Mercurial > traipse_dev
view orpg/gametree/nodehandlers/minilib.py~ @ 180:12ba14d30baa alpha
Traipse Alpha '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 (Keeping up with 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 00:09:39 -0600 |
parents | bf799efe7a8a |
children |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # 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 2 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, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: minilib.py # Author: Ted Berg # Maintainer: # Version: # $Id: minilib.py,v 1.28 2007/04/22 22:00:18 digitalxero Exp $ # # Description: nodehandler for a collection of miniatures. # __version__ = "$Id: minilib.py,v 1.28 2007/04/22 22:00:18 digitalxero Exp $" """Nodehandler for collections of miniatures. User can add, delete, edit miniatures as sending them to the map singly or in batches. """ from core import * from orpg.dirpath import dir_struct import string import map_miniature_nodehandler import orpg.mapper.map_msg import orpg.minidom as minidom # import scriptkit # Constants TO_MINILIB_MAP = {'path':'url', 'label':'name', 'id':None, 'action':None} FROM_MINILIB_MAP = {'url':'path', 'name':'label', 'unique':None} CORE_ATTRIBUTES = ['name', 'url', 'unique', 'posy', 'posx', 'hide', 'face', 'heading', 'align', 'locked', 'width', 'height'] ATTRIBUTE_NAME = 'name' ATTRIBUTE_URL = 'url' ATTRIBUTE_UNIQUE = 'unique' ATTRIBUTE_ID = 'id' ATTRIBUTE_POSX = 'posx' ATTRIBUTE_POSY = 'posy' TAG_MINIATURE = 'miniature' COMPONENT_MAP = 'map' COMPONENT_SESSION = 'session' # <nodehandler name='?' module='minilib' class='minilib_handler'> # <miniature name='?' url='?' unique='?'></miniature> # </nodehandler> class minilib_handler( node_handler ): """A nodehandler that manages a collection of miniatures for the map. <pre> <nodehandler name='?' module='minilib' class='minilib_handler'> <miniature name='?' url='?' unique='?'></miniature> </nodehandler> </pre> """ def __init__(self, xml, tree_node): """Instantiates the class, and sets all vars to their default state """ node_handler.__init__(self, xml, tree_node) self.myeditor = None self.mywindow = None self.tree_node = tree_node self.update_leaves() self.sanity_check_nodes() def get_design_panel( self, parent ): """returns an instance of the miniature library edit control ( see on_design ). This is for use with the the 'edit multiple nodes in a single frame' code. """ return minpedit( parent, self ) def get_use_panel( self, parent ): """returns an instance of the miniature library view control ( see on_use ). This is for use with the the 'view multiple nodes in a single frame' code. """ return minilib_use_panel( parent, self ) def tohtml( self ): """Returns an HTML representation of this node in string format. The table columnwidths are currently being forced, as the wxHTML widgets being used don't handle cells wider than the widgets are expecting for a given column. """ str = '<table border="2" >' str += "<tr><th width='20%'>Label</th><th>Image</th><th width='65%'>URL</th><th>Unique</th></tr>" for mini in self.xml.findall(TAG_MINIATURE): url = mini.get(ATTRIBUTE_URL) label = mini.get(ATTRIBUTE_NAME) flag = 0 try: flag = eval( mini.get(ATTRIBUTE_UNIQUE) ) except: pass show = 'yes' if flag: show = 'no' str += """<tr> <td> %s </td> <td><img src="%s"></td> <td> %s </td> <td> %s </td> </tr>""" % ( label, url, url, show ) str += "</table>" return str def html_view( self ): """see to_html """ return self.tohtml() def on_drop(self, evt): drag_obj = self.tree.drag_obj if drag_obj == self or self.tree.is_parent_node( self.mytree_node, drag_obj.mytree_node ): return elif isinstance( drag_obj, map_miniature_nodehandler.map_miniature_handler ): drop_xml = self.tree.drag_obj.xml#.delete() obj = drop_xml[0] dict = {} unique = '' for attrib in obj.keys(): key = TO_MINILIB_MAP.get( attrib, attrib ) if key != None: dict[ key ] = obj.get( attrib ) dict[ ATTRIBUTE_UNIQUE ] = unique self.new_mini( dict ) else: node_handler.on_drop(self, evt) def new_mini( self, data={}, add=1 ): mini = Element( TAG_MINIATURE ) for key in data.keys(): mini.set( key, data[ key ] ) for key in CORE_ATTRIBUTES: if mini.get( key ) == '': mini.set( key, '0' ) if add: self.add_mini( mini ) self.add_leaf( mini ) return mini def add_mini( self, mini ): self.xml.append( mini ) def add_leaf( self, mini, icon='gear' ): tree = self.tree icons = tree.icons key = mini.get( ATTRIBUTE_NAME ) self.mydata.append( mini ) def update_leaves( self ): self.mydata = [] for n in self.xml.findall(TAG_MINIATURE): self.add_leaf( n ) def on_drag( self, evt ): print 'drag event caught' def send_mini_to_map( self, mini, count=1, addName=True ): if mini == None: return if mini.get( ATTRIBUTE_URL ) == '' or mini.get( ATTRIBUTE_URL ) == 'http://': self.chat.ParsePost( self.chat.colorize(self.chat.syscolor, '"%s" is not a valid URL, the mini "%s" will not be added to the map' % ( mini.get( ATTRIBUTE_URL ), mini.get( ATTRIBUTE_NAME ) )) ) return session = component.get( COMPONENT_SESSION ) if (session.my_role() != session.ROLE_GM) and (session.my_role() != session.ROLE_PLAYER): component.get("chat").InfoPost("You must be either a player or GM to use the miniature Layer") return map = component.get(COMPONENT_MAP) for loop in range( count ): msg = self.get_miniature_XML( mini, addName) msg = str("<map action='update'><miniatures>" + msg + "</miniatures></map>") map.new_data( msg ) session.send( msg ) def get_miniature_XML( self, mini_xml, addName = True ): msg = orpg.mapper.map_msg.mini_msg() map = component.get( COMPONENT_MAP ) session = component.get( COMPONENT_SESSION ) msg.init_prop( ATTRIBUTE_ID, session.get_next_id() ) msg.init_prop('selected', '1')# this will make the mini initially selected for k in mini_xml.keys(): # translate our attributes to map attributes key = FROM_MINILIB_MAP.get( k, k ) if key != None: if not addName and k == 'name': pass else: msg.init_prop( key, mini_xml.get( k ) ) unique = self.is_unique( mini_xml ) if addName: label = mini_xml.get( ATTRIBUTE_NAME ) else: label = '' return msg.get_all_xml() def is_unique( self, mini ): unique = mini.get( ATTRIBUTE_UNIQUE ) val = 0 try: val = eval( unique ) except: val = len( unique ) return val def sanity_check_nodes( self ): for node in self.xml.findall(TAG_MINIATURE): if node.get( ATTRIBUTE_POSX ) == '': node.set( ATTRIBUTE_POSX, '0' ) if node.get( ATTRIBUTE_POSY ) == '': node.set( ATTRIBUTE_POSY, '0' ) def get_mini( self, index ): try: return self.xml.findall(TAG_MINIATURE)[index] except: return None class mini_handler( node_handler ): def __init__( self, xml, tree_node, handler ): node_handler.__init__( self, xml, tree_node) self.handler = handler def on_ldclick( self, evt ): self.handler.send_mini_to_map( self.xml ) def on_drop( self, evt ): pass def on_lclick( self, evt ): print 'hi' evt.Skip() class minilib_use_panel(wx.Panel): """This panel will be displayed when the user double clicks on the miniature library node. It is a sorted listbox of miniature labels, a text field for entering a count ( for batch adds ) and 'add'/'done' buttons. """ def __init__( self, frame, handler ): """Constructor. """ wx.Panel.