annotate src/parpg/gui/inventorygui.py @ 153:2ba7c6d8f738

Added drag and drop functionality to the players inventory grid.
author KarstenBock@gmx.net
date Thu, 06 Oct 2011 16:04:48 +0200
parents 3fc7cfa80771
children 50c248656348
rev   line source
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1 # This file is part of PARPG.
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2
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3 # PARPG is free software: you can redistribute it and/or modify
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4 # it under the terms of the GNU General Public License as published by
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5 # the Free Software Foundation, either version 3 of the License, or
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6 # (at your option) any later version.
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7
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8 # PARPG is distributed in the hope that it will be useful,
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9 # but WITHOUT ANY WARRANTY; without even the implied warranty of
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10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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11 # GNU General Public License for more details.
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12
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13 # You should have received a copy of the GNU General Public License
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14 # along with PARPG. If not, see <http://www.gnu.org/licenses/>.
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15 import logging
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16 from types import StringTypes
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17
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18 from fife.extensions.pychan.tools import callbackWithArguments as cbwa
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19 from fife.extensions import pychan
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20 from fife.extensions.pychan.attrs import UnicodeAttr
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21
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22 from parpg.gui import drag_drop_data as data_drag
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23 from parpg.gui.containergui_base import ContainerGUIBase
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24 from parpg.objects.action import ACTIONS
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25 from parpg.components import equip, container
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26 from parpg.entities import General
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27
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28 logger = logging.getLogger('action')
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29
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30 class EquipmentSlot(pychan.VBox):
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31 def __init__(self, min_size=(50, 50),
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32 max_size=(50, 50), margins=None,
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33 **kwargs):
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34 pychan.VBox.__init__(self, min_size=min_size, max_size=max_size,
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35 **kwargs)
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36 self.background_image = 'gui/inv_images/inv_background.png'
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37 icon = pychan.Icon(name="Icon")
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38 self.addChild(icon)
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39 self.adaptLayout()
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40 if self.parent is not None:
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41 self.beforeShow()
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42
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43 @property
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44 def image(self):
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45 icon = self.findChildByName("Icon")
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46 return icon.image
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47
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48 @image.setter
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49 def image(self, image):
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50 icon = self.findChildByName("Icon")
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51 icon.image = image
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52
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53 class InventoryGrid(pychan.VBox):
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54 ATTRIBUTES = pychan.VBox.ATTRIBUTES + [pychan.attrs.PointAttr('grid_size')]
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55
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56 def _setNColumns(self, n_columns):
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57 n_rows = self.grid_size[1]
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58 self.grid_size = (n_columns, n_rows)
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59
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60 def _getNColumns(self):
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61 n_columns = self.grid_size[0]
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62 return n_columns
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63 n_columns = property(fget=_getNColumns, fset=_setNColumns)
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64
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65 def _setNRows(self, n_rows):
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66 n_columns = self.grid_size[0]
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67 self.grid_size = (n_columns, n_rows)
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68
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69 def _getNRows(self):
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70 n_rows = self.grid_size[1]
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71 return n_rows
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72 n_rows = property(fget=_getNRows, fset=_getNColumns)
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73
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74 def _setGridSize(self, grid_size):
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75 n_columns, n_rows = grid_size
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76 self.removeAllChildren()
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77 for row_n in xrange(n_rows):
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78 row_size = (n_columns * 50, 50)
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79 row = pychan.HBox(min_size=row_size, max_size=row_size,
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80 padding=self.padding)
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81 row.border_size = 1
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82 row.opaque = 0
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83 for column_n in xrange(n_columns):
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84 index = (row_n * n_columns + column_n)
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85 slot = pychan.Icon(min_size=(50, 50), max_size=(50, 50))
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86 slot.border_size = 1
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87 slot.name = "Slot_%d" % index
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88 slot.index = index
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89 row.addChild(slot)
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90 self.addChild(row)
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91 self.min_size = ((n_columns * 50) + 2, (n_rows * 50) + 2)
