view orpg/tools/toolBars.py @ 121:496dbf12a6cb alpha

Traipse Alpha 'OpenRPG' {091030-00} 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 (Cleaning up for Beta): Adds Bookmarks (Alpha) with cool Smiley Star and Plus Symbol images! Changes made to the map for increased portability. SnowDog has changes planned in Core, though. Added an initial push to the BCG. Not much to see, just shows off how it is re-writing Main code. Fix to remote admin commands Minor fix to texted based server, works in /System/ folder Some Core changes to gametree to correctly disply Pretty Print, thanks David! Fix to Splitter Nodes not being created. Added images to Plugin Control panel for Autostart feature Fix to massive amounts of images loading; from Core fix to gsclient so with_statement imports Added 'boot' command to remote admin Prep work in Pass tool for remote admin rankings and different passwords, ei, Server, Admin, Moderator, etc. Remote Admin Commands more organized, more prep work. Added Confirmation window for sent nodes. Minor changes to allow for portability to an OpenSUSE linux OS (hopefully without breaking) {091028} Made changes to gametree to start working with Element Tree, mostly from Core Minor changes to Map to start working with Element Tree, from Core Preliminary changes to map efficiency, from FlexiRPG Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG Changes to main.py to start working with Element Tree {091029} Changes made to server to start working with Element Tree. Changes made to Meta Server Lib. Prepping test work for a multi meta network page. Minor bug fixed with mini to gametree Zoom Mouse plugin added. {091030} Getting ready for Beta. Server needs debugging so Alpha remains bugged. Plugin UI code cleaned. Auto start works with a graphic, pop-up asks to enable or disable plugin. Update Manager now has a partially working Status Bar. Status Bar captures terminal text, so Merc out put is visible. Manifest.xml file, will be renamed, is now much cleaner. Debug Console has a clear button and a Report Bug button. Prep work for a Term2Win class in Debug Console. Known: Current Alpha fails in Windows.
author sirebral
date Fri, 30 Oct 2009 22:21:40 -0500
parents c54768cffbd4
children dcae32e219f1
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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: toolBars.py
# Author: Greg Copeland
# Maintainer:
#
# Description: Contains all of the toolbars used in the application.
#
#

__version__ = "$Id: toolBars.py,v 1.13 2006/11/04 21:24:22 digitalxero Exp $"


##
## Module Loading
##
from inputValidator import *
import string
from orpg.dirpath import dir_struct

# DICE stuff
TB_IDC_D4 = wx.NewId()
TB_IDC_D6 = wx.NewId()
TB_IDC_D8 = wx.NewId()
TB_IDC_D10 = wx.NewId()
TB_IDC_D12 = wx.NewId()
TB_IDC_D20 = wx.NewId()
TB_IDC_D100 = wx.NewId()
TB_IDC_NUMDICE = wx.NewId()
TB_IDC_MODS = wx.NewId()

# MAP stuff
TB_MAP_MODE = wx.NewId()
# Caution: the use of wxFRAME_TOOL_WINDOW screws up the window on GTK.  Please don't use!!!

class MapToolBar(wx.Panel):
    """This is where all of the map related tools belong for quick reference."""
    def __init__( self, parent, id=-1, title="Map Tool Bar", size= wx.Size(300, 45), callBack=None ):
        wx.Panel.__init__(self, parent, id, size=size)
        self.callback = callBack
        self.mapmode = 1
        self.modeicons = [dir_struct["icon"]+"move.gif",
            dir_struct["icon"]+"draw.gif",
            dir_struct["icon"]+"tape.gif"]
        # Make a sizer for everything to belong to
        self.sizer = wx.BoxSizer( wx.HORIZONTAL )
        bm = wx.Image(dir_struct["icon"]+"move.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        self.butt = wx.BitmapButton( self, TB_MAP_MODE, bm )
        self.sizer.Add( self.butt,0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_MAP_MODE)
        # Build the toolbar now
        # Stubbed, but nothing here yet!
        # Now, attach the sizer to the panel and tell it to do it's magic
        self.SetSizer(self.sizer)
        self.SetAutoLayout(True)
        self.Fit()

