view plugins/xxblank.py @ 190:15488fe94f52 beta

Traipse Beta 'OpenRPG' {100125-01} 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: New Bookmarks Feature New 'boot' command to remote admin New confirmation window for sent nodes Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG New Zoom Mouse plugin added New Images added to Plugin UI Switching to Element Tree New Map efficiency, from FlexiRPG New Status Bar to Update Manager New TrueDebug Class in orpg_log (See documentation for usage) New Portable Mercurial New Tip of the Day, 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 New Dieroller structure from Core New DieRoller portability for odd Dice New 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)] New 'Mythos' System die roller 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!) New Grids act more like Spreadsheets in Use mode, with Auto Calc Fixes: Fix to allow for portability to an OpenSUSE linux OS Fix to mplay_client for Fedora and OpenSUSE 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 Fix to whiteboard ID's to prevent non updated clients from ruining the fix. default_manifest.xml renamed to default_upmana.xml
author sirebral
date Mon, 25 Jan 2010 12:07:48 -0600
parents 4385a7d0efd1
children
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import os, wx
import orpg.pluginhandler

class Plugin(orpg.pluginhandler.PluginHandler):
    # Initialization subroutine.
    #
    # !self : instance of self
    # !openrpg : instance of the the base openrpg control
    def __init__(self, plugindb, parent):
        orpg.pluginhandler.PluginHandler.__init__(self, plugindb, parent)

        # The Following code should be edited to contain the proper information
        self.name = 'Example Plugin'
        self.author = 'Your Name'
        self.help = 'Info About your plugin'

        #You can set variables below here. Always set them to a blank value in this section. Use plugin_enabled
        #to set their proper values.
        self.sample_variable = {}

    def plugin_menu(self):
        ## This is a standardized Menu item.  It connects to plugin_toggle where you can set events.
        self.menu = wx.Menu()
        self.toggle = self.menu.AppendCheckItem(wx.ID_ANY, 'On')
        self.topframe.Bind(wx.EVT_MENU, self.plugin_toggle, self.toggle)
        self.toggle.Check(True)

    def plugin_toggle(self, evt):
        pass


    def plugin_enabled(self):
        #You can add new /commands like
        # self.plugin_addcommand(cmd, function, helptext)
        self.plugin_addcommand('/test', self.on_test, '- This is an example plugin command')

        #If you want your plugin to have more then one way to call the same function you can
        #use self.plugin_commandalias(alias name, command name)
        #You can also make shortcut commands like the following
        self.plugin_commandalias('/example', '/me is giving you an example')

        #if you want your plugin to use custom messages to comunicate with other people using the same plugin
        #you can add a message handler in a simmilar way to adding a new slash command. The first variable
        #'xxblank' in this case is the tage name for your custom xml message. The second variable is the function
        #you want to handle proccessing your messages when one is recived.
        #Be sure to delete your handler in plugin_disabled
        self.plugin_add_msg_handler('xxblank', self.on_xml_recive)

        #if you want your plugin to store some settings in the settings window
        #you can add them here, the system checks to make sure it does not already exist so you dont
        #have to worry about it adding copies every time the plugin loads or it overwriting the users changes to it.
        #This should be used for simple short settings that you would like the user to be able to change in the settings window
        #variables:
        #setting - The setting name, cannot contain spaces
        #value - The default value
        #options - The type of value that is expected
        #help - a help message to explain what this variable does.
        self.plugin_add_setting('Setting', 'Value', 'Options', 'Help message')

        #This is where you set any variables that need to be initalized when your plugin starts
        self.sample_variable = {1:'one', 2:'two'}

    def plugin_disabled(self):
        #Here you need to remove any commands you added, and anything else you want to happen when you disable the plugin
        #such as closing windows created by the plugin
        self.plugin_removecmd('/test')
        self.plugin_removecmd('/example')

        #This is the command to delete a message handler
        self.plugin_delete_msg_handler('xxblank')

        #This is how you should destroy a frame when the plugin is disabled
        #This same method should be used in close_module as well
        try:
            self.frame.Destroy()
        except:
            pass

    def on_test(self, cmdargs):
        #this is just an example function for a command you create.
        # cmdargs contains everything you typed after the command
        # so if you typed /test this is a test, cmdargs = this is a test
        # args are the individual arguments split. For the above example
        # args[0] = this , args[1] = is , args[2] = a , args[3] = test
        self.plugin_send_msg(cmdargs, '<xxblank>' + cmdargs + '</xxblank>')
        args = cmdargs.split(None,-1)
        msg = 'cmdargs = %s' % (cmdargs)
        self.chat.InfoPost(msg)

        if len(args) == 0:
            self.chat.InfoPost("You have no args")
        else:
            i = 0
            for n in args:
                msg = 'args[' + str(i) + '] = ' + n
                self.chat.InfoPost(msg)
                i += 1

    def on_xml_recive(self,id, data,xml_dom):
        self.chat.InfoPost(self.name + ":: Message recived<br />" + data.replace("<","&lt;").replace(">","&gt;") +'<br />From id:' + str(id))

    def pre_parse(self, text):
        #This is called just before a message is parsed by openrpg
        return text

    def send_msg(self, text, send):
        #This is called when a message is about to be sent out.
        #It covers all messages sent by the user, before they have been formatted.
        #If send is set to 0, the message will not be sent out to other
        #users, but it will still be posted to the user's chat normally.
        #Otherwise, send defaults to 1. (The message is sent as normal)
        return text, send

    def plugin_incoming_msg(self, text, type, name, player):
        #This is called whenever a message from someone else is received, no matter
        #what type of message it is.
        #The text variable is the text of the message. If the type is a regular
        #message, it is already formatted. Otherwise, it's not.
        #The type variable is an integer which tells you the type: 1=chat, 2=whisper
        #3=emote, 4=info, and 5=system.
        #The name variable is the name of the player who sent you the message.
        #The player variable contains lots of info about the player sending the
        #message, including name, ID#, and currently-set role.
        #Uncomment the following line to see the format for the player variable.
        #print player
        return text, type, name

    def post_msg(self, text, myself):
        #This is called whenever a message from anyone is about to be posted
        #to chat; it doesn't affect the copy of the message that gets sent to others
        #Be careful; system and info messages trigger this too.
        return text

    def refresh_counter(self):
        #This is called once per second. That's all you need to know.
        pass