view src/parpg/gui/inventorygui.py @ 149:eab3e1e52497

Modified EquipmentSlot to display an image instead of a text. Added EquipmentGui class, which handles the equipment slots of the player screen. An EquipmentGui instance will be created in the InventoryGUI constructor. The initializeInventory method of the Hud class supplies the players inventory and equipment to the InventoryGUI constructor.
author KarstenBock@gmx.net
date Wed, 05 Oct 2011 11:04:39 +0200
parents a5ea5b8f63d4
children 3fc7cfa80771
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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.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.objects.base import Container
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 range(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 range(n_columns):
                slot = pychan.Icon(min_size=(50, 50), max_size=(50, 50))
                slot.border_size = 1
                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 __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, equip, callbacks):
        super(InventoryGUI, self).__init__(controller, gui)
        self.engine = controller.engine
        self.inventory_shown = False
        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
        )
    
    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.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)