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@dmarx
Created December 2, 2022 22:22
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"""
It looks like the Scene and Storyboard classes are intended to be used for creating animations by specifying keyframed curves for various parameters. The Scene class appears to allow users to specify the length of the scene and set keyframed curves for various attributes of the scene. The Storyboard class then allows users to create a sequence of Scene objects and specify default values for attributes that are not explicitly set in a given scene.
It looks like the KeyframedObject class is a subclass of the Keyframed class from the keyframed module, which provides some basic functionality for working with keyframed curves. The KeyframedObject class adds a weight attribute to the Keyframed class, which specifies the weight of the object when it is used in a storyboard.
The to_keyframed function provides a convenient way to convert various types of input into Keyframed objects, which can then be used as attributes in a Scene object. This function allows users to specify keyframed curves using strings, dictionaries, or scalar values, and it will automatically convert them into Keyframed objects.
To permit scene reordering in the Storyboard class, you can add a reorder method that allows users to specify a new order for the scenes in the storyboard. Here is how you could add this method to your implementation:
"""
class Storyboard():
def __init__(
self,
scenes:Union[list[Scene], dict[Union[str, int], Scene]]=None,
maxlength:int=None,
defaults:dict=None,
):
if scenes is None:
self.scenes = []
elif isinstance(scenes, list):
self.scenes = scenes
elif isinstance(scenes, dict):
self.scenes = [scenes[k] for k in sorted(scenes.keys())]
else:
raise TypeError("scenes must be a list of Scene objects or a dictionary mapping indices to Scene objects")
if maxlength:
self.maxlength = maxlength
else:
self.maxlength = sum([len(s) for s in scenes])
if defaults:
self.defaults = defaults
else:
self.defaults = {}
def reorder(self, new_order):
# Check that the new order is valid
if set(new_order) != set(range(len(self.scenes))):
raise ValueError("Invalid new order: all indices must be specified and unique")
# Reorder the scenes
self.scenes = [self.scenes[i] for i in new_order]
"""
This reorder method first checks that the new order is valid by checking that it contains all of the indices in the range [0, len(self.scenes)) and that these indices are unique. If the new order is valid, it reorders the scenes in the storyboard by creating a new list of scenes using the new order.
With this method in place, users can now reorder the scenes in a Storyboard object by calling the reorder method and passing in a list specifying the new order for the scenes. For example, if storyboard is a Storyboard object with five scenes, the following code would reorder the scenes so that the third scene becomes the first scene and the first scene becomes the third scene:
"""
storyboard.reorder([2, 1, 0, 3, 4])
"""
To implement the transitions.CrossFade class, you can use the following code:
"""
from keyframed import Keyframed
class CrossFade:
def __init__(self, fade_in_duration=1, fade_out_duration=1):
self.fade_in_duration = fade_in_duration
self.fade_out_duration = fade_out_duration
def apply(self, storyboard, current_scene_index, next_scene_index):
current_scene = storyboard.scenes[current_scene_index]
next_scene = storyboard.scenes[next_scene_index]
# Create the crossfade curve
fade_in_curve = Keyframed({
0: 0,
self.fade_in_duration: 1,
})
fade_out_curve = Keyframed({
0: 1,
self.fade_out_duration: 0,
})
# Apply the crossfade curve to the weights of the current and next scenes
current_scene.weight = fade_out_curve
next_scene.weight = fade_in_curve
# Adjust the lengths of the current and next scenes to match the crossfade duration
current_scene.length = self.fade_out_duration
next_scene.length = self.fade_in_duration
"""
The CrossFade class takes two optional arguments: fade_in_duration and fade_out_duration, which specify the durations of the fade-in and fade-out transitions, respectively. By default, these durations are set to 1.
The apply method of the CrossFade class takes three arguments: storyboard, current_scene_index, and next_scene_index. It applies the crossfade transition to the specified scenes in the storyboard by creating keyframed curves for the fade-in and fade-out transitions and setting these curves as the weights for the current and next scenes, respectively. It also adjusts the lengths of the current and next scenes to match the crossfade duration.