__init__( self, frame, -1 ) self.handler = handler self.frame = frame self.map = component.get('map') names = self.buildList() # self.keys = self.list.keys() # self.keys.sort() s = self.GetClientSizeTuple() self.sizer = wx.BoxSizer(wx.VERTICAL) box = wx.BoxSizer(wx.HORIZONTAL) self.listbox = wx.ListBox(self, wx.ID_ANY, (10, 10), (s[0] - 10, s[1] - 30 ), names, wx.LB_EXTENDED) self.count = wx.TextCtrl(self, wx.ID_ANY, '1') box.Add( wx.StaticText( self, -1, 'Minis to add' ), 0, wx.EXPAND ) box.Add(wx.Size(10,10)) box.Add(self.count, 1, wx.EXPAND) self.sizer.Add( self.listbox, 1, wx.EXPAND ) self.sizer.Add( box, 0, wx.EXPAND ) box = wx.BoxSizer( wx.HORIZONTAL ) self.okBtn = wx.Button(self, wx.ID_ANY, 'Add') box.Add(self.okBtn, 0, wx.EXPAND) self.addBtn = wx.Button(self, wx.ID_ANY, 'Add No Label') box.Add(self.addBtn, 0, wx.EXPAND) self.cancleBtn = wx.Button(self, wx.ID_ANY, 'Done') box.Add(self.cancleBtn, 0, wx.EXPAND) self.sizer.Add(wx.Size(10,10)) self.sizer.Add(box, 0, wx.EXPAND) self.Bind(wx.EVT_BUTTON, self.on_ok, self.okBtn) self.Bind(wx.EVT_BUTTON, self.on_ok, self.addBtn) self.Bind(wx.EVT_BUTTON, self.on_close, self.cancleBtn) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() def buildList( self ): """Returns a dictionary of label => game tree miniature DOM node mappings. """ self.list = [] for mini in self.handler.xml.findall(TAG_MINIATURE): self.list.append( mini.get( ATTRIBUTE_NAME ) ) return self.list def on_close(self, evt): self.frame.Close() def on_ok( self, evt ): """Event handler for the 'add' button. """ btn = self.FindWindowById(evt.GetId()) sendName = True try: count = eval( self.count.GetValue() ) except: count = 1 try: if eval( unique ): count = 1 unique = eval( unique ) except: pass if btn.GetLabel() == 'Add No Label': sendName = False for index in self.listbox.GetSelections(): self.handler.send_mini_to_map( self.handler.get_mini( index ), count, sendName ) class minpedit(wx.Panel): """Panel for editing game tree miniature nodes. Node information is displayed in a grid, and buttons are provided for adding, deleting nodes, and for sending minis to the map ( singly and in batches ). """ def __init__( self, frame, handler ): """Constructor. """ wx.Panel.__init__( self, frame, -1 ) self.handler = handler self.frame = frame self.sizer = wx.BoxSizer( wx.VERTICAL ) self.grid = minilib_grid( self, handler ) bbox = wx.BoxSizer( wx.HORIZONTAL ) newMiniBtn = wx.Button( self, wx.ID_ANY, "New mini" ) delMiniBtn = wx.Button( self, wx.ID_ANY, "Del mini" ) addMiniBtn = wx.Button( self, wx.ID_ANY, "Add 1" ) addBatchBtn = wx.Button( self, wx.ID_ANY, "Add Batch" ) bbox.Add(newMiniBtn, 0, wx.EXPAND ) bbox.Add(delMiniBtn, 0, wx.EXPAND ) bbox.Add(wx.Size(10,10)) bbox.Add(addMiniBtn, 0, wx.EXPAND ) bbox.Add(addBatchBtn, 0, wx.EXPAND ) self.sizer.Add( self.grid, 1, wx.EXPAND) self.sizer.Add( bbox, 0) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_BUTTON, self.add_mini, newMiniBtn) self.Bind(wx.EVT_BUTTON, self.del_mini, delMiniBtn) self.Bind(wx.EVT_BUTTON, self.send_to_map, addMiniBtn) self.Bind(wx.EVT_BUTTON, self.send_group_to_map, addBatchBtn) def add_mini( self, evt=None ): """Event handler for the 'New mini' button. It calls minilib_grid.add_row """ self.grid.add_row() def del_mini( self, evt=None ): """Event handler for the 'Del mini' button. It calls minilib_grid.del_row """ self.grid.del_row() def send_to_map( self, evt=None ): """Event handler for the 'Add 1' button. Sends the miniature defined by the currently selected row to the map, once. """ index = self.grid.GetGridCursorRow() self.handler.send_mini_to_map( self.handler.get_mini( index ) ) def send_group_to_map( self, evt=None ): """Event handler for the 'Add batch' button. Querys the user for a mini count and sends the miniature defined by the currently selected row to the map, the specified number of times. """ if self.grid.GetNumberRows() > 0: dlg = wx.TextEntryDialog( self.frame, 'How many %s\'s do you want to add?' % ( self.grid.getSelectedLabel() ), 'Batch mini add', '2' ) if dlg.ShowModal() == wx.ID_OK: try: value = eval( dlg.GetValue() ) except: value = 0 # for loop in range( 0, value ): # self.send_to_map() print 'getting selected index for batch send' index = self.grid.GetGridCursorRow() print 'sending batch to map' self.handler.send_mini_to_map( self.handler.get_mini( index ), value ) class