Mercurial > parpg-core
view src/parpg/mainmenucontroller.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 | 8b3890f17f94 |
children |
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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/ from controllerbase import ControllerBase from charactercreationview import CharacterCreationView from charactercreationcontroller import CharacterCreationController from gamescenecontroller import GameSceneController from gamesceneview import GameSceneView #For debugging/code analysis if False: from parpg.mainmenuview import MainMenuView from fife import fife from gamemodel import GameModel from parpg import PARPGApplication class MainMenuController(ControllerBase): """Controller for handling the main menu state""" def __init__(self, engine, view, model, application): """Constructor""" super(MainMenuController, self).__init__(engine, view, model, application) #this can be helpful for IDEs code analysis if False: assert(isinstance(self.engine, fife.Engine)) assert(isinstance(self.view, MainMenuView)) assert(isinstance(self.model, GameModel)) assert(isinstance(self.application, PARPGApplication)) assert(isinstance(self.event_manager, fife.EventManager)) self.view.quit_callback = self.quitGame self.view.new_game_callback = self.newGame self.view.initalizeMainMenu(self.newGame, self.loadGame, self.quitGame) self.view.showMenu() self.resetMouseCursor() def newGame(self): """Start a new game and switch to the character creation controller.""" view = CharacterCreationView(self.engine, self.model, self.model.settings) controller = CharacterCreationController(self.engine, view, self.model, self.application) self.application.view = view self.application.manager.swap_modes(controller) # def newGame(self): # """Starts a new game""" # view = GameSceneView(self.engine, # self.model) # controller = GameSceneController(self.engine, # view, # self.model, # self.application) # self.application.view = view # self.application.manager.swap_modes(controller) # start_map = self.model.settings.get("PARPG", "Map") # self.model.changeMap(start_map) def loadGame(self, *args, **kwargs): """Loads the game state @return: None""" view = GameSceneView(self.engine, self.model) controller = GameSceneController(self.engine, view, self.model, self.application) self.application.view = view self.application.manager.swap_modes(controller) controller.loadGame(*args, **kwargs) def on_deactivate(self): """Called when the controller is removed from the list""" self.view.hideMenu() def quitGame(self): """Quits the game @return: None""" self.application.listener.quitGame()