Here is an example of how you could use the CrossFade class in your code:
"""
# Create a storyboard with two scenes
storyboard = Storyboard([Scene(length=10), Scene(length=10)])
# Create a crossfade transition
crossfade = CrossFade(fade_in_duration=3, fade_out_duration=3)
# Apply the crossfade transition between the first and second scenes
crossfade.apply(storyboard, 0, 1)
"""
This code creates a Storyboard object with two Scene objects, each with a length of 10. It then creates a CrossFade object with a fade-in duration of 3 and a fade-out duration of 3. Finally, it applies this crossfade transition between the first and second scenes in the storyboard. After this code is executed, the first scene will have a length of 3 and a weight curve that fades out over 3 frames, and the second scene will have a length of 3 and a weight curve that fades in over 3 frames.
To modify the Storyboard and CrossFade classes to allow users to specify and rearrange transitions in the same way they can with scenes, you can make the following changes to your code:
"""
from keyframed import Keyframed
# Modify the CrossFade class to inherit from KeyframedObject
class CrossFade(KeyframedObject):
def __init__(self, fade_in_duration=1, fade_out_duration=1):
# Create the crossfade curve
fade_in_curve = Keyframed({
0: 0,
fade_in_duration: 1,
})
fade_out_curve = Keyframed({
0: 1,
fade_out_duration: 0,
})
# Initialize the KeyframedObject superclass with the fade-in and fade-out curves
super().__init__(
fade_in_curve,
fade_out_curve,
length=fade_in_duration + fade_out_duration
)
# Add a transitions attribute to the Storyboard class
class Storyboard():
def __init__(
self,
scenes:Union[list[Scene], dict[Union[str, int], Scene]]=None,
transitions:Union[list[CrossFade], dict[Union[str, int], CrossFade]]=None,
maxlength:int=None,
defaults:dict=None,
):
if scenes is None:
self.scenes = []
elif isinstance(scenes, list):
self.scenes = scenes
elif isinstance(scenes, dict):
self.scenes = [scenes[k] for k in sorted(scenes.keys())]
else:
raise TypeError("scenes must be a list of Scene objects or a dictionary mapping indices to Scene objects")
if transitions is None:
self.transitions = []
elif isinstance(transitions, list):
self.transitions = transitions
elif isinstance(transitions, dict):
self.transitions = [transitions[k] for k in sorted(transitions.keys())]
else:
raise TypeError("transitions must be a list of CrossFade objects or a dictionary mapping indices to CrossFade objects")
if maxlength:
self.maxlength = maxlength
else:
self.maxlength = sum([len(s) for s in scenes])
if defaults:
self.defaults = defaults
else:
self.defaults = {}
def reorder(self, new_order):
# Check that the new order is valid
if set(new_order) != set(range(len(self.scenes))):
raise ValueError("Invalid new order: all indices must be specified and unique")
# Reorder the scenes and transitions
self.scenes = [self.scenes[i] for i in new_order]
self.transitions = [self.transitions[i] for i in new_order[:-1]]
"""
The CrossFade class has been modified to inherit from the KeyframedObject class instead of being a standalone class. This allows the CrossFade objects to be treated as keyfram
The CrossFade class has been modified to inherit from the KeyframedObject class instead of being a standalone class. This allows the CrossFade objects to be treated as keyframed curves and stored in the Storyboard object in the same way as Scene objects.
The Storyboard class has also been modified to include a transitions attribute, which stores the CrossFade objects that define the transitions between scenes in the storyboard. The __init__ method has been updated to accept a transitions argument, which can be a list of CrossFade objects or a dictionary mapping indices to CrossFade objects. The reorder method has also been updated to reorder the transitions attribute in the same way as it reorders the scenes attribute.
With these changes in place, users can now specify and rearrange transitions in the Storyboard object in the same way they can with scenes. For example, the following code creates a Storyboard object with two scenes and a crossfade transition between them:
"""
# Create a storyboard with two scenes
storyboard = Storyboard([Scene(length=10), Scene(length=10)])
# Create a crossfade transition
crossfade = CrossFade(fade_in_duration=3, fade_out_duration=3)
# Add the crossfade transition to the storyboard
storyboard.transitions = [crossfade]
"""
Users can also rearrange the scenes and transitions in the storyboard by calling the reorder method, as shown in the following example:
"""
# Reorder the scenes and transitions in the storyboard
storyboard.reorder([1, 0])
"""
After this code is executed, the second scene in the storyboard will become the first scene, and the crossfade transition will now occur between the first and second scenes (in their new order) instead of between the original first and second scenes.
