Mercurial > parpg-core
view src/parpg/mainmenucontroller.py @ 6:dd4ed4945411
Ported binary launcher to Windows.
* Reorganized the parpg executable source so that it now compiles with the MSVC compiler (tested with MSVC Express 2010).
* Cleaned up the launcher source by adding a bunch of const statements and removing the superfluous NULL_TERMINATE macro.
* Fixed a few memory leaks in the launcher source by freeing malloced/calloced pointers;
* Added a new SubstfileEscape builder to the SConstruct script used to escape certain sequences when substituting a template file. This is used to escape backslashes ("\") in c strings in the bin/parpg.c.in template for Windows paths.
* Fixed the PY_LIB_DIR_DEFAULT for Windows so that it now correctly points to the default Python installation path.
* Modified the SConstruct script to support compiling the launcher executable with debugging symbols in Windows with the DEBUG flag.
author | M. George Hansen |
---|---|
date | Sun, 22 May 2011 00:53:59 -0700 |
parents | 1fd2201f5c36 |
children | 94cb5843dcbb |
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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.switchController(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.switchController(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.switchController(controller) controller.loadGame(*args, **kwargs) def onStop(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()