diff orpg/gametree/gametree.py @ 183:0d9b746b5751 beta

Traipse Beta 'OpenRPG' {100115-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to offer more advanced features and enhance the productivity of the user. Update Summary (Beta) New Features: Added Bookmarks Added 'boot' command to remote admin Added confirmation window for sent nodes Minor changes to allow for portability to an OpenSUSE linux OS Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Zoom Mouse plugin added Images added to Plugin UI Switching to Element Tree Map efficiency, from FlexiRPG Added Status Bar to Update Manager New TrueDebug Class in orpg_log (See documentation for usage) Portable Mercurial Tip of the Day added, from Core and community New Reference Syntax added for custom PC sheets New Child Reference for gametree New Parent Reference for gametree New Gametree Recursion method, mapping, context sensitivity, and effeciency.. New Features node with bonus nodes and Node Referencing help added Dieroller structure from Core New DieRoller portability for odd Dice Added 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller added Added new vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for Mythos roller also New Warhammer FRPG Die Roller (Special thanks to Puu-san for the support) New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference (Beta!) Fixes: Fix to Text based Server Fix to Remote Admin Commands Fix to Pretty Print, from Core Fix to Splitter Nodes not being created Fix to massive amounts of images loading, from Core Fix to Map from gametree not showing to all clients Fix to gametree about menus Fix to Password Manager check on startup Fix to PC Sheets from tool nodes. They now use the tabber_panel Fix to Whiteboard ID to prevent random line or text deleting. Fixes to Server, Remote Server, and Server GUI Fix to Update Manager; cleaner clode for saved repositories Fixes made to Settings Panel and now reactive settings when Ok is pressed Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of a Splice Fix to Use panel of Forms and Tabbers. Now longer enters design mode Fix made Image Fetching. New fetching image and new failed image Modified ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml
author sirebral
date Fri, 15 Jan 2010 23:01:42 -0600
parents 3b6888bb53b5
children dcae32e219f1
line wrap: on
line diff
--- a/orpg/gametree/gametree.py	Thu Dec 10 23:16:08 2009 -0600
+++ b/orpg/gametree/gametree.py	Fri Jan 15 23:01:42 2010 -0600
@@ -25,6 +25,15 @@
 #
 # Description: The file contains code fore the game tree shell
 #
+# Traipse EZ_Tree Reference System (TaS - Prof.Ebral):
+#
+# The new EZ_Tree Reference System being implemented takes full advantage of 
+# Python's OOP Language. The entire tree code is being reused, but a new ID is 
+# being created which 'shuts off' some of the features of the tree and adds new ones.
+# This new feature will allow users to quickly add a Reference button to new node
+# handlers. The button will show a faximile of the tree and users can then create a
+# node reference with ease!
+#
 
 from __future__ import with_statement
 
@@ -78,29 +87,32 @@
 TOP_SAVE_TREE_AS = wx.NewId()
 TOP_TREE_PROP = wx.NewId()
 TOP_FEATURES = wx.NewId()
+EZ_REF = wx.NewId()
 
 class game_tree(wx.TreeCtrl):
     
