Mercurial > parpg-core
view src/parpg/gui/inventorygui.py @ 150:3fc7cfa80771
Modified InventoryGrid to set a name for each slot containing the index.
Added getSlot method to InventoryGrid.
Renamed InventoryGUI class to CharacterGUI.
Added InventoryGUI class which handles the inventory part of the CharacterGUI.
An InventoryGUI instance is now created in CharacterGUI.
author | KarstenBock@gmx.net |
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date | Wed, 05 Oct 2011 12:59:22 +0200 |
parents | eab3e1e52497 |
children | 2ba7c6d8f738 |
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# 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/>. import logging from types import StringTypes 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.gui.containergui_base import ContainerGUIBase from parpg.objects.action import ACTIONS from parpg.components import equip logger = logging.getLogger('action') class EquipmentSlot(pychan.VBox): def __init__(self, min_size=(50, 50), max_size=(50, 50), margins=None, **kwargs): pychan.VBox.__init__(self, min_size=min_size, max_size=max_size, **kwargs) self.background_image = 'gui/inv_images/inv_background.png' icon = pychan.Icon(name="Icon") self.addChild(icon) self.adaptLayout() if self.parent is not None: self.beforeShow() @property def image(self): icon = self.findChildByName("Icon") return icon.image @image.setter def image(self, image): icon = self.findChildByName("Icon") icon.image = image 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 xrange(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 xrange(n_columns): slot = pychan.Icon(min_size=(50, 50), max_size=(50, 50)) slot.border_size = 1 slot.name = "Slot_%d" % (row_n * n_columns + column_n) 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 getSlot(self, row_or_index, col=None): if col: index = row * self.n_columns + col else: index = row_or_index return self.findChildByName("Slot_%d" % index) 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 EquipmentGUI(ContainerGUIBase): def __init__(self, controller, gui, equip, callbacks): ContainerGUIBase.__init__(self, controller, gui) self.equip = equip self.equip_to_gui = { "head": "headSlot", "neck": "neckSlot", "body": "shirtSlot", "belt": "beltSlot", "leg": "pantsSlot", "feet": "bootsSlot", "l_arm": "leftHandSlot", "r_arm": "rightHandSlot", } def updateImages(self): for eq_slot, gui_slot in self.equip_to_gui.iteritems(): widget = self.gui.findChild(name=gui_slot) equipable = equip.get_equipable(self.equip, eq_slot) widget.item = equipable.entity if equipable else None self.updateImage(widget) def updateImage(self, slot): assert(isinstance(slot, EquipmentSlot)) if (slot.item): image = slot.item.containable.image else: image = None slot.image = image class InventoryGUI(ContainerGUIBase): def __init__(self, controller, gui, container, callbacks): ContainerGUIBase.__init__(self, controller, gui) self.container = container def updateImages(self): grid = self.gui.findChildByName("Grid") assert(isinstance(grid, InventoryGrid)) for index, child in enumerate(self.container.children): slot = grid.getSlot(index) if child: slot.item = child.entity else: slot.item = None self.updateImage(slot) def updateImage(self, slot): assert(isinstance(slot, pychan.Icon)) if (slot.item): image = slot.item.containable.image else: image = None slot.image = image class CharacterGUI(object): def __init__(self, controller, gui, container, equip, callbacks): self.engine = controller.engine self.inventory_shown = False if isinstance(gui, pychan.Widget): self.gui = gui elif isinstance(gui, StringTypes): xml_file = vfs.VFS.open(gui) self.gui = pychan.loadXML(xml_file) else: self.gui = pychan.loadXML(gui) 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) self.equip_gui = EquipmentGUI( controller, self.gui.findChildByName("equipmentPage"), equip, callbacks ) self.inv_gui = InventoryGUI( controller, self.gui.findChildByName("inventoryPage"), container, callbacks ) 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.equip_gui.updateImages() self.inv_gui.updateImages() 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)