"""
from keyframed import Keyframed
# Modify the CrossFade class to inherit from KeyframedObject
class CrossFade(KeyframedObject):
def __init__(self, fade_in_duration=1, fade_out_duration=1):
# Create the crossfade curve
fade_in_curve = Keyframed({
0: 0,
fade_in_duration: 1,
})
fade_out_curve = Keyframed({
0: 1,
fade_out_duration: 0,
})
# Initialize the KeyframedObject superclass with the fade-in and fade-out curves
super().__init__(
fade_in_curve,
fade_out_curve,
length=fade_in_duration + fade_out_duration
)
# Add a transitions attribute to the Storyboard class
class Storyboard():
def __init__(
self,
scenes:Union[list[Scene], dict[Union[str, int], Scene]]=None,
transitions:Union[list[CrossFade], dict[Union[str, int], CrossFade]]=None,
maxlength:int=None,
defaults:dict=None,
):
if scenes is None:
self.scenes = []
elif isinstance(scenes, list):
self.scenes = scenes
elif isinstance(scenes, dict):
self.scenes = [scenes[k] for k in sorted(scenes.keys())]
else:
raise TypeError("scenes must be a list of Scene objects or a dictionary mapping indices to Scene objects")
if transitions is None:
self.transitions = []
elif isinstance(transitions, list):
self.transitions = transitions
elif isinstance(transitions, dict):
self.transitions = [transitions[k] for k in sorted(transitions.keys())]
else:
raise TypeError("transitions must be a list of CrossFade objects or a dictionary mapping indices to CrossFade objects")
if maxlength:
self.maxlength = maxlength
else:
self.maxlength = sum([len(s) for s in scenes])
if defaults:
self.defaults = defaults
else:
self.defaults = {}
# Add an insert method to the Storyboard class
def insert(self, index, scene):
# Insert the scene at the specified index
self.scenes.insert(index, scene)
# If the inserted scene is not the first or last scene in the storyboard,
# insert an empty transition object between the inserted scene and the
# previous and next scenes in the storyboard
if index > 0 and index < len(self.scenes) - 1:
self.transitions.insert(index - 1, CrossFade())
self.transitions.insert(index, CrossFade())
# If the inserted scene is the first scene in the storyboard,
# insert an empty transition
from keyframed import Keyframed
# Modify the CrossFade class to inherit from KeyframedObject
class CrossFade(KeyframedObject):
def __init__(self, fade_in_duration=1, fade_out_duration=1):
# Create the crossfade curve
fade_in_curve = Keyframed({
0: 0,
fade_in_duration: 1,
})
fade_out_curve = Keyframed({
0: 1,
fade_out_duration: 0,
})
# Initialize the KeyframedObject superclass with the fade-in and fade-out curves
super().__init__(
fade_in_curve,
fade_out_curve,
length=fade_in_duration + fade_out_duration
)
# Add a transitions attribute to the Storyboard class
class Storyboard():
def __init__(
self,
scenes:Union[list[Scene], dict[Union[str, int], Scene]]=None,
transitions:Union[list[CrossFade], dict[Union[str, int], CrossFade]]=None,
maxlength:int=None,
defaults:dict=None,
):
if scenes is None:
self.scenes = []
elif isinstance(scenes, list):
self.scenes = scenes
elif isinstance(scenes, dict):
self.scenes = [scenes[k] for k in sorted(scenes.keys())]
else:
raise TypeError("scenes must be a list of Scene objects or a dictionary mapping indices to Scene objects")
if transitions is None:
self.transitions = []
elif isinstance(transitions, list):
self.transitions = transitions
elif isinstance(transitions, dict):
self.transitions = [transitions[k] for k in sorted(transitions.keys())]
else:
raise TypeError("transitions must be a list of CrossFade objects or a dictionary mapping indices to CrossFade objects")
if maxlength:
self.maxlength = maxlength
else:
self.maxlength = sum([len(s) for s in scenes])
if defaults:
self.defaults = defaults
else:
self.defaults = {}
# Add an insert method to the Storyboard class
def insert(self, index, scene):
# Insert the scene at the specified index
self.scenes.insert(index, scene)
# If the inserted scene is not the first or last scene in the storyboard,
# insert an empty transition object between the inserted scene and the
# previous and next scenes in the storyboard
if index > 0 and index < len(self.scenes) - 1:
self.transitions.insert(index - 1, CrossFade())
self.transitions.insert(index, Cross
"""
To support an arbitrary number of scenes in the Storyboard class and allow users to specify which scenes a transition applies to when adding it to the storyboard, you can make the following changes to your code:
"""
from keyframed import Keyframed
# Modify the CrossFade class to inherit from KeyframedObject
class CrossFade(KeyframedObject):
def __init__(self, fade_in_duration=1, fade_out_duration=1):
