Mercurial > parpg-core
diff src/parpg/gui/inventorygui.py @ 0:1fd2201f5c36
Initial commit of parpg-core.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 14 May 2011 01:12:35 -0700 |
parents | |
children | d60f1dab8469 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/parpg/gui/inventorygui.py Sat May 14 01:12:35 2011 -0700 @@ -0,0 +1,365 @@ +#!/usr/bin/env python + +# This file is part of PARPG. + +# PARPG is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. + +# PARPG is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. + +# You should have received a copy of the GNU General Public License +# along with PARPG. If not, see <http://www.gnu.org/licenses/>. + +from fife.extensions.pychan.tools import callbackWithArguments as cbwa +from fife.extensions import pychan +from fife.extensions.pychan.attrs import UnicodeAttr + +from parpg.gui import drag_drop_data as data_drag +from parpg.objects.base import Container +from parpg.gui.containergui_base import ContainerGUIBase +from parpg.objects.action import ACTIONS + +import logging + +logger = logging.getLogger('action') + +class EquipmentSlot(pychan.VBox): + ATTRIBUTES = pychan.VBox.ATTRIBUTES + [UnicodeAttr('label_text')] + + def _setLabelText(self, text): + label = self.findChild() + label.text = unicode(text) + label.resizeToContent() + self.margins = ( + int((self.width - label.width) / 2.0), + int((self.height - label.height) / 2.0) + ) + + def _getLabelText(self): + label = self.findChild() + return label.text + + label_text = property(fget=_getLabelText, fset=_setLabelText) + + def __init__(self, label_text=u'equipment', min_size=(50, 50), + max_size=(50, 50), margins=None, + background_image="gui/inv_images/inv_background.png", + **kwargs): + pychan.VBox.__init__(self, min_size=min_size, max_size=max_size, + **kwargs) + self.background_image = background_image + label = pychan.Label(text=unicode(label_text)) + self.addChild(label) + self.label_text = label_text + self.adaptLayout() + if self.parent is not None: + self.beforeShow() + + +class InventoryGrid(pychan.VBox): + ATTRIBUTES = pychan.VBox.ATTRIBUTES + [pychan.attrs.PointAttr('grid_size')] + + def _setNColumns(self, n_columns): + n_rows = self.grid_size[1] + self.grid_size = (n_columns, n_rows) + + def _getNColumns(self): + n_columns = self.grid_size[0] + return n_columns + n_columns = property(fget=_getNColumns, fset=_setNColumns) + + def _setNRows(self, n_rows): + n_columns = self.grid_size[0] + self.grid_size = (n_columns, n_rows) + + def _getNRows(self): + n_rows = self.grid_size[1] + return n_rows + n_rows = property(fget=_getNRows, fset=_getNColumns) + + def _setGridSize(self, grid_size): + n_columns, n_rows = grid_size + self.removeAllChildren() + for row_n in range(n_rows): + row_size = (n_columns * 50, 50) + row = pychan.HBox(min_size=row_size, max_size=row_size, + padding=self.padding) + row.border_size = 1 + row.opaque = 0 + for column_n in range(n_columns): + slot = pychan.Icon(min_size=(50, 50), max_size=(50, 50)) + slot.border_size = 1 + row.addChild(slot) + self.addChild(row) + self.min_size = ((n_columns * 50) + 2, (n_rows * 50) + 2) + self.max_size = self.min_size + + def _getGridSize(self): + n_rows = len(self.children) + n_columns = len(self.children[0].children) + return (n_rows, n_columns) + grid_size = property(fget=_getGridSize, fset=_setGridSize) + + def __init__(self, grid_size=(2, 2), padding=0, **kwargs): + pychan.VBox.__init__(self, padding=padding, **kwargs) + self.opaque = 0 + self.grid_size = grid_size + self.border_size = 1 + + +class InventoryGUI(ContainerGUIBase): + def __init__(self, controller, inventory, callbacks): + super(InventoryGUI, self).