Mercurial > parpg-source
changeset 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 |
files | gui/inventorygui.py |
diffstat | 1 files changed, 1 insertions(+), 216 deletions(-) [+] |
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--- 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