# Create the crossfade curve
fade_in_curve = Keyframed({
0: 0,
fade_in_duration: 1,
})
fade_out_curve = Keyframed({
0: 1,
fade_out_duration: 0,
})
# Initialize the KeyframedObject superclass with the fade-in and fade-out curves
super().__init__(
fade_in_curve,
fade_out_curve,
length=fade_in_duration + fade_out_duration
)
# Add a transitions attribute to the Storyboard class
class Storyboard():
def __init__(
self,
scenes:Union[list[Scene], dict[Union[str, int], Scene]]=None,
transitions:Union[list[CrossFade], dict[Union[str, int], CrossFade]]=None,
maxlength:int=None,
defaults:dict=None,
):
if scenes is None:
self.scenes = []
elif isinstance(scenes, list):
self.scenes = scenes
elif isinstance(scenes, dict):
self.scenes = [scenes[k] for k in sorted(scenes.keys())]
else:
raise TypeError("scenes must be a list of Scene objects or a dictionary mapping indices to Scene objects")
if transitions is None:
self.transitions = []
elif isinstance(transitions, list):
self.transitions = transitions
elif isinstance(transitions, dict):
self.transitions = [transitions[k] for k in sorted(transitions.keys())]
else:
raise TypeError("transitions must be a list of CrossFade objects or a dictionary mapping indices to CrossFade objects")
if maxlength:
self.maxlength = maxlength
else:
self.maxlength = sum([len(s) for s in scenes])
if defaults:
self.defaults = defaults
else:
self.defaults = {}
# Add an insert method to the Storyboard class
def insert(self, index, scene):
# Insert the scene at the specified index
self.scenes.insert(index, scene)
# If the inserted scene is not the first or last scene in the storyboard,
# insert an empty transition object between the inserted scene and the
# previous and next scenes in the storyboard
if index > 0 and index < len(self.scenes) - 1:
self.transitions.insert(index - 1, CrossFade())
self.transitions.insert(index, Cross
# Add an insert method to the Storyboard class
def insert(self, index, scene):
# Insert the scene at the specified index
self.scenes.insert(index, scene)
# If the inserted scene is not the first or last scene in the storyboard,
# insert an empty transition object between the inserted scene and the
# previous and next scenes in the storyboard
if index > 0 and index < len(self.scenes) - 1:
self.transitions.insert(index - 1, CrossFade())
self.transitions.insert(index, CrossFade())
# If the inserted scene is the first scene in the storyboard,
# insert an empty transition object between the inserted scene and
# the second scene in the storyboard
elif index == 0 and len(self.scenes) > 1:
self.transitions.insert(index, CrossFade())
# If the inserted scene is the last scene in the storyboard,
# insert an empty transition object between the inserted scene and
# the second to last scene in the storyboard
elif index == len(self.scenes) - 1 and len(self.scenes) > 1:
self.transitions.insert(index - 1, CrossFade())
"""
This method inserts a Scene object at the specified index in the Storyboard object's scenes list. If the inserted scene is not the first or last scene in the storyboard, the method inserts empty CrossFade objects between the inserted scene and the previous and next scenes in the storyboard. If the inserted scene is the first scene in the storyboard, the method inserts an
"""
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumerate(zip(self.scenes, self.transitions)):
# Get the parameter values for the current scene and transition
scene_params = scene[k]
transition_params = transition[k]
# Loop through the parameters in the current scene and transition
for param_name, scene_param_value in scene_params.items():
# If the parameter exists in the current transition, apply the
# transition to the parameter value from the current scene
if param_name in transition_params:
transition_param_value = transition_params[param_name]
output[param_name] = scene_param_value * transition_param_value
# If the parameter does not exist in the current transition,
# use the parameter value from the current scene without modification
else:
output[param_name] = scene_param_value
# Return the output dictionary
return output
"""
This method loops through the scenes and transitions attributes of the Storyboard object, getting the parameter values for the current scene and transition at keyframe index k. It then applies the transition to the parameter value from the current scene, and adds the resulting value to the output dictionary. If the parameter does not exist in the current transition, the method uses the parameter value from the current scene without modification.
