Mercurial > parpg-core
view src/parpg/gui/dialoguegui.py @ 111:a33fdfeb4109
Fixed bug in "getItemActions" when the Entity has a change_map component.
author | KarstenBock@gmx.net |
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date | Fri, 23 Sep 2011 14:18:42 +0200 |
parents | 5feab6555bf9 |
children | 87073af1d2d2 |
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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 fife import fife from fife.extensions import pychan from fife.extensions.pychan import widgets from parpg import vfs from parpg.dialogueprocessor import DialogueProcessor logger = logging.getLogger('dialoguegui') class DialogueGUI(object): """Window that handles the dialogues.""" _logger = logging.getLogger('dialoguegui.DialogueGUI') def __init__(self, controller, npc, quest_engine, met_fnc, meet_fnc, has_fnc, player_character): self.active = False self.controller = controller xml_file = vfs.VFS.open('gui/dialogue.xml') self.dialogue_gui = pychan.loadXML(xml_file) self.npc = npc # TODO Technomage 2010-11-10: the QuestEngine should probably be # a singleton-like object, which would avoid all of this instance # handling. self.quest_engine = quest_engine self.player_character = player_character self.met_fnc = met_fnc self.meet_fnc = meet_fnc self.pc_has_fnc = lambda slot_or_type:\ has_fnc(player_character.container, slot_or_type) self.npc_has_fnc = lambda slot_or_type:\ has_fnc(npc.container, slot_or_type) def initiateDialogue(self): """Callback for starting a quest""" self.active = True stats_label = self.dialogue_gui.findChild(name='stats_label') stats_label.text = u'Name: John Doe\nAn unnamed one' events = { 'end_button': self.handleEnd } self.dialogue_gui.mapEvents(events) self.dialogue_gui.show() self.setNpcName(self.npc.description.view_name) self.setAvatarImage(self.npc.dialogue.dialogue.avatar_path) game_state = {'npc': self.npc, 'pc': self.player_character, 'quest': self.quest_engine, 'met': self.met_fnc, 'meet': self.meet_fnc, 'pc_has': self.pc_has_fnc, 'npc_has': self.npc_has_fnc, } try: self.dialogue_processor = DialogueProcessor(self.npc.dialogue.dialogue, game_state) self.dialogue_processor.initiateDialogue() except (TypeError) as error: self._logger.error(str(error)) else: self.continueDialogue() def setDialogueText(self, text): """Set the displayed dialogue text. @param text: text to display.""" text = unicode(text) speech = self.dialogue_gui.findChild(name='speech') # to append text to npc speech box, uncomment the following line #speech.text = speech.text + "\n-----\n" + unicode(say) speech.text = text self._logger.debug('set dialogue text to "{0}"'.format(text)) def continueDialogue(self): """Display the dialogue text and responses for the current L{DialogueSection}.""" dialogue_processor = self.dialogue_processor dialogue_text = dialogue_processor.getCurrentDialogueSection().text self.setDialogueText(dialogue_text) self.responses = dialogue_processor.continueDialogue() self.setResponses(self.responses) def handleEntered(self, *args): """Callback for when user hovers over response label.""" pass def handleExited(self, *args): """Callback for when user hovers out of response label.""" pass def handleClicked(self, *args): """Handle a response being clicked.""" response_n = int(args[0].name.replace('response', '')) response = self.responses[response_n] dialogue_processor = self.dialogue_processor dialogue_processor.reply(response) if (not dialogue_processor.in_dialogue): self.handleEnd() else: self.continueDialogue() def handleEnd(self): """Handle the end of the conversation being reached, either from the GUI or from within the conversation itself.""" self.dialogue_gui.hide() self.responses = [] self.npc.fifeagent.behaviour.state = 1 self.npc.fifeagent.behaviour.idle() self.active = False def setNpcName(self, name): """Set the NPC name to display on the dialogue GUI. @param name: name of the NPC to set @type name: basestring""" name = unicode(name) stats_label = self.dialogue_gui.findChild(name='stats_label') try: (first_name, desc) = name.split(" ", 1) stats_label.text = u'Name: ' + first_name + "\n" + desc except ValueError: stats_label.text = u'Name: ' + name self.dialogue_gui.title = name self._logger.debug('set NPC name to "{0}"'.format(name)) def setAvatarImage(self, image_path): """Set the NPC avatar image to display on the dialogue GUI @param image_path: filepath to the avatar image @type image_path: basestring""" avatar_image = self.dialogue_gui.findChild(name='npc_avatar') avatar_image.image = image_path def setResponses(self, dialogue_responses): """Creates the list of clickable response labels and sets their respective on-click callbacks. @param responses: list of L{DialogueResponses} from the L{DialogueProcessor} @type responses: list of L{DialogueResponses}""" choices_list = self.dialogue_gui.findChild(name='choices_list') choices_list.removeAllChildren() for index, response in enumerate(dialogue_responses): button = widgets.Label( name="response{0}".format(index), text=unicode(response.text), hexpand="1", min_size=(100,16), max_size=(490,48), position_technique='center:center' ) button.margins = (5, 5) button.background_color = fife.Color(0, 0, 0) button.color = fife.Color(0, 255, 0) button.border_size = 0 button.wrap_text = 1 button.capture(lambda button=button: self.handleEntered(button), event_name='mouseEntered') button.capture(lambda button=button: self.handleExited(button), event_name='mouseExited') button.capture(lambda button=button: self.handleClicked(button), event_name='mouseClicked') choices_list.addChild(button) self.dialogue_gui.adaptLayout(True) self._logger.debug( 'added {0} to response choice list'.format(response) )