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92 self.max_size = self.min_size
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93
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94 def _getGridSize(self):
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95 n_rows = len(self.children)
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96 n_columns = len(self.children[0].children)
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97 return (n_rows, n_columns)
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98 grid_size = property(fget=_getGridSize, fset=_setGridSize)
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99
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100 def getSlot(self, row_or_index, col=None):
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101 if col:
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102 index = row * self.n_columns + col
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103 else:
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104 index = row_or_index
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105 return self.findChildByName("Slot_%d" % index)
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106
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107 def __init__(self, grid_size=(2, 2), padding=0, **kwargs):
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108 pychan.VBox.__init__(self, padding=padding, **kwargs)
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109 self.opaque = 0
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110 self.grid_size = grid_size
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111 self.border_size = 1
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112
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113
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114 class EquipmentGUI(ContainerGUIBase):
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115 def __init__(self, controller, gui, equip, callbacks):
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116 ContainerGUIBase.__init__(self, controller, gui)
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117 self.equip = equip
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118 self.equip_to_gui = {
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119 "head": "headSlot",
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120 "neck": "neckSlot",
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121 "body": "shirtSlot",
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122 "belt": "beltSlot",
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123 "leg": "pantsSlot",
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124 "feet": "bootsSlot",
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125 "l_arm": "leftHandSlot",
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126 "r_arm": "rightHandSlot",
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127 }
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128
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129 def updateImages(self):
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130 for eq_slot, gui_slot in self.equip_to_gui.iteritems():
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131 widget = self.gui.findChild(name=gui_slot)
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132 equipable = equip.get_equipable(self.equip, eq_slot)
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133 widget.item = equipable.entity if equipable else None
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134 self.updateImage(widget)
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135
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136 def updateImage(self, slot):
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137 assert(isinstance(slot, EquipmentSlot))
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138 if (slot.item):
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139 image = slot.item.containable.image
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140 else:
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141 image = None
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142 slot.image = image
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143
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144 class InventoryGUI(ContainerGUIBase):
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145 def __init__(self, controller, gui, container, callbacks):
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146 ContainerGUIBase.__init__(self, controller, gui)
153
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147 self.grid = self.gui.findChildByName("Grid")
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148 assert(isinstance(self.grid, InventoryGrid))
150
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149 self.container = container
153
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150 self.setSlotEvents()
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151
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152 def setSlotEvents(self):
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153 slot_count = self.grid.n_rows * self.grid.n_columns
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154 events_to_map = {}
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155 for counter in xrange(0, slot_count):
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156 widget = self.grid.getSlot(counter)
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157 slot_name = widget.name
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158 widget.index = counter
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159 events_to_map[slot_name + "/mousePressed"] = self.mousePressedOnSlot
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160 #events_to_map[slot_name + "/mouseReleased"] = \
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161 # self.showContextMenu
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162
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163 self.grid.mapEvents(events_to_map)
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164
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165 def updateImages(self):
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166 for index, child in enumerate(self.container.children):
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167 slot = self.grid.getSlot(index)
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168 if child:
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169 slot.item = child.entity
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170 else:
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171 slot.item = None
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172 self.updateImage(slot)
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173
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174 def updateImage(self, slot):
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175 assert(isinstance(slot, pychan.Icon))
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176 if (slot.item):
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177 image = slot.item.containable.image
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178 else:
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179 image = None
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180 slot.image = image
153
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181
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182 def mousePressedOnSlot(self, event, widget):
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183 if event.getButton() == event.LEFT:
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184 self.dragDrop(widget.name)
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185
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186 def dragObject(self, obj):
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187 """Drag the selected object.
