Mercurial > parpg-core
view src/parpg/application.py @ 12:d60f1dab8469
Fixed resource path dependencies issue that caused PARPG to crash on start.
* PARPG should now run without issue (system installation not tested).
* Utilized FIFE's VFS module to remove path dependencies from most PARPG modules.
* The new parpg.vfs module is a singleton with a single global variable, VFS, which is a reference to the global VFS instance. Although a singleton is not ideal it should be replaced once PARPG's core code is refactored.
* The parpg.vfs singleton is initialized in the parpg.applicaiton.PARPGApplication class with the absolute path to the data directory via the parpg.settings module and corresponding configuration file.
* A new DataPath entry was added to the default system configuration file template under the [parpg] section to support the new parpg.vfs module.
* Updated the parpg-assets subrepo to revision 3 to fix some dialog file format issues (for details see commit message for parpg-assets).
* Fixed a few bugs in the parpg.dialogueparsers.YAMLDialogueParser class related to exception handling.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Mon, 06 Jun 2011 15:56:14 -1000 |
parents | 1fd2201f5c36 |
children | 94cb5843dcbb |
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# This program 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. # This program 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 this program. If not, see <http://www.gnu.org/licenses/>. """This module contains the main Application class and the basic Listener for PARPG """ import os import sys from fife import fife from fife.extensions import pychan from fife.extensions.serializers.xmlanimation import XMLAnimationLoader from fife.extensions.basicapplication import ApplicationBase from parpg import console, vfs from parpg.font import PARPGFont from parpg.gamemodel import GameModel from parpg.mainmenuview import MainMenuView from parpg.mainmenucontroller import MainMenuController from parpg.common.listeners.event_listener import EventListener from parpg.common.listeners.key_listener import KeyListener from parpg.common.listeners.mouse_listener import MouseListener from parpg.common.listeners.command_listener import CommandListener from parpg.common.listeners.console_executor import ConsoleExecuter from parpg.common.listeners.widget_listener import WidgetListener class KeyFilter(fife.IKeyFilter): """ This is the implementation of the fife.IKeyFilter class. Prevents any filtered keys from being consumed by guichan. """ def __init__(self, keys): fife.IKeyFilter.__init__(self) self._keys = keys def isFiltered(self, event): """Checks if an key is filtered""" return event.getKey().getValue() in self._keys class ApplicationListener(KeyListener, MouseListener, ConsoleExecuter, CommandListener, WidgetListener): """Basic listener for PARPG""" def __init__(self, event_listener, engine, view, model): """Initialize the instance. @type engine: fife.engine @param engine: ??? @type view: viewbase.ViewBase @param view: View that draws the current state @type model: GameModel @param model: The game model""" KeyListener.__init__(self, event_listener) MouseListener.__init__(self, event_listener) ConsoleExecuter.__init__(self, event_listener) CommandListener.__init__(self, event_listener) WidgetListener.__init__(self, event_listener) self.engine = engine self.view = view self.model = model keyfilter = KeyFilter([fife.Key.ESCAPE]) keyfilter.__disown__() engine.getEventManager().setKeyFilter(keyfilter) self.quit = False self.about_window = None self.console = console.Console(self) def quitGame(self): """Forces a quit game on next cycle. @return: None""" self.quit = True def onConsoleCommand(self, command): """ Called on every console comand, delegates calls to the a console object, implementing the callbacks @type command: string @param command: the command to run @return: result """ return self.console.handleConsoleCommand(command) def onCommand(self, command): """Enables the game to be closed via the 'X' button on the window frame @type command: fife.Command @param command: The command to read. @return: None""" if(command.getCommandType() == fife.CMD_QUIT_GAME): self.quit = True command.consume() class PARPGApplication(ApplicationBase): """Main Application class We use an MVC model