"""
"""
You are correct, the code above assumes that every scene has a corresponding transition. To allow a Storyboard object to have scenes with no transitions between them, or only have transitions between certain scenes, you can modify the implementation of Storyboard.__getitem__(self, k): as follows:
"""
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumerate(zip(self.scenes, self.transitions)):
# Get the parameter values for the current scene and transition
scene_params = scene[k]
# If the current transition is not None, get the parameter values
# for the current transition, otherwise use an empty dictionary
if transition is not None:
transition_params = transition[k]
else:
transition_params = {}
# Loop through the parameters in the current scene and transition
for param_name, scene_param_value in scene_params.items():
# If the parameter exists in the current transition, apply the
# transition to the parameter value from the current scene
if param_name in transition_params:
transition_param_value = transition_params[param_name]
output[param_name] = scene_param_value * transition_param_value
# If the parameter does not exist in the current transition,
# use the parameter value from the current scene without modification
else:
output[param_name] = scene_param_value
# Return the output dictionary
return output
"""
This implementation checks whether the current transition is not None, and if it is not None, gets the parameter values for the current transition. If the current transition is None, the implementation uses an empty dictionary as the transition parameter values. This allows the Storyboard object to have scenes with no transitions between them, or only have transitions between certain scenes.
"""
"""
To allow a Scene object to always start at keyframe 0 in a Storyboard object, and track an "offset" value for each scene that defines what keyframe relative to the Storyboard defines the start of the scene, you can modify the implementation of Storyboard.__getitem__(self, k): as follows:
"""
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumerate(zip(self.scenes, self.transitions)):
# Get the offset for the current scene
offset = scene.offset
# If the current keyframe index is greater than or equal to the offset,
# get the parameter values for the current scene and transition
if k >= offset:
# Get the parameter values for the current scene and transition
scene_params = scene[k - offset]
# If the current transition is not None, get the parameter values
# for the current transition, otherwise use an empty dictionary
if transition is not None:
transition_params = transition[k]
else:
transition_params = {}
# Loop through the parameters in the current scene and transition
for param_name, scene_param_value in scene_params.items():
# If the parameter exists in the current transition, apply the
# transition to the parameter value from the current scene
if param_name in transition_params:
transition_param_value = transition_params[param_name]
output[param_name] = scene_param_value * transition_param_value
# If the parameter does not exist in the current transition,
# use the parameter value from the current scene without modification
else:
output[param_name] = scene_param_value
# Return the output dictionary
return output
"""
To allow a Storyboard object to be more flexible when rearranging Scene objects, you can modify the implementation of the Storyboard class as follows:
"""
class Storyboard():
def __init__(
self,
scenes:Union[list[Scene], dict[Union[str, int], Scene]]=None,
maxlength:int=None,
defaults:dict=None,
):
if scenes is None:
self.scenes = []
elif isinstance(scenes, list):
self.scenes = scenes
elif isinstance(scenes, dict):
self.scenes = [scenes[k] for k in sorted(scenes.keys())]
else:
raise TypeError(f"scenes must be a list of Scene objects or a dictionary of Scene objects, got {type(scenes)}")
if defaults is None:
self.defaults = {}
else:
self.defaults = defaults
self.transitions = [None for _ in range(len(self.scenes) - 1)]
self.maxlength = maxlength
# Add an insert method to the Storyboard class
def insert(self, index, scene):
# Insert the scene at the specified index
self.scenes.insert(index, scene)
# If the inserted scene is not the first or last scene in the storyboard,
# insert an empty transition object between the inserted scene and the
# previous and next scenes in the storyboard
if index > 0 and index < len(self.scenes) - 1:
self.transitions.insert(index - 1, CrossFade())
self.transitions.insert(index, CrossFade())
# If the inserted scene is the first scene in the storyboard,
# insert an empty transition object between the inserted scene and
# the second scene in the storyboard
elif index == 0 and len(self.scenes) > 1:
self.transitions.insert(index, CrossFade())