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188 @type obj: string
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189 @param obj: The name of the object within
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190 the dictionary 'self.buttons'
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191 @return: None"""
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192 # get the widget from the gui with the name obj
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193 drag_widget = self.gui.findChild(name = obj)
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194 drag_item = drag_widget.item
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195 # only drag if the widget is not empty
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196 if (drag_item != None):
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197 if isinstance(drag_item, General):
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198 drag_item = drag_item.containable
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199 # get the image of the widget
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200 image = drag_widget.image
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201 self.setDragData(drag_item, image, image, self.container)
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202 container.take_item(self.container, drag_item.slot)
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203
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204 # after dragging the 'item', set the widgets' images
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205 # so that it has it's default 'empty' images
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206 drag_widget.item = None
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207 self.updateImage(drag_widget)
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208
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209 def dropObject(self, obj):
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210 """Drops the object being dropped
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211 @type obj: string
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212 @param obj: The name of the object within
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213 the dictionary 'self.buttons'
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214 @return: None"""
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215 try:
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216 drop_widget = self.gui.findChildByName(obj)
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217 drop_index = drop_widget.index
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218 replace_item = None
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219
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220 if data_drag.dragging:
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221 drag_item = data_drag.dragged_item
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222 #this will get the replacement item and the data for drag_drop if
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223 ## there is an item all ready occupying the slot
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224 replace_item = (
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225 container.put_item(self.container, drag_item, drop_index)
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226 )
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227
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228 #if there was no item the stop dragging and reset cursor
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229 if replace_item:
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230 image = drop_widget.image
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231 self.setDragData(replace_item, image, image, self.container)
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232 else:
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233 data_drag.dragging = False
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234 #reset the mouse cursor to the normal cursor
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235 self.controller.resetMouseCursor()
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236 drop_widget.item = drag_item.entity
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237 self.updateImage(drop_widget)
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238 except (container.BulkLimitError):
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239 #Do we want to notify the player why the item can't be dropped?
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240 pass
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241
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242 class CharacterGUI(object):
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243 def __init__(self, controller, gui, container, equip, callbacks):
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244 self.engine = controller.engine
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245 self.inventory_shown = False
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246 if isinstance(gui, pychan.Widget):
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247 self.gui = gui
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248 elif isinstance(gui, StringTypes):
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249 xml_file = vfs.VFS.open(gui)
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250 self.gui = pychan.loadXML(xml_file)
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251 else:
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252 self.gui = pychan.loadXML(gui)
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253
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254 render_backend = self.engine.getRenderBackend()
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255 screen_mode = render_backend.getCurrentScreenMode()
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256 screen_width, screen_height = (screen_mode.getWidth(),
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257 screen_mode.getHeight())
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258 widget_width, widget_height = self.gui.size
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259 self.gui.position = ((screen_width - widget_width) / 2,
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260 (screen_height - widget_height) / 2)
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261 self.equip_gui = EquipmentGUI(
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262 controller,
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263 self.gui.findChildByName("equipmentPage"),
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264 equip, callbacks
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265 )
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266 self.inv_gui = InventoryGUI(
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267 controller,
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268 self.gui.findChildByName("inventoryPage"),
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269 container, callbacks
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270 )
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271
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272 def toggleInventory(self, toggleImage=True):
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273 """Pause the game and enter the inventory screen, or close the
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274 inventory screen and resume the game.
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275 @type toggleImage: bool
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276 @param toggleImage:
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277 Call toggleInventoryCallback if True. Toggling via a
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278 keypress requires that we toggle the Hud inventory image
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279 explicitly. Clicking on the Hud inventory button toggles the
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280 image implicitly, so we don't change it.
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281 @return: None"""
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282 if not self.inventory_shown:
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283 self.showInventory()
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284 self.inventory_shown = True
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285 else:
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286 self.closeInventory()
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287 self.inventory_shown = False
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288
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289 def showInventory(self):
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290 self.equip_gui.updateImages()
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291 self.inv_gui.updateImages()
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292 self.gui.show()
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293
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294 def closeInventory(self):
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295 self.gui.hide()
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296
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297
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298 class _InventoryGUI(ContainerGUIBase):
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299 """Inventory GUI class"""
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300 def __init__(self, controller, inventory, callbacks):
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301 """Initialise the instance.