model self.gamesceneview is our view,self.model is our model self.controller is the controller""" def __init__(self, setting): """Initialise the instance. @return: None""" self._setting = setting self.engine = fife.Engine() self.loadSettings() self.engine.init() # KLUDGE M. George Hansen 2011-06-04: See parpg/vfs.py. vfs.VFS = self.engine.getVFS() vfs.VFS.addNewSource(setting.parpg.DataPath) self._animationloader = XMLAnimationLoader(self.engine.getImagePool(), self.engine.getVFS()) self.engine.getAnimationPool().addResourceLoader(self._animationloader) pychan.init(self.engine, debug = True) pychan.setupModalExecution(self.mainLoop,self.breakFromMainLoop) self.quitRequested = False self.breakRequested = False self.returnValues = [] #self.engine.getModel(self) self.model = GameModel(self.engine, setting) self.model.readMapFiles() self.model.readObjectDB() self.model.getAgentImportFiles() self.model.readAllAgents() self.model.getDialogues() # KLUDGE M. George Hansen 2011-06-04: Hack to allow loaded PyChan XML # scripts to locate their resources. os.chdir(setting.parpg.DataPath) self.view = MainMenuView(self.engine, self.model) self.loadFonts() self.event_listener = EventListener(self.engine) self.controllers = [] controller = MainMenuController(self.engine, self.view, self.model, self) #controller.initHud() self.controllers.append(controller) self.listener = ApplicationListener(self.event_listener, self.engine, self.view, self.model) #start_map = self._setting.fife.get("PARPG", "Map") #self.model.changeMap(start_map) def loadFonts(self): # add the fonts path to the system path to import font definitons sys.path.insert(0, os.path.join(self._setting.parpg.DataPath, 'fonts')) from oldtypewriter import fontdefs for fontdef in fontdefs: pychan.internal.get_manager().addFont(PARPGFont(fontdef, self._setting)) def loadSettings(self): """ Load the settings from a python file and load them into the engine. Called in the ApplicationBase constructor. """ engineSetting = self.engine.getSettings() engineSetting.setDefaultFontGlyphs(self._setting.fife.FontGlyphs) engineSetting.setDefaultFontPath( '{0}/fonts/{1}'.format(self._setting.parpg.DataPath, self._setting.fife.Font) ) engineSetting.setDefaultFontSize(self._setting.fife.DefaultFontSize) engineSetting.setBitsPerPixel(self._setting.fife.BitsPerPixel) engineSetting.setInitialVolume(self._setting.fife.InitialVolume) engineSetting.setSDLRemoveFakeAlpha(self._setting.fife.SDLRemoveFakeAlpha) engineSetting.setScreenWidth(self._setting.fife.ScreenWidth) engineSetting.setScreenHeight(self._setting.fife.ScreenHeight) engineSetting.setRenderBackend(self._setting.fife.RenderBackend) engineSetting.setFullScreen(self._setting.fife.FullScreen) engineSetting.setVideoDriver(self._setting.fife.VideoDriver) engineSetting.setLightingModel(self._setting.fife.Lighting) engineSetting.setColorKeyEnabled(self._setting.fife.ColorKeyEnabled) engineSetting.setColorKey(*[int(digit) for digit in self._setting.fife.ColorKey]) engineSetting.setWindowTitle(self._setting.fife.WindowTitle) engineSetting.setWindowIcon( '/'.join(['gui/icons', self._setting.fife.WindowIcon]) ) def createListener(self): """ __init__ takes care of creating an event listener, so basicapplication's createListener is harmful. Without overriding it, the program quit's on esc press, rather than invoking the main menu """ pass def pushController(self, controller): """Adds a controller to the list to be the current active one.""" self.controllers[-1].pause(True) self.controllers.append(controller) def popController(self): """Removes and returns the current active controller, unless its the last one""" ret_controller = None if self.controllers.count > 1: ret_controller = self.controllers.pop() self.controllers[-1].pause(False) ret_controller.onStop() return ret_controller def switchController(self, controller): """Clears the controller list and adds a controller to be the current active one""" for old_controller in self.controllers: old_controller.onStop() self.controllers = [] self.controllers.append(controller) def _pump(self): """Main game loop. There are in fact 2 main loops, this one and the one in GameSceneView. @return: None""" if self.listener.quit: self.breakRequested = True #pylint: disable-msg=C0103 else: for controller in self.controllers: controller.pump()