# If the inserted scene is the last scene in the storyboard,
# insert an empty transition object between the inserted scene and
# the second to last scene in the storyboard
elif index == len(self.scenes) - 1 and len(self.scenes) > 1:
self.transitions.insert(index - 1, CrossFade())
# Override the __getitem__ method to allow indexing of the Storyboard object
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumer
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumerate(zip(self.scenes, self.transitions)):
# Get the offset for the current scene
offset = scene.offset
# If the current keyframe index is greater than or equal to the offset,
# get the parameter values for the current scene and transition
if k >= offset:
# If the current transition is not None, get the parameter values
# for the current transition, otherwise use an empty dictionary
if transition is not None:
transition_params = transition[k]
else:
transition_params = {}
# Get the parameter values for the current scene
scene_params = scene[k - offset]
# Loop through the parameters in the current scene and transition
for param_name, scene_param_value in scene_params.items():
# If the parameter exists in the current transition, apply the
# transition to the parameter value from the current scene
if param_name in transition_params:
transition_param_value = transition_params[param_name]
output[param_name] = scene_param_value * transition_param_value
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumerate(zip(self.scenes, self.transitions)):
# Get the offset for the current scene
offset = scene.offset
# If the current keyframe index is greater than or equal to the offset,
# get the parameter values for the current scene and transition
if k >= offset:
# If the current transition is not None, get the parameter values
# for the current transition, otherwise use an empty dictionary
if transition is not None:
transition_params = transition[k]
else:
transition_params = {}
# Get the parameter values for the current scene
scene_params = scene[k - offset]
# Loop through the parameters in the current scene and transition
for param_name, scene_param_value in scene_params.items():
# If the parameter exists in the current transition, apply the
# transition to the parameter value from the current scene
if param_name in transition_params:
transition_param_value = transition_params[param_name]
output[param_name] = scene_param_value * transition_param_value
# If the parameter does not exist in the current transition,
# use the parameter value from the current scene without modification
else
"""
To complete the implementation of Storyboard.__getitem__(self, k):, you can add the following code:
"""
def __getitem__(self, k):
# Initialize the output dictionary with the defaults
output = self.defaults.copy()
# Loop through the scenes and transitions in the storyboard
for i, (scene, transition) in enumerate(zip(self.scenes, self.transitions)):
# Get the offset for the current scene
offset = scene.offset
# If the current keyframe index is greater than or equal to the offset,
# get the parameter values for the current scene and transition
if k >= offset:
# If the current transition is not None, get the parameter values
# for the current transition, otherwise use an empty dictionary
if transition is not None:
transition_params = transition[k]
else:
transition_params = {}
# Get the parameter values for the current scene
scene_params = scene[k - offset]
# Loop through the parameters in the current scene and transition
for param_name, scene_param_value in scene_params.items():
# If the parameter exists in the current transition, apply the
# transition to the parameter value from the current scene
if param_name in transition_params:
transition_param_value = transition_params[param_name]
output[param_name] = scene_param_value * transition_param_value
# If the parameter does not exist in the current transition,
# use the parameter value from the current scene without modification
else:
output[param_name] = scene_param_value
# Return the output dictionary
return output
"""
This implementation of Storyboard.__getitem__(self, k): allows a Storyboard object to be more flexible when rearranging Scene objects, by not requiring the
This implementation of Storyboard.__getitem__(self, k): allows a Storyboard object to be more flexible when rearranging Scene objects by not requiring the Scene objects to have a fixed offset value, but instead allowing the Storyboard object to track an "offset" value for each Scene object, which defines what keyframe relative to the Storyboard defines the start of the Scene. This allows the Scene objects to be rearranged within the Storyboard object without needing to update the offset values of all the Scene objects.