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302 @param controller: Current Controller
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303 @type controller: Class derived from ControllerBase
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304 @type inventory: Inventory
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305 @param inventory: An inventory object to be displayed and manipulated
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306 @type callbacks: dict
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307 @param callbacks: a dict of callbacks
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308 refreshReadyImages:
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309 Function that will make the ready slots on the HUD
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310 reflect those within the inventory
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311 toggleInventoryButton:
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312 Function that will toggle the state of the inventory button
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313 @return: None"""
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314 super(InventoryGUI, self).__init__(controller, "gui/inventory.xml")
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315 self.engine = controller.engine
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316 self.readyCallback = callbacks['refreshReadyImages']
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317 self.toggleInventoryButtonCallback = callbacks['toggleInventoryButton']
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318 self.original_cursor_id = self.engine.getCursor().getId()
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319
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320 self.inventory_shown = False
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321 events_to_map = {}
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322 self.inventory_storage = inventory
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323
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324 # Buttons of inventory arranged by slots
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325
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326 self.slot_buttons = {'head': ('Head',), 'chest': ('Body',),
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327 'left_arm': ('LeftHand',),
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328 'right_arm': ('RightHand',),
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329 'hips' : ('Belt',), 'left_leg': ('LeftFoot',),
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330 'right_leg': ('RightFoot',),
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331 'left_hand': ('LeftHeld',),
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332 'right_hand': ('RightHeld',),
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333 'backpack': ('A1', 'A2', 'A3', 'A4', 'A5',
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334 'B1', 'B2', 'B3', 'B4', 'B5',
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335 'C1', 'C2', 'C3', 'C4', 'C5',
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336 'D1', 'D2', 'D3', 'D4', 'D5'),
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337 'ready': ('Ready1', 'Ready2', 'Ready3', 'Ready4')
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338 }
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339 # the images that should be used for the buttons when they are "empty"
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340 self.slot_empty_images = {'head':'gui/inv_images/inv_head.png',
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341 'chest':'gui/inv_images/inv_torso.png',
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342 'left_arm':'gui/inv_images/inv_lhand.png',
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343 'right_arm':'gui/inv_images/inv_rhand.png',
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344 'hips':'gui/inv_images/inv_belt.png',
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345 'left_leg':'gui/inv_images/inv_lfoot.png',
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346 'right_leg':'gui/inv_images/inv_rfoot.png',
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347 'left_hand':'gui/inv_images/inv_litem.png',
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348 'right_hand':'gui/inv_images/inv_ritem.png',
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349 'backpack':'gui/inv_images/inv_backpack.png',
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350 'ready':'gui/inv_images/inv_belt_pouches.png',
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351 }
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352 self.updateInventoryButtons()
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353
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354 for slot in self.slot_buttons:
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355 for _, button in enumerate(self.slot_buttons[slot]):
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356 events_to_map[button] = cbwa(self.dragDrop, button)
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357 events_to_map[button + "/mouseReleased"] = \
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358 self.showContextMenu
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359 events_to_map['close_button'] = self.closeInventoryAndToggle
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360 self.gui.mapEvents(events_to_map)
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361 # TODO: Why the commented out code?
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362 # self.resetMouseCursor()
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363
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364 def updateImages(self):
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365 self.updateInventoryButtons()
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366
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367 def updateInventoryButtons (self):
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368 for slot in self.slot_buttons:
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369 for index, button in enumerate(self.slot_buttons[slot]):
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370 widget = self.gui.findChild(name=button)
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371 widget.slot = slot
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372 widget.index = index
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373 widget.item = self.inventory_storage.getItemsInSlot(widget.slot,
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374 widget.index)
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375 self.updateImage(widget)
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376
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377 def updateImage(self, button):
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378 if (button.item == None):
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379 image = self.slot_empty_images[button.slot]
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380 else:
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381 image = button.item.getInventoryThumbnail()
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382 button.up_image = image
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383 button.down_image = image
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384 button.hover_image = image
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385
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386 def closeInventory(self):
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387 """Close the inventory.
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388 @return: None"""
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389 self.gui.hide()
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390
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391 def closeInventoryAndToggle(self):
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392 """Close the inventory screen.
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393 @return: None"""
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394 self.closeInventory()
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395 self.toggleInventoryButtonCallback()
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396 self.inventory_shown = False
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397
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398 def toggleInventory(self, toggleImage=True):
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399 """Pause the game and enter the inventory screen, or close the
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400 inventory screen and resume the game.
