Mercurial > parpg-core
comparison src/parpg/gui/inventorygui.py @ 177:32dc19350db3
Removed the _InventoryGUI class. That was the class for the Old Inventory screen.
author | KarstenBock@gmx.net |
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date | Sun, 09 Oct 2011 20:54:03 +0200 |
parents | 94857239b890 |
children | 487fba82abff |
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176:94857239b890 | 177:32dc19350db3 |
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386 self.updateImages() | 386 self.updateImages() |
387 self.gui.show() | 387 self.gui.show() |
388 | 388 |
389 def closeInventory(self): | 389 def closeInventory(self): |
390 self.gui.hide() | 390 self.gui.hide() |
391 | 391 |
392 | |
393 class _InventoryGUI(ContainerGUIBase): | |
394 """Inventory GUI class""" | |
395 def __init__(self, controller, inventory, callbacks): | |
396 """Initialise the instance. | |
397 @param controller: Current Controller | |
398 @type controller: Class derived from ControllerBase | |
399 @type inventory: Inventory | |
400 @param inventory: An inventory object to be displayed and manipulated | |
401 @type callbacks: dict | |
402 @param callbacks: a dict of callbacks | |
403 refreshReadyImages: | |
404 Function that will make the ready slots on the HUD | |
405 reflect those within the inventory | |
406 toggleInventoryButton: | |
407 Function that will toggle the state of the inventory button | |
408 @return: None""" | |
409 super(InventoryGUI, self).__init__(controller, "gui/inventory.xml") | |
410 self.engine = controller.engine | |
411 self.readyCallback = callbacks['refreshReadyImages'] | |
412 self.toggleInventoryButtonCallback = callbacks['toggleInventoryButton'] | |
413 self.original_cursor_id = self.engine.getCursor().getId() | |
414 | |
415 self.inventory_shown = False | |
416 events_to_map = {} | |
417 self.inventory_storage = inventory | |
418 | |
419 # Buttons of inventory arranged by slots | |
420 | |
421 self.slot_buttons = {'head': ('Head',), 'chest': ('Body',), | |
422 'left_arm': ('LeftHand',), | |
423 'right_arm': ('RightHand',), | |
424 'hips' : ('Belt',), 'left_leg': ('LeftFoot',), | |
425 'right_leg': ('RightFoot',), | |
426 'left_hand': ('LeftHeld',), | |
427 'right_hand': ('RightHeld',), | |
428 'backpack': ('A1', 'A2', 'A3', 'A4', 'A5', | |
429 'B1', 'B2', 'B3', 'B4', 'B5', | |
430 'C1', 'C2', 'C3', 'C4', 'C5', | |
431 'D1', 'D2', 'D3', 'D4', 'D5'), | |
432 'ready': ('Ready1', 'Ready2', 'Ready3', 'Ready4') | |
433 } | |
434 # the images that should be used for the buttons when they are "empty" | |
435 self.slot_empty_images = {'head':'gui/inv_images/inv_head.png', | |
436 'chest':'gui/inv_images/inv_torso.png', | |
437 'left_arm':'gui/inv_images/inv_lhand.png', | |
438 'right_arm':'gui/inv_images/inv_rhand.png', | |
439 'hips':'gui/inv_images/inv_belt.png', | |
440 'left_leg':'gui/inv_images/inv_lfoot.png', | |
441 'right_leg':'gui/inv_images/inv_rfoot.png', | |
442 'left_hand':'gui/inv_images/inv_litem.png', | |
443 'right_hand':'gui/inv_images/inv_ritem.png', | |
444 'backpack':'gui/inv_images/inv_backpack.png', | |
445 'ready':'gui/inv_images/inv_belt_pouches.png', | |
446 } | |
447 self.updateInventoryButtons() | |
448 | |
449 for slot in self.slot_buttons: | |
450 for _, button in enumerate(self.slot_buttons[slot]): | |
451 events_to_map[button] = cbwa(self.dragDrop, button) | |
452 events_to_map[button + "/mouseReleased"] = \ | |
453 self.showContextMenu | |
454 events_to_map['close_button'] = self.closeInventoryAndToggle | |
455 self.gui.mapEvents(events_to_map) | |
456 # TODO: Why the commented out code? | |
457 # self.resetMouseCursor() | |
458 | |
459 def updateImages(self): | |
460 self.updateInventoryButtons() | |
461 | |
462 def updateInventoryButtons (self): | |
463 for slot in self.slot_buttons: | |
464 for index, button in enumerate(self.slot_buttons[slot]): | |
465 widget = self.gui.findChild(name=button) | |
466 widget.slot = slot | |
467 widget.index = index | |
468 widget.item = self.inventory_storage.getItemsInSlot(widget.slot, | |
469 widget.index) | |
470 self.updateImage(widget) | |
471 | |
472 def updateImage(self, button): | |
473 if (button.item == None): | |
474 image = self.slot_empty_images[button.slot] | |
475 else: | |
476 image = button.item.getInventoryThumbnail() | |
477 button.up_image = image | |
478 button.down_image = image | |
479 button.hover_image = image | |
480 | |
481 def closeInventory(self): | |
482 """Close the inventory. | |
483 @return: None""" | |
484 self.gui.hide() | |
485 | |
486 def closeInventoryAndToggle(self): | |