minilib_grid(wx.grid.Grid): """A wxGrid subclass designed for editing game tree miniature library nodes. """ def __init__( self, parent, handler ): """Constructor. """ wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS ) self.parent = parent self.handler = handler #self.keys = [ ATTRIBUTE_NAME, ATTRIBUTE_URL, ATTRIBUTE_UNIQUE ] self.keys = CORE_ATTRIBUTES self.CreateGrid( 1, len( self.keys ) ) # self.SetColLabelValue( 0, 'Name' ) # self.SetColLabelValue( 1, 'URL' ) # self.SetColSize( 1, 250 ) # self.SetColLabelValue( 2, 'Unique' ) for key in self.keys: self.SetColLabelValue( self.keys.index( key ), key ) self.update_all() self.selectedRow = 0 self.AutoSizeColumns() self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.Bind(wx.grid.EVT_GRID_SELECT_CELL, self.select_cell) def update_cols( self ): for n in self.handler.xml.findall(TAG_MINIATURE): for k in n.keys(): if k not in self.keys: self.keys.append( k ) def select_cell( self, evt ): """Event handler for grid cell selection changes. It stores the last selected row in a variable for use by the add[*] and del_row operations. """ self.BeginBatch() self.selectedRow = evt.GetRow() self.SelectRow( self.selectedRow ) self.EndBatch() evt.Skip() def getList( self ): """Returns the list of 'miniature' DOM elements associated with this miniature library. """ return self.handler.xml.findall( TAG_MINIATURE ) def add_row( self, count = 1 ): """creates a new miniature node, and then adds it to the current miniature library, and to the grid. """ self.AppendRows( count ) node = self.handler.new_mini( { ATTRIBUTE_NAME :' ', ATTRIBUTE_URL :'http://'} )# minidom.Element( TAG_MINIATURE ) self.update_all() #self.handler.xml.append( node ) def del_row( self ): """deletes the miniature associated with the currently selected row. BUG BUG BUG this method should drop a child from the DOM but does not. """ if self.selectedRow > -1: pos = self.selectedRow list = self.handler.xml.findall(TAG_MINIATURE) self.handler.xml.remove( list[pos] ) self.DeleteRows( pos, 1 ) list = self.getList() del list[ pos ] def on_cell_change( self, evt ): """Event handler for cell selection changes. selected row is used to update data for that row. """ row = evt.GetRow() self.update_data_row( row ) def update_all( self ): """ensures that the grid is displaying the correct number of rows, and then updates all data displayed by the grid """ list = self.getList() count = 0 for n in list: for k in n.keys(): if k not in self.keys: self.keys.append( k ) count = len( self.keys ) if self.GetNumberCols() < count: self.AppendCols( count - self.GetNumberCols() ) for k in self.keys: self.SetColLabelValue( self.keys.index( k ), k ) count = len( list ) rowcount = self.GetNumberRows() if ( count > rowcount ): total = count - rowcount self.AppendRows( total ) elif ( count < rowcount ): total = rowcount - count self.DeleteRows( 0, total ); for index in range( 0, count ): self.update_grid_row( index ) def getSelectedLabel( self ): """Returns the label for the selected row """ return self.GetTable().GetValue( self.selectedRow, 0 ) def getSelectedURL( self ): """Returns the URL for the selected row """ return self.GetTable().GetValue( self.selectedRow, 1 ) def getSelectedSerial( self ): """Returns the ATTRIBUTE_UNIQUE value for the selected row """ return self.GetTable().GetValue( self.selectedRow, 2 ) def update_grid_row( self, row ): """Updates the specified grid row with data from the DOM node specified by 'row' """ list = self.getList() item = list[ row ] for key in self.keys: self.GetTable().SetValue( row, self.keys.index( key ), item.get( key ) ) def update_data_row( self, row ): """Updates the DOM nodw 'row' with grid data from 'row' """ list = self.getList() item = list[ row ] for key in self.keys: item.set( key, string.strip( self.GetTable().GetValue( row, self.keys.index( key ) ) ) )