Mercurial > parpg-source
view gui/inventorygui.py @ 53:7b9f6e3513d4
Added code that checks if the object is the player so certain actions (talk, attack) will not appear in the menu.
author | KarstenBock@gmx.net |
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date | Thu, 08 Sep 2011 18:36:40 +0200 |
parents | 06145a6ee387 |
children | c40d04cf6ed1 |
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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 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 import logging logger = logging.getLogger('action') class EquipmentSlot(pychan.VBox): ATTRIBUTES = pychan.VBox.ATTRIBUTES + [UnicodeAttr('label_text')] def _setLabelText(self, text): label = self.findChild() label.text = unicode(text) label.resizeToContent() self.margins = ( int((self.width - label.width) / 2.0), int((self.height - label.height) / 2.0) ) def _getLabelText(self): label = self.findChild() return label.text label_text = property(fget=_getLabelText, fset=_setLabelText) def __init__(self, label_text=u'equipment', 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' label = pychan.Label(text=unicode(label_text)) self.addChild(label) self.label_text = label_text self.adaptLayout() if self.parent is not None: self.beforeShow() 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 InventoryGUI(ContainerGUIBase): def __init__(self, controller, inventory, callbacks): super(InventoryGUI, self).__init__(controller, inventory) 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) 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.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)