    def onToolBarClick(self,evt):
        data = ""
        id = evt.GetId()
        data = ""
        mode = 1
        if id == TB_MAP_MODE:
            mode = 1
            self.mapmode +=1
            if self.mapmode >3: self.mapmode = 1
            bm = wx.Image(self.modeicons[self.mapmode-1],wx.BITMAP_TYPE_GIF).ConvertToBitmap()
            self.butt= wx.BitmapButton(self,TB_MAP_MODE,bm)
            data = self.mapmode
        if self.callback != None: self.callback(mode,data)

class DiceToolBar(wx.Panel):
    """This is where all of the dice related tools belong for quick reference."""
    def __init__( self, parent, id=-1, title="Dice Tool Bar", size=wx.Size(300, 45), callBack=None ):
        wx.Panel.__init__(self, parent, id, size=size)
        # Save our post callback
        self.callBack = callBack
        # Make a sizer for everything to belong to
        self.sizer = wx.BoxSizer( wx.HORIZONTAL )
        # Build the toolbar now
        self.numDieText = wx.TextCtrl( self, TB_IDC_NUMDICE, "1", size= wx.Size(50, 25),
                                      validator=MathOnlyValidator() )
        self.sizer.Add( self.numDieText, 1, wx.EXPAND | wx.ALIGN_LEFT )
        bm = wx.Image(dir_struct["icon"]+"b_d4.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D4, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D4)
        bm = wx.Image(dir_struct["icon"]+"b_d6.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D6, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D6)
        bm = wx.Image(dir_struct["icon"]+"b_d8.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D8, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D8)
        bm = wx.Image(dir_struct["icon"]+"b_d10.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D10, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D10)
        bm = wx.Image(dir_struct["icon"]+"b_d12.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D12, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D12)
        bm = wx.Image(dir_struct["icon"]+"b_d20.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D20, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D20)
        bm = wx.Image(dir_struct["icon"]+"b_d100.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap()
        butt = wx.BitmapButton( self, TB_IDC_D100, bm, size=(bm.GetWidth(), bm.GetHeight()) )
        self.sizer.Add( butt, 0, wx.ALIGN_CENTER )
        self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D100)
        # Add our other text control to the sizer
        self.dieModText = wx.TextCtrl( self, TB_IDC_MODS, "+0", size= wx.Size(50, 25),
                                      validator=MathOnlyValidator() )
        self.sizer.Add( self.dieModText, 1, wx.EXPAND | wx.ALIGN_RIGHT )
        # Now, attach the sizer to the panel and tell it to do it's magic
        self.SetSizer(self.sizer)
        self.SetAutoLayout(True)
        self.Fit()

    def onToolBarClick( self, evt ):
        # Get our modifiers
        numDie = self.numDieText.GetValue()
        dieMod = self.dieModText.GetValue()
        # Init the die roll text
        if not len(numDie): numDie = 1
        dieRoll = str(numDie)
        # Figure out which die roll was selected
        id = evt.GetId()
	recycle_bin = {TB_IDC_D4: "d4", TB_IDC_D6: "d6", TB_IDC_D8: "d8", TB_IDC_D10: "d10", 
        TB_IDC_D12: "d12", TB_IDC_D20: "d20", TB_IDC_D100: "d100"}
	dieType = recycle_bin[id]; del recycle_bin
        if len(dieMod) and dieMod[0] not in "*/-+": dieMod = "+" + dieMod #Add Modifier
        rollString = "[" + dieRoll + dieType + dieMod + "]" # Build the complete die roll text now
        if self.callBack != None: self.callBack( rollString,1,1 ) # Now, call the post method to send everything off with