view dialoguecontroller.py @ 115:26e65f27dbd7

"Open" will now not be shown in the context menu when the lockable is locked. "Lock" will not not be shown in the context menu when the lockable is open.
author KarstenBock@gmx.net
date Mon, 03 Oct 2011 14:12:17 +0200
parents d3a9caba067b
children
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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

class DialogueController(ControllerBase):
    """Controller that takes over when a dialogue is started"""
    def __init__(self, 
                 engine, 
                 view, 
                 model, 
                 application):
        """
        Constructor
        @param engine: Instance of the active fife engine
        @type engine: fife.Engine
        @param view: Instance of a GameSceneView
        @param type: parpg.GameSceneView
        @param model: The model that has the current gamestate
        @type model: parpg.GameModel
        @param application: The application that created this controller
        @type application: parpg.PARPGApplication
        @param settings: The current settings of the application
        @type settings: fife.extensions.fife_settings.Setting
        """
        super(DialogueController, self).__init__(engine,
                                                  view,
                                                  model,
                                                  application)
        self.dialogue = None
        self.view = view
        
    def startTalk(self, npc):
        if npc.dialogue is not None:
            self.model.active_map.centerCameraOnPlayer()            
            npc.fifeagent.behaviour.talk(
                self.model.game_state.\
                getObjectById("PlayerCharacter").fifeagent
            )
            self.dialogue = self.view.hud.showDialogue(npc)
            self.dialogue.initiateDialogue()
            self.model.pause(True)
            self.view.hud.enabled = False

            
    def pump(self, dt):
        ControllerBase.pump(self, dt)
        if self.dialogue and not self.dialogue.active:
            self.application.manager.pop_mode()
            self.model.pause(False)
            self.view.hud.enabled = True