state.current_path = path
l = BezierSegment.line(touch.pos, touch.pos)
touch.ud["selected"] = "q1"
touch.grab(l)
state.current_path.add_segment(l)
state.modified = True
return True
if state.header.selected_tool == ToolMode.PENCIL and self.collide_point(*touch.pos):
l = Sketch([*touch.pos], color=self._get_color(len(self.children)))
self.add_widget(l)
touch.grab(l)
state.modified = True
return True
if super().on_touch_down(touch):
return True
def clear(self):
state.draw_viewbox.clear_widgets()
state.sidebar.erase()
def add_widget(self, widget, index=0, canvas=None):
super().add_widget(widget, index=index, canvas=canvas)
def remove_widget(self, widget):
super().remove_widget(widget)
def to_svg(self):
svg_path_groups = []
for path in reversed(self.children):
svg_path_groups.append(path.to_svg_path().to_group())
svg = SVG(svg_path_groups, viewbox=Bbox(256))
return svg
def load_svg(self, svg: SVG, frame_idx):
kivy_bezierpaths = []
for idx, svg_path in enumerate(svg.paths):
path = BezierPath.from_svg_path(svg_path, color=self._get_color(idx), index=idx, selected=False)
kivy_bezierpaths.append(path)
self.add_path(path, svg_path, force_rerender_miniature=True)
state.project.frames[frame_idx].svg = svg
state.project.frames[frame_idx].kivy_bezierpaths = kivy_bezierpaths
def load_cached(self, svg: SVG, kivy_bezierpaths: List[BezierPath]):
for path, svg_path in zip(kivy_bezierpaths, svg.paths):
self.add_path(path, svg_path)
def load_frame(self, frame_idx):
svg = state.project.frames[frame_idx].svg
kivy_bezierpaths = state.project.frames[frame_idx].kivy_bezierpaths
if kivy_bezierpaths is None:
self.load_svg(svg, frame_idx)
else:
self.load_cached(svg, kivy_bezierpaths)
self.unselect_all()
def save_frame(self):
svg = self.to_svg()
state.project.frames[state.current_frame].svg = svg
state.project.frames[state.current_frame].kivy_bezierpaths = [child for child in reversed(self.children) if isinstance(child, BezierPath)]
class HeaderButton(Button):
pass
class UpButton(Button):
def on_press(self):
self.parent.move_up()
class DownButton(Button):
def on_press(self):
self.parent.move_down()
class ReverseButton(Button):
def on_press(self):
self.parent.reverse()
class FrameView(Button):
index = NumericProperty(0)
keyframe = BooleanProperty(False)
def __init__(self, index, keyframe=False, **kwargs):
super().__init__(**kwargs)
self.index = index
self.keyframe = keyframe
def on_press(self):
state.timeline.selected_frame = self.index
class TimeLine(ScrollView):
selected_frame = NumericProperty(-1)
@property
def timeline(self):
return self.ids.timeline
@property
def nb_frames(self):
return len(self.timeline.children)
def on_selected_frame(self, *args):
self._update_frame(self.selected_frame)
def _update_frame(self, new_frame_idx):
if state.current_frame >= 0 and state.modified:
state.draw_viewbox.save_frame()
state.current_frame = new_frame_idx
state.draw_viewbox.clear()
state.modified = False
state.draw_viewbox.load_frame(new_frame_idx)
def _add_frame(self, keyframe=False):
idx = self.nb_frames
new_frame = FrameView(idx, keyframe=keyframe)
self.timeline.add_widget(new_frame)
return idx
def get_frame(self, frame_idx):
index = self.nb_frames - 1 - frame_idx
return self.timeline.children[index]
def make_keyframe(self, is_keyframe=None):
if is_keyframe is None:
is_keyframe = not self.get_frame(state.timeline.selected_frame).keyframe
self.get_frame(state.timeline.selected_frame).keyframe = is_keyframe
state.project.frames[state.timeline.selected_frame].keyframe = is_keyframe
class TitleWidget(AlignedTextInput):
pass
class Padding(Label):
pass
class FileChoosePopup(Popup):
load = ObjectProperty()
path = StringProperty(".")
class DeepSVGWidget(BoxLayout):
def __init__(self, **kwargs):
super().__init__(**kwargs)
state.main_widget = self
state.header = self.ids.header
state.sidebar = self.ids.sidebar_scroll
state.draw_viewbox = self.ids.editor.ids.draw_viewbox
state.timeline = self.ids.timeline_scroll
self._load_project()
def _load_project(self):
for frame in state.project.frames:
state.timeline._add_frame(keyframe=frame.keyframe)
state.timeline.selected_frame = 0
class DeepSVGApp(App):
def build(self):
self.title = 'DeepSVG Editor'
Window.bind(on_request_close=self.on_request_close)
Window.bind(on_keyboard=self.on_keyboard)
return DeepSVGWidget()
def save(self):
state.draw_viewbox.save_frame()
state.save_state()
state.project.save_project()
def on_request_close(self, *args, **kwargs):
self.save()
self.stop()
def on_keyboard(self, window, key, scancode, codepoint, modifier):
CTRL_PRESSED = (modifier == ['ctrl'] or modifier == ['meta'])
if codepoint == "h" and not CTRL_PRESSED:
# Hand tool
state.header.selected_tool = ToolMode.MOVE
elif codepoint == "p" and not CTRL_PRESSED:
# Pen tool
state.header.selected_tool = ToolMode.PEN
elif CTRL_PRESSED and codepoint == "p":
# Pencil tool
state.header.selected_tool = ToolMode.PENCIL
elif codepoint == "k" and not CTRL_PRESSED:
# Make keypoint
state.timeline.make_keyframe()
elif CTRL_PRESSED and codepoint == 'q':
# Quit
self.on_request_close()
elif CTRL_PRESSED and codepoint == 'i':
# Import
self.file_chooser = FileChoosePopup(load=self.on_file_chosen)
self.file_chooser.open()
elif CTRL_PRESSED and codepoint == "e":
# Export
state.project.export_to_gif(loop_mode=state.loop_mode)
elif CTRL_PRESSED and codepoint == 'c':
# Copy
if state.sidebar.selected_path_idx >= 0:
state.clipboard = state.draw_viewbox.get_path(state.sidebar.selected_path_idx).clone()
elif CTRL_PRESSED and codepoint == 'v':
# Paste
if isinstance(state.clipboard, BezierPath):
state.draw_viewbox.paste(state.clipboard)
elif CTRL_PRESSED and codepoint == 's':
# Save
self.save()
elif key == Keys.SPACEBAR:
# Play/Pause
state.header.selected_tool = ToolMode.PLAY
if state.header.is_playing:
state.header.pause_animation()
else:
state.header.play_animation()
elif key == Keys.LEFT:
# Previous frame
if state.current_frame > 0:
state.timeline.selected_frame = state.current_frame - 1
elif key == Keys.RIGHT:
# Next frame
if state.current_frame < state.timeline.nb_frames - 1:
state.timeline.selected_frame = state.current_frame + 1
def on_file_chosen(self, selection):
file_path = str(selection[0])
self.file_chooser.dismiss()
if file_path:
if not file_path.endswith(".svg"):
return
svg = SVG.load_svg(file_path)
svg = SVGTensorDataset.simplify(svg)
svg = SVGTensorDataset.preprocess(svg, mean=True)
state.draw_viewbox.load_svg(svg, frame_idx=state.timeline.selected_frame)
state.modified = True
state.timeline.make_keyframe(True)
if __name__ == "__main__":
DeepSVGApp().run()
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