__init__(controller, "gui/inventory.xml") + self.engine = controller.engine + self.inventory_shown = False + render_backend = self.engine.getRenderBackend() + screen_mode = render_backend.getCurrentScreenMode() + screen_width, screen_height = (screen_mode.getWidth(), + screen_mode.getHeight()) + widget_width, widget_height = self.gui.size + self.gui.position = ((screen_width - widget_width) / 2, + (screen_height - widget_height) / 2) + + def toggleInventory(self, toggleImage=True): + """Pause the game and enter the inventory screen, or close the + inventory screen and resume the game. + @type toggleImage: bool + @param toggleImage: + Call toggleInventoryCallback if True. Toggling via a + keypress requires that we toggle the Hud inventory image + explicitly. Clicking on the Hud inventory button toggles the + image implicitly, so we don't change it. + @return: None""" + if not self.inventory_shown: + self.showInventory() + self.inventory_shown = True + else: + self.closeInventory() + self.inventory_shown = False + + def showInventory(self): + self.gui.show() + + def closeInventory(self): + self.gui.hide() + + +class _InventoryGUI(ContainerGUIBase): + """Inventory GUI class""" + def __init__(self, controller, inventory, callbacks): + """Initialise the instance. + @param controller: Current Controller + @type controller: Class derived from ControllerBase + @type inventory: Inventory + @param inventory: An inventory object to be displayed and manipulated + @type callbacks: dict + @param callbacks: a dict of callbacks + refreshReadyImages: + Function that will make the ready slots on the HUD + reflect those within the inventory + toggleInventoryButton: + Function that will toggle the state of the inventory button + @return: None""" + super(InventoryGUI, self).__init__(controller, "gui/inventory.xml") + self.engine = controller.engine + self.readyCallback = callbacks['refreshReadyImages'] + self.toggleInventoryButtonCallback = callbacks['toggleInventoryButton'] + self.original_cursor_id = self.engine.getCursor().getId() + + self.inventory_shown = False + events_to_map = {} + self.inventory_storage = inventory + + # Buttons of inventory arranged by slots + + self.slot_buttons = {'head': ('Head',), 'chest': ('Body',), + 'left_arm': ('LeftHand',), + 'right_arm': ('RightHand',), + 'hips' : ('Belt',), 'left_leg': ('LeftFoot',), + 'right_leg': ('RightFoot',), + 'left_hand': ('LeftHeld',), + 'right_hand': ('RightHeld',), + 'backpack': ('A1', 'A2', 'A3', 'A4', 'A5', + 'B1', 'B2', 'B3', 'B4', 'B5', + 'C1', 'C2', 'C3', 'C4', 'C5', + 'D1', 'D2', 'D3', 'D4', 'D5'), + 'ready': ('Ready1', 'Ready2', 'Ready3', 'Ready4') + } + # the images that should be used for the buttons when they are "empty" + self.slot_empty_images = {'head':'gui/inv_images/inv_head.png', + 'chest':'gui/inv_images/inv_torso.png', + 'left_arm':'gui/inv_images/inv_lhand.png', + 'right_arm':'gui/inv_images/inv_rhand.png', + 'hips':'gui/inv_images/inv_belt.png', + 'left_leg':'gui/inv_images/inv_lfoot.png', + 'right_leg':'gui/inv_images/inv_rfoot.png', + 'left_hand':'gui/inv_images/inv_litem.png', + 'right_hand':'gui/inv_images/inv_ritem.png', + 'backpack':'gui/inv_images/inv_backpack.png', + 'ready':'gui/inv_images/inv_belt_pouches.png', + } + self.updateInventoryButtons() + + for slot in self.slot_buttons: + for _, button in enumerate(self.slot_buttons[slot]): + events_to_map[button] = cbwa(self.dragDrop, button) + events_to_map[button + "/mouseReleased"] = \ + self.showContextMenu + events_to_map['close_button'] = self.closeInventoryAndToggle + self.gui.mapEvents(events_to_map) + # TODO: Why the commented out code? + # self.resetMouseCursor() + + def updateImages(self): + self.updateInventoryButtons() + + def updateInventoryButtons (self): + for slot in self.slot_buttons: + for index, button in enumerate(self.slot_buttons[slot]): + widget = self.gui.findChild(name=button) + widget.slot = slot + widget.index = index + widget.item = self.inventory_storage.getItemsInSlot(widget.slot, + widget.index) + self.updateImage(widget) + + def updateImage(self, button): + if (button.item == None): + image = self.slot_empty_images[button.slot] + else: + image = button.item.getInventoryThumbnail() + button.up_image = image + button.down_image = image + button.hover_image = image + + def closeInventory(self): + """Close the inventory. + @return: None""" + self.gui.hide() + + def closeInventoryAndToggle(self): + """Close the inventory screen. + @return: None""" + self.closeInventory() + self.toggleInventoryButtonCallback() + self.inventory_shown = False + + def toggleInventory(self, toggleImage=True): + """Pause the game and enter the inventory screen, or close the + inventory screen and resume the game. + @type toggleImage: bool + @param toggleImage: + Call toggleInventoryCallback if True. Toggling via a + keypress requires that we toggle the Hud inventory image + explicitly. Clicking on the Hud inventory button toggles the + image implicitly, so we don't change it. + @return: None""" + if not self.inventory_shown: + self.showInventory() + self.inventory_shown = True + else: + self.closeInventory() + self.inventory_shown = False + + if toggleImage: + self.toggleInventoryButtonCallback() + + def showInventory(self): + """Show the inventory. + @return: None""" + self.updateInventoryButtons() + self.gui.show() + + def dragObject(self, obj): + """Drag the selected object. + @type obj: string + @param obj: The name of the object within + the dictionary 'self.buttons' + @return: None""" + # get the widget from the inventory with the name obj + drag_widget = self.gui.findChild(name = obj) + drag_item = drag_widget.item + # only drag if the widget is not empty + if (drag_item != None): + # get the item that the widget is 'storing' + data_drag.dragged_item = drag_widget.item + # get the up and down images of the widget + up_image = drag_widget.up_image + down_image = drag_widget.down_image + # set the mouse cursor to be the widget's image + self.controller.setMouseCursor(up_image.source,down_image.source) + data_drag.dragged_image = up_image.source + data_drag.dragging = True + data_drag.dragged_widget = drag_widget + data_drag.source_container = self.inventory_storage + + self.inventory_storage.takeItem(drag_widget.item) + # after dragging the 'item', set the widgets' images + # so that it has it's default 'empty' images + drag_widget.item = None + self.updateImage(drag_widget) + + + def dropObject(self, obj): + """Drops the object being dropped + @type obj: string + @param obj: The name of the object within + the dictionary 'self.buttons' + @return: None""" + drop_widget = self.gui.findChild(name = obj) + drop_slot, drop_index = drop_widget.slot, drop_widget.index + replace_item = None + try : + if data_drag.dragging: + inventory = self.inventory_storage + drag_item = data_drag.dragged_item + #this will get the replacement item and data for drag_drop if + ## there is an item All ready occupying the slot + if not inventory.isSlotEmpty(drop_slot, drop_index): + #get the item and then remove it from the inventory + replace_item = inventory.getItemsInSlot \ + (drop_slot, drop_index) + self.dragObject(obj) + self.inventory_storage.moveItemToSlot(drag_item, + drop_slot, + drop_index) + + if drop_widget.slot == 'ready': + self.readyCallback() + + if replace_item == None: + self.controller.resetMouseCursor() + data_drag.dragging = False + except Container.TooBig : + logger.warning("%s too big to fit " + "into %s" % (data_drag.dragged_item, + drop_widget.slot)) + except (Container.SlotBusy, Container.ItemSelf): + pass + self.updateInventoryButtons() + + def createMenuItems(self, item, actions): + """Creates context menu items for the InventoryGUI""" + menu_actions = super(InventoryGUI, self).createMenuItems(item, actions) + param_dict = {} + param_dict["controller"] = self.controller + param_dict["commands"] = {} + param_dict["item"] = item + param_dict["container_gui"] = self + menu_actions.append(["Drop", + "Drop", + self.executeMenuItem, + ACTIONS["DropFromInventory"](**param_dict)]) + return menu_actions + + def getImage(self, name): + """Return a current image from the inventory + @type name: string + @param name: name of image to get + @return: None""" + return self.gui.findChild(name = name)