diff gui/inventorygui.py @ 147:bb29d81d7ce6

Removed the _InventoryGUI class. That was the class for the Old Inventory screen.
author KarstenBock@gmx.net
date Sun, 09 Oct 2011 20:54:03 +0200
parents abfeac863dd6
children 2241722311bf
line wrap: on
line diff
--- a/gui/inventorygui.py	Sun Oct 09 20:50:31 2011 +0200
+++ b/gui/inventorygui.py	Sun Oct 09 20:54:03 2011 +0200
@@ -388,219 +388,4 @@
     
     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)
+        
\ No newline at end of file