175 lines
6.0 KiB
Python
175 lines
6.0 KiB
Python
#!/usr/bin/env python3
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#-*- coding: utf-8 -*-
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# Copyright (C) 2013-2016 Florian Festi
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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from boxes import *
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import math
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class ShadyEdge(edges.BaseEdge):
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char = "s"
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def __call__(self, lenght, **kw):
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s = self.shades
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h = self.h
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a = math.atan(s/h)
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angle = math.degrees(a)
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for i in range(self.n):
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self.polyline(0, -angle, h / math.cos(a), angle+90)
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self.edges["f"](s)
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self.corner(-90)
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if i < self.n-1:
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self.edge(self.thickness)
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def margin(self):
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return self.shades
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class TrafficLight(Boxes): # change class name here and below
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"""Traffic light"""
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description = """The traffic light was created to visualize the status of a Icinga monitored system.
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When turned by 90°, it can be also used to create a bottle holder."""
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def __init__(self):
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Boxes.__init__(self)
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self.addSettingsArgs(edges.FingerJointSettings)
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# remove cli params you do not need
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self.buildArgParser("h")
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# Add non default cli params if needed (see argparse std lib)
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self.argparser.add_argument(
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"--depth", action="store", type=float, default=100,
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help="inner depth not including the shades")
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self.argparser.add_argument(
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"--shades", action="store", type=float, default=50,
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help="depth of the shaders")
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self.argparser.add_argument(
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"--n", action="store", type=int, default=3,
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help="number of lights")
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self.argparser.add_argument(
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"--upright", action="store", type=boolarg, default=True,
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help="stack lights upright (or side by side)")
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def backCB(self):
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t = self.thickness
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for i in range(1, self.n):
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self.fingerHolesAt(i*(self.h+t)-0.5*t, 0, self.h)
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def sideCB(self):
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t = self.thickness
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for i in range(1, self.n):
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self.fingerHolesAt(i*(self.h+t)-0.5*t, 0, self.depth)
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for i in range(self.n):
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self.fingerHolesAt(i*(self.h+t), self.depth-2*t, self.h, 0)
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def topCB(self):
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t = self.thickness
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for i in range(1, self.n):
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self.fingerHolesAt(i*(self.h+t)-0.5*t, 0, self.depth + self.shades)
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for i in range(self.n):
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self.fingerHolesAt(i*(self.h+t), self.depth-2*t, self.h, 0)
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def frontCB(self):
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self.hole(self.h/2, self.h/2, self.h/2-self.thickness)
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def wall(self, h1, h2, w, edges="ffef", callback=None, move=""):
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edges = [self.edges.get(e, e) for e in edges]
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edges += edges # append for wrapping around
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overallwidth = w + edges[-1].spacing() + edges[1].spacing()
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overallheight = max(h1, h2) + edges[0].spacing() + edges[2].spacing()
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if self.move(overallwidth, overallheight, move, before=True):
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return
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a = math.atan((h2-h1)/float(w))
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angle = math.degrees(a)
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self.moveTo(edges[-1].spacing(), edges[0].margin())
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for i, l in [(0, w), (1, h2)]:
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self.cc(callback, i, y=edges[i].startwidth() + self.burn)
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edges[i](l)
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self.edgeCorner(edges[i], edges[i + 1], 90)
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self.corner(angle)
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self.cc(callback, i, y=edges[2].startwidth() + self.burn)
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edges[2](w / math.cos(a))
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self.corner(-angle)
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self.edgeCorner(edges[2], edges[2 + 1], 90)
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self.cc(callback, i, y=edges[3].startwidth() + self.burn)
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edges[3](h1)
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self.edgeCorner(edges[3], edges[3 + 1], 90)
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self.ctx.stroke()
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self.move(overallwidth, overallheight, move)
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def render(self):
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# adjust to the variables you want in the local scope
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d, h, n = self.depth, self.h, self.n
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s = self.shades
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t = self.thickness
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th = n * (h + t) - t
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# Initialize canvas
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self.open()
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self.addPart(ShadyEdge(self, None))
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# back
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self.rectangularWall(th, h, "FFFF", callback=[self.backCB], move="up")
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if self.upright:
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# sides
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self.rectangularWall(th, d, "fFsF", callback=[self.sideCB], move="up")
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self.rectangularWall(th, d, "fFsF", callback=[self.sideCB], move="up")
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# horizontal Walls / blinds tops
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e = edges.CompoundEdge(self, "fF", (d, s))
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e2 = edges.CompoundEdge(self, "Ff", (s, d))
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for i in range(n):
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self.rectangularWall(h, d+s, ['f', e, 'e', e2],
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move="right" if i<n-1 else "right up")
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else:
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# bottom
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self.rectangularWall(th, d, "fFeF", callback=[self.sideCB],
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move="up")
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# top
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self.rectangularWall(th, d+s, "fFeF", callback=[self.topCB],
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move="up")
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# vertical walls
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for i in range(n):
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self.wall(d, d+s, h, move="right" if i<n-1 else "right up")
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# fronts
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for i in range(n):
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self.rectangularWall(h, h, "efef", callback=[self.frontCB],
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move="left" if i<n-1 else "left up")
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if self.upright:
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# bottom wall
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self.rectangularWall(h, d, "ffef", move="up")
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else:
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# vertical wall
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self.wall(d, d+s, h, move="up")
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# Colored windows
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for i in range(n):
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self.parts.disc(h-2*t, move="right")
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self.close()
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