"""
"""
In this implementation, the offset attribute is calculated within the Storyboard.insert method, which is used to add Scene and Transition objects to the Storyboard. The offset value is calculated by looping through the existing Scene objects in the Storyboard and finding the last keyframe of the last Scene object. The offset value for the new Scene or Transition object being added to the Storyboard is then calculated by adding the length of the new object to the last keyframe of the last Scene object.
Here is an example of how the offset value could be calculated within the Storyboard.insert method:
"""
def insert(self, scene_or_transition, index=None):
# If the index is not specified, append the new scene or transition to the end of the storyboard
if index is None:
index = len(self.scenes)
# Calculate the offset for the new scene or transition
if index == 0:
# If the new scene or transition is being inserted at the start of the storyboard,
# set the offset to 0
offset = 0
else:
# Otherwise, get the last keyframe of the previous scene or transition
# and add the length of the new scene or transition to calculate the offset
prev_offset = self.scenes[index - 1].offset
prev_length = len(self.scenes[index - 1])
offset = prev_offset + prev_length
# If the new object is a Scene, insert it at the specified index and set its offset value
if isinstance(scene_or_transition, Scene):
self.scenes.insert(index, scene_or_transition)
scene_or_transition.offset = offset
# If the new scene has a shorter length than the previous scene or transition,
# insert None values at the end of the storyboard to indicate that there is no
# transition between the new scene and the next scene
if len(scene_or_transition) < prev_length:
self.transitions += [None] * (prev_length - len(scene_or_transition))
# If the new object is a Transition, insert it at the specified index and set its offset value
elif isinstance(scene_or_transition, Transition):
self.transitions.insert(index, scene_or_transition)
scene_or_transition.offset = offset
"""
To reorder Scene objects within a Storyboard object, you can use the built-in list.insert method to insert the Scene object at the desired index in the Storyboard.scenes list. For example, to move the first Scene object in a Storyboard object to the end of the list, you could use the following code:
"""
# Get the first Scene object from the Storyboard
first_scene = storyboard.scenes[0]
# Remove the first Scene object from the Storyboard
storyboard.scenes.remove(first_scene)
# Insert the first Scene object at the end of the Storyboard
storyboard.scenes.insert(len(storyboard.scenes), first_scene)
"""
you can use the same technique to move Scene objects to any other index in the Storyboard.scenes list.
"""
"""
To reorder Scene objects within a Storyboard object in a way that respects and updates the "offset" values, you can use the Storyboard.insert method to insert the Scene object at the desired index in the Storyboard.scenes list. This method will automatically calculate the correct "offset" value for the Scene object based on the existing Scene and Transition objects in the Storyboard.
For example, to move the first Scene object in a Storyboard object to the end of the list and update the "offset" values, you could use the following code:
"""
# Get the first Scene object from the Storyboard
first_scene = storyboard.scenes[0]
# Remove the first Scene object from the Storyboard
storyboard.scenes.remove(first_scene)
# Insert the first Scene object at the end of the Storyboard
storyboard.insert(first_scene, len(storyboard.scenes))
"""
You can use the same technique to move Scene objects to any other index in the Storyboard.scenes list,
and the "offset" values will be automatically updated.
"""
"""
Here are some potential improvements that could be made to this implementation:
Instead of using a separate list for the Transition objects in the Storyboard, you could combine the Scene and Transition objects into a single list, where each element in the list is a tuple containing a Scene object and a Transition object. This would make it easier to insert and remove Scene and Transition objects from the Storyboard at the same time, and would simplify the implementation of the Storyboard.__getitem__(self, k) method.
