view gui/containergui.py @ 119:2399a8c3da0c

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 100a39fa64a2
children ef24560eb920
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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/>.
from fife.extensions.pychan.tools import callbackWithArguments as cbwa

from parpg.gui.containergui_base import ContainerGUIBase
from parpg.gui import drag_drop_data as data_drag
from parpg.components import container

class ContainerGUI(ContainerGUIBase):
    def __init__(self, controller, title, container):
        """A class to create a window showing the contents of a container.
           @param controller: The current Controller
           @type controller: Class derived from ControllerBase
           @param title: The title of the window
           @type title: string
           @param container: A container to represent
           @type container: parpg.components.Container
           @return: None"""
        super(ContainerGUI, self).__init__(controller, "gui/container_base.xml")
        self.gui.findChild(name="topWindow").title = title
        
        self.empty_images = dict()
        self.container = container
        self.events_to_map = {}        
        self.buttons = ("Slot1", "Slot2", "Slot3",
                        "Slot4", "Slot5", "Slot6",
                        "Slot7", "Slot8", "Slot9")         
    
    def updateImages(self):
        for index, button in enumerate(self.buttons):
            widget = self.gui.findChild(name=button)            
            widget.item = container.get_item(self.container, index)
            self.updateImage(widget) 
               
    def updateImage(self, button):
        if (button.item == None):
            image = self.empty_images[button.name]
        else:
            image = button.item.image
        button.up_image = image
        button.down_image = image
        button.hover_image = image

    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 gui 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.container
            container.take_item(self.container, drag_widget.item.slot)
            
            # 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"""
        try:
            drop_widget = self.gui.findChild(name = obj)
            drop_index = drop_widget.index
            replace_item = None
    
            if data_drag.dragging:
                drag_item = data_drag.dragged_item
                #this will get the replacement item and the data for drag_drop if
                ## there is an item all ready occupying the slot
                replace_item = (
                    container.put_item(self.container, drag_item, drop_index)
                )
                
            drop_widget.item = drag_item
            self.updateImage(drop_widget)
            #if there was no item the stop dragging and reset cursor
            if replace_item == None:
                data_drag.dragging = False
                #reset the mouse cursor to the normal cursor
                self.controller.resetMouseCursor()
        except (container.BulkLimitError):
            #Do we want to notify the player why the item can't be dropped?
            pass
        
    def showContainer(self):
        """Show the container
           @return: None"""
        # Prepare slots 1 through 9
        empty_image = "gui/inv_images/inv_backpack.png"
        slot_count = 9
        for counter in range(1, slot_count+1):
            slot_name = "Slot%i" % counter
            index = counter - 1
            self.empty_images[slot_name] = empty_image
            widget = self.gui.findChild(name=slot_name)
            widget.item = container.get_item(self.container, index)
            widget.index = index
            self.updateImage(widget)
            self.events_to_map[slot_name] = cbwa(self.dragDrop, slot_name)
            self.events_to_map[slot_name + "/mouseReleased"] = \
                                            self.showContextMenu

        self.gui.mapEvents(self.events_to_map)
        self.gui.show()
        
    def hideContainer(self):
        """Hide the container
           @return: None"""
        if self.gui.isVisible():
            self.gui.hide()