     def __init__(self, parent, id):
-        wx.TreeCtrl.__init__(self,parent,id,  wx.DefaultPosition, 
+        wx.TreeCtrl.__init__(self,parent,id, wx.DefaultPosition, 
                 wx.DefaultSize,style=wx.TR_EDIT_LABELS | wx.TR_HAS_BUTTONS)
         self.chat = component.get('chat')
         self.session = component.get('session')
         self.mainframe = component.get('frame')
+        self.ez_ref = True if id == EZ_REF else False
         self.build_img_list()
-        self.build_std_menu()
+        if not self.ez_ref: self.build_std_menu()
         self.nodehandlers = {}
         self.nodes = {}
         self.init_nodehandlers()
-        self.Bind(wx.EVT_LEFT_DCLICK, self.on_ldclick)
-        self.Bind(wx.EVT_RIGHT_DOWN, self.on_rclick)
-        self.Bind(wx.EVT_TREE_BEGIN_DRAG, self.on_drag, id=id)
-        self.Bind(wx.EVT_LEFT_UP, self.on_left_up)
-        self.Bind(wx.EVT_LEFT_DOWN, self.on_left_down)
-        self.Bind(wx.EVT_TREE_END_LABEL_EDIT, self.on_label_change, id=self.GetId())
-        self.Bind(wx.EVT_TREE_BEGIN_LABEL_EDIT, self.on_label_begin, id=self.GetId())
-        self.Bind(wx.EVT_CHAR, self.on_char)
-        self.Bind(wx.EVT_KEY_UP, self.on_key_up)
+        if not self.ez_ref:
+            self.Bind(wx.EVT_LEFT_DCLICK, self.on_ldclick)
+            self.Bind(wx.EVT_RIGHT_DOWN, self.on_rclick)
+            self.Bind(wx.EVT_TREE_BEGIN_DRAG, self.on_drag, id=id)
+            self.Bind(wx.EVT_LEFT_UP, self.on_left_up)
+            self.Bind(wx.EVT_LEFT_DOWN, self.on_left_down)
+            self.Bind(wx.EVT_TREE_END_LABEL_EDIT, self.on_label_change, id=self.GetId())
+            self.Bind(wx.EVT_TREE_BEGIN_LABEL_EDIT, self.on_label_begin, id=self.GetId())
+            self.Bind(wx.EVT_CHAR, self.on_char)
+            self.Bind(wx.EVT_KEY_UP, self.on_key_up)
         self.id = 1
         self.dragging = False
         self.last_save_dir = dir_struct["user"]
@@ -108,7 +120,13 @@
 
         #Create tree from default if it does not exist
         validate.config_file("tree.xml","default_tree.xml")
-        component.add("tree", self)
+
+        ## The EZ_Tree Reference creates a duplicate component called tree_back. This is because the
+        ## tree wont parse fully without adding the component, and when a dupplicate component is created
+        ## the older one is deleted. If there are an C++ errors the tree_back can be used as a failsafe
+
+        if not self.ez_ref: component.add("tree", self); component.add('tree_fs', self) ## Fail Safe
+        component.add('tree', self)
 
         #build tree
         self.root = self.AddRoot("Game Tree", self.icons['gear'])
@@ -206,7 +224,6 @@
             validate.config_file("tree.xml","default_tree.xml")
             self.load_tree(error=1)
             return
-
     
     def load_tree(self, filename=dir_struct["user"]+'tree.xml', error=0):
         settings.change("gametree", filename)
@@ -320,8 +337,8 @@
         self.Bind(wx.EVT_MENU, self.on_export_html, id=STD_MENU_HTML)
         self.top_menu = wx.Menu()
         self.top_menu.SetTitle("game tree")
-        self.top_menu.Append(TOP_IFILE,"&Insert File")
-        self.top_menu.Append(TOP_INSERT_URL,"Insert &URL")
+        self.top_menu.Append(TOP_IFILE,"&Insert Node File")
+        self.top_menu.Append(TOP_INSERT_URL,"Insert Node &URL")
         self.top_menu.Append(TOP_FEATURES, "Insert &Features Node")
         self.top_menu.Append(TOP_NEW_TREE, "&Load New Tree")
         self.top_menu.Append(TOP_SAVE_TREE,"&Save Tree")
@@ -662,6 +679,7 @@
         if parent_node == self.root:
             self.tree_map[xml_element.get('name')] = {}
             self.tree_map[xml_element.get('name')]['node'] = xml_element
+            xml_element.set('map', '')
         if parent_node != self.root:
             ## Loading XML seems to lag on Grids and Images need a cache for load speed ##
             family_tree = self.get_tree_map(parent_node)