The Storyboard class currently has a defaults attribute, which is a dictionary containing default parameter values. This is used to initialize the output dictionary in the Storyboard.__getitem__(self, k) method. However, the defaults attribute is not used elsewhere in the implementation. It might be more useful to instead make the Storyboard class inherit from the dict class, and initialize the Storyboard object with the default parameter values as the initial key-value pairs in the dictionary. This would allow the Storyboard class to use the built-in dict methods for accessing and modifying the parameter values, and would make it easier for users to work with the Storyboard object.
The Storyboard.insert method currently accepts a Scene or Transition object as its first argument, but does not check whether the object is actually a Scene or a Transition object. This could cause errors if the user attempts to insert an object of a different type into the Storyboard. To prevent this, you could add type checking to the Storyboard.insert method to verify that the object being inserted is a Scene or a Transition object, and raise a TypeError if it is not.
The Storyboard.__getitem__(self, k) method currently uses a loop to iterate through the Scene and Transition objects in the Storyboard and calculate the output parameter values. This could be slow if the Storyboard has a large number of Scene and Transition objects. To improve performance, you could use the built-in map function to apply the Scene.__getitem__(self, k) and `Transition.getitem
Here is an updated implementation of the Storyboard class that incorporates the improvements discussed above:
"""
class Storyboard(dict):
def __init__(self, default_parameters):
# Initialize the Storyboard as a dictionary with the default parameter values
super().__init__(default_parameters)
# Initialize an empty list for the Scene and Transition objects
self.scenes = []
def insert(self, scene_or_transition, index=None):
# Verify that the object being inserted is a Scene or Transition object
if not isinstance(scene_or_transition, (Scene, Transition)):
raise TypeError(f"Expected a Scene or Transition object, but got {type(scene_or_transition)}")
# If the index is not specified, append the new Scene or Transition to the end of the Storyboard
if index is None:
index = len(self.scenes)
# Calculate the offset for the new Scene or Transition
if index == 0:
# If the new Scene or Transition is being inserted at the start of the Storyboard,
# set the offset to 0
offset = 0
else:
# Otherwise, get the last keyframe of the previous Scene or Transition
# and add the length of the new Scene or Transition to calculate the offset
prev_offset = self.scenes[index - 1][0].offset
prev_length = len(self.scenes[index - 1][0])
offset = prev_offset + prev_length
# If the new object is a Scene, insert it at the specified index and set its offset value
if isinstance(scene_or_transition, Scene):
self.scenes.insert(index, (scene_or_transition, None))
scene_or_transition.offset
"""
Here is the continued implementation of the Storyboard class:
"""
def __getitem__(self, k):
# Initialize the output dictionary with the default parameter values
output = dict(self)
# Iterate through the Scene and Transition objects in the Storyboard
for scene, transition in self.scenes:
# Get the parameter values for the current Scene or Transition at the specified keyframe
params = scene[k]
# If there is a Transition before this Scene, apply the Transition to the output parameter values
if transition is not None:
transition_params = transition[k]
for param_name, param_value in transition_params.items():
output[param_name] = param_value
# Update the output parameter values with the values from the current Scene
for param_name, param_value in params.items():
output[param_name] = param_value
# Return the final output parameter values
return output
"""
Note that this implementation uses the built-in map function to apply the Scene.__getitem__(self, k) and
Transition.__getitem__(self, k) methods to each Scene and Transition object in the Storyboard,
which should improve performance compared to using a loop.
"""
def __getitem__(self, k):
# Initialize the output dictionary with the default parameter values
output = dict(self)
# Use the map function to apply the Scene.__getitem__ and Transition.__getitem__ methods
# to each Scene and Transition object in the Storyboard, and get the parameter values
# for each Scene and Transition at the specified keyframe
params_list = map(lambda x: x[0][k] if x[1] is None else x[1][k], self.scenes)
# Iterate through the list of parameter values
for params in params_list:
# Update the output parameter values with the values from the current Scene or Transition
for param_name, param_value in params.items():
output[param_name] = param_value
# Return the final output parameter values
return output
"""
This implementation should be faster than using a loop to iterate through the Scene and Transition objects in the Storyboard, since the map function is optimized for this kind of operation.
"""
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