487 """Close the inventory screen. | |
488 @return: None""" | |
489 self.closeInventory() | |
490 self.toggleInventoryButtonCallback() | |
491 self.inventory_shown = False | |
492 | |
493 def toggleInventory(self, toggleImage=True): | |
494 """Pause the game and enter the inventory screen, or close the | |
495 inventory screen and resume the game. | |
496 @type toggleImage: bool | |
497 @param toggleImage: | |
498 Call toggleInventoryCallback if True. Toggling via a | |
499 keypress requires that we toggle the Hud inventory image | |
500 explicitly. Clicking on the Hud inventory button toggles the | |
501 image implicitly, so we don't change it. | |
502 @return: None""" | |
503 if not self.inventory_shown: | |
504 self.showInventory() | |
505 self.inventory_shown = True | |
506 else: | |
507 self.closeInventory() | |
508 self.inventory_shown = False | |
509 | |
510 if toggleImage: | |
511 self.toggleInventoryButtonCallback() | |
512 | |
513 def showInventory(self): | |
514 """Show the inventory. | |
515 @return: None""" | |
516 self.updateInventoryButtons() | |
517 self.gui.show() | |
518 | |
519 def dragObject(self, obj): | |
520 """Drag the selected object. | |
521 @type obj: string | |
522 @param obj: The name of the object within | |
523 the dictionary 'self.buttons' | |
524 @return: None""" | |
525 # get the widget from the inventory with the name obj | |
526 drag_widget = self.gui.findChild(name = obj) | |
527 drag_item = drag_widget.item | |
528 # only drag if the widget is not empty | |
529 if (drag_item != None): | |
530 # get the item that the widget is 'storing' | |
531 data_drag.dragged_item = drag_widget.item | |
532 # get the up and down images of the widget | |
533 up_image = drag_widget.up_image | |
534 down_image = drag_widget.down_image | |
535 # set the mouse cursor to be the widget's image | |
536 self.controller.setMouseCursor(up_image.source,down_image.source) | |
537 data_drag.dragged_image = up_image.source | |
538 data_drag.dragging = True | |
539 data_drag.dragged_widget = drag_widget | |
540 data_drag.source_container = self.inventory_storage | |
541 | |
542 self.inventory_storage.takeItem(drag_widget.item) | |
543 # after dragging the 'item', set the widgets' images | |
544 # so that it has it's default 'empty' images | |
545 drag_widget.item = None | |
546 self.updateImage(drag_widget) | |
547 | |
548 | |
549 def dropObject(self, obj): | |
550 """Drops the object being dropped | |
551 @type obj: string | |
552 @param obj: The name of the object within | |
553 the dictionary 'self.buttons' | |
554 @return: None""" | |
555 drop_widget = self.gui.findChild(name = obj) | |
556 drop_slot, drop_index = drop_widget.slot, drop_widget.index | |
557 replace_item = None | |
558 try : | |
559 if data_drag.dragging: | |
560 inventory = self.inventory_storage | |
561 drag_item = data_drag.dragged_item | |
562 #this will get the replacement item and data for drag_drop if | |
563 ## there is an item All ready occupying the slot | |
564 if not inventory.isSlotEmpty(drop_slot, drop_index): | |
565 #get the item and then remove it from the inventory | |
566 replace_item = inventory.getItemsInSlot \ | |
567 (drop_slot, drop_index) | |
568 self.dragObject(obj) | |
569 self.inventory_storage.moveItemToSlot(drag_item, | |
570 drop_slot, | |
571 drop_index) | |
572 | |
573 if drop_widget.slot == 'ready': | |
574 self.readyCallback() | |
575 | |
576 if replace_item == None: | |
577 self.controller.resetMouseCursor() | |
578 data_drag.dragging = False | |
579 except Container.TooBig : | |
580 logger.warning("%s too big to fit " | |
581 "into %s" % (data_drag.dragged_item, | |
582 drop_widget.slot)) | |
583 except (Container.SlotBusy, Container.ItemSelf): | |
584 pass | |
585 self.updateInventoryButtons() | |
586 | |
587 def createMenuItems(self, item, actions): | |
588 """Creates context menu items for the InventoryGUI""" | |
589 menu_actions = super(InventoryGUI, self).createMenuItems(item, actions) | |
590 param_dict = {} | |
591 param_dict["controller"] = self.controller | |
592 param_dict["commands"] = {} | |
593 param_dict["item"] = item | |
594 param_dict["container_gui"] = self | |
595 menu_actions.append(["Drop", | |
596 "Drop", | |
597 self.executeMenuItem, | |
598 ACTIONS["DropFromInventory"](**param_dict)]) | |
599 return menu_actions | |
600 | |
601 def getImage(self, name): | |
602 """Return a current image from the inventory | |
603 @type name: string | |
604 @param name: name of image to get | |
605 @return: None""" | |
606 return self.gui.findChild(name = name) |