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401 @type toggleImage: bool
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402 @param toggleImage:
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403 Call toggleInventoryCallback if True. Toggling via a
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404 keypress requires that we toggle the Hud inventory image
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405 explicitly. Clicking on the Hud inventory button toggles the
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406 image implicitly, so we don't change it.
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407 @return: None"""
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408 if not self.inventory_shown:
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409 self.showInventory()
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410 self.inventory_shown = True
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411 else:
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412 self.closeInventory()
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413 self.inventory_shown = False
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414
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415 if toggleImage:
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416 self.toggleInventoryButtonCallback()
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417
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418 def showInventory(self):
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419 """Show the inventory.
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420 @return: None"""
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421 self.updateInventoryButtons()
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422 self.gui.show()
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423
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424 def dragObject(self, obj):
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425 """Drag the selected object.
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426 @type obj: string
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427 @param obj: The name of the object within
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428 the dictionary 'self.buttons'
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429 @return: None"""
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430 # get the widget from the inventory with the name obj
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431 drag_widget = self.gui.findChild(name = obj)
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432 drag_item = drag_widget.item
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433 # only drag if the widget is not empty
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434 if (drag_item != None):
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435 # get the item that the widget is 'storing'
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436 data_drag.dragged_item = drag_widget.item
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437 # get the up and down images of the widget
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438 up_image = drag_widget.up_image
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439 down_image = drag_widget.down_image
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440 # set the mouse cursor to be the widget's image
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441 self.controller.setMouseCursor(up_image.source,down_image.source)
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442 data_drag.dragged_image = up_image.source
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443 data_drag.dragging = True
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444 data_drag.dragged_widget = drag_widget
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445 data_drag.source_container = self.inventory_storage
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446
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447 self.inventory_storage.takeItem(drag_widget.item)
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448 # after dragging the 'item', set the widgets' images
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449 # so that it has it's default 'empty' images
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450 drag_widget.item = None
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451 self.updateImage(drag_widget)
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452
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453
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454 def dropObject(self, obj):
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455 """Drops the object being dropped
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456 @type obj: string
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457 @param obj: The name of the object within
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458 the dictionary 'self.buttons'
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459 @return: None"""
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460 drop_widget = self.gui.findChild(name = obj)
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461 drop_slot, drop_index = drop_widget.slot, drop_widget.index
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462 replace_item = None
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463 try :
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464 if data_drag.dragging:
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465 inventory = self.inventory_storage
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466 drag_item = data_drag.dragged_item
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467 #this will get the replacement item and data for drag_drop if
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468 ## there is an item All ready occupying the slot
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469 if not inventory.isSlotEmpty(drop_slot, drop_index):
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470 #get the item and then remove it from the inventory
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471 replace_item = inventory.getItemsInSlot \
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472 (drop_slot, drop_index)
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473 self.dragObject(obj)
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474 self.inventory_storage.moveItemToSlot(drag_item,
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475 drop_slot,
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476 drop_index)
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477
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478 if drop_widget.slot == 'ready':
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479 self.readyCallback()
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480
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481 if replace_item == None:
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482 self.controller.resetMouseCursor()
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483 data_drag.dragging = False
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484 except Container.TooBig :
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485 logger.warning("%s too big to fit "
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486 "into %s" % (data_drag.dragged_item,
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487 drop_widget.slot))
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488 except (Container.SlotBusy, Container.ItemSelf):
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489 pass
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490 self.updateInventoryButtons()
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491
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492 def createMenuItems(self, item, actions):
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493 """Creates context menu items for the InventoryGUI"""
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494 menu_actions = super(InventoryGUI, self).createMenuItems(item, actions)
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495 param_dict = {}
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496 param_dict["controller"] = self.controller
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497 param_dict["commands"] = {}
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498 param_dict["item"] = item
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499 param_dict["container_gui"] = self
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500 menu_actions.append(["Drop",
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501 "Drop",
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502 self.executeMenuItem,
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503 ACTIONS["DropFromInventory"](**param_dict)])
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504 return menu_actions
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505
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506 def getImage(self, name):
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507 """Return a current image from the inventory
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508 @type name: string
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509 @param name: name of image to get
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510 @return: None"""
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511 return self.gui.findChild(name = name)