view plugins/xxblank.py @ 218:b8091ede042a alpha

Traipse Alpha 'OpenRPG' {100430-01} 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 (Patch-2) New Features: New Namespace method with two new syntaxes New Namespace Internal is context sensitive, always! New Namespace External is 'as narrow as you make it' New Namespace FutureCheck helps ensure you don't receive an incorrect node New PluginDB access for URL2Link plugin New to Forms, they now show their content in Design Mode New to Update Manager, checks Repo for updates on software start New to Mini Lin node, change title in design mode New to Game Tree, never lose a node, appends a number to the end of corrupted trees New to Server GUI, Traipse Suite's Debug Console Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup Fix to Backgrounds not loading through remote loader Fix to Node name errors Fix to rolling dice in chat Whispers Fix to Splitters Sizing issues Fix to URL2Link plugin, modified regex compilation should remove memory leak Fix to mapy.py, a roll back due to zoomed grid issues Fix to whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar Fix to failed image and erroneous pop up Fix to Mini Lib node that was preventing use Fix to plugins that parce dice but did not call InterParse Fix to nodes for name changing by double click Fix to Game Tree, node ordering on drag and drop corrected Fix to Game Tree, corrupted error message was not showing
author sirebral
date Fri, 30 Apr 2010 11:37:37 -0500
parents b633f4c64aae
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