Mercurial > traipse_dev
view plugins/xxbcg.py @ 155:bf799efe7a8a alpha
Traipse Alpha 'OpenRPG' {091125-02}
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)
Added Bookmarks
Fix to Remote Admin Commands
Minor fix to text based Server
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
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
default_manifest.xml renamed to default_upmana.xml
Cleaner clode for saved repositories
New TrueDebug Class in orpg_log (See documentation for usage)
Mercurial's hgweb folder is ported to upmana
Pretty important update that can help remove thousands of dead children from your
gametree.
Children, <forms />, <group_atts />, <horizontal />, <cols />, <rows />, <height
/>, etc... are all tags now. Check your gametree and look for dead children!!
New Gametree Recursion method, mapping, and context sensitivity. !Infinite Loops
return error instead of freezing the software!
New Syntax added for custom PC sheets
Tip of the Day added, from Core and community
Fixed Whiteboard ID to prevent random line or text deleting. Modified ID's to
prevent non updated clients from ruining the fix.
author | sirebral |
---|---|
date | Wed, 25 Nov 2009 12:32:34 -0600 |
parents | 2f2bebe9c77f |
children |
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import os import sys import orpg.pluginhandler from orpg.mapper.map import * from orpg.orpgCore import component import wx from orpg.mapper.images import ImageHandler from orpg.mapper.whiteboard_handler import * from orpg.mapper.background_handler import * from orpg.mapper.grid_handler import * from orpg.mapper.map_handler import * from orpg.mapper.fog_handler import * from bcg.token_handler import * from bcg.tokens import * 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 = 'Board / Card Game' self.author = 'Tyler Starke (Prof. Ebral)' self.help = 'Start Here' self.parent = parent #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 = {} self.canvas = component.get('map').canvas ## Obtain MapCanvas def plugin_enabled(self): tabs = component.get('map_tabs') layers = component.get('map_layers') map_wnd = component.get('map_wnd') pages = tabs.GetPageCount() self.layers = [] while pages: pages -= 1 if tabs.GetPageText(pages) != 'Background': if tabs.GetPageText(pages) != 'Whiteboard': tabs.RemovePage(pages) #tabs.InsertPage(2, layers[0], 'Tiles') # Removed for testing. map_wnd.handlers[6]=(token_handler(tabs, -1, map_wnd.canvas)) tabs.InsertPage(3, map_wnd.handlers[6], 'Tokens') ## Re Direct MapCanvas OnPaint event. self.canvas.Disconnect(-1, -1, wx.wxEVT_PAINT) self.canvas.Bind(wx.EVT_PAINT, self.on_paint) ## Add to MapCanvas proccessImages self.canvas.Bind(wx.EVT_TIMER, self.processImages, self.canvas.image_timer) ## Create Token Layer self.canvas.layers['token'] = token_layer(self.canvas) #self.canvas.layers['tiles'] = tile_layer(self.canvas) #Not ready. ### Define Grid / Background self.canvas.layers['grid'].snap = False self.canvas.layers['grid'].line = 0 #self.canvas.layers['bg'].set_texture(component.get('cherrypy')+'Textures/versa_anigre.jpg') pass def processImages(self, evt=None): self.session = component.get("session") if self.session.my_role() == self.session.ROLE_LURKER or (str(self.session.group_id) == '0' and str(self.session.status) == '1'): cidx = self.canvas.parent.get_tab_index("Tiles") self.canvas.parent.tabs.EnableTab(cidx, False) cidx = self.canvas.parent.get_tab_index("Tokens") self.canvas.parent.tabs.EnableTab(cidx, False) else: cidx = self.canvas.parent.get_tab_index("Tiles") self.canvas.parent.tabs.EnableTab(cidx, True) cidx = self.canvas.parent.get_tab_index("Tokens") self.canvas.parent.tabs.EnableTab(cidx, True) if not self.canvas.cacheSizeSet: self.canvas.cacheSizeSet = True cacheSize = component.get('settings').get_setting("ImageCacheSize") if len(cacheSize): self.canvas.cacheSize = int(cacheSize) else: pass if not ImageHandler.Queue.empty(): (path, image_type, imageId) = ImageHandler.Queue.get() img = wx.ImageFromMime(path[1], path[2]).ConvertToBitmap() try: # Now, apply the image to the proper object if image_type == "miniature": min = self.canvas.layers['miniatures'].get_miniature_by_id(imageId) min.set_bmp(img) elif image_type == "background" or image_type == "texture": self.canvas.layers['bg'].bg_bmp = img if image_type == "background": self.canvas.set_size([img.GetWidth(), img.GetHeight()]) elif image_type == "token": min = self.canvas.layers['token'].get_token_by_id(imageId) min.set_bmp(img) except: pass def on_paint(self, evt): if self.canvas.layers.has_key('token') == False: self.canvas.layers['token'] = token_layer(self.canvas) print 'BCG onpaint' scale = self.canvas.layers['grid'].mapscale scrollsize = self.canvas.GetScrollPixelsPerUnit() clientsize = self.canvas.GetClientSize() topleft1 = self.canvas.GetViewStart() topleft = [topleft1[0]*scrollsize[0], topleft1[1]*scrollsize[1]] if (clientsize[0] > 1) and (clientsize[1] > 1): dc = wx.MemoryDC() bmp = wx.EmptyBitmap(clientsize[0]+1, clientsize[1]+1) dc.SelectObject(bmp) dc.SetPen(wx.TRANSPARENT_PEN) dc.SetBrush(wx.Brush(self.canvas.GetBackgroundColour(), wx.SOLID)) dc.DrawRectangle(0,0,clientsize[0]+1,clientsize[1]+1) dc.SetDeviceOrigin(-topleft[0], -topleft[1]) dc.SetUserScale(scale, scale) self.canvas.layers['bg'].layerDraw(dc, scale, topleft, clientsize) self.canvas.layers['grid'].layerDraw(dc, [topleft[0]/scale, topleft[1]/scale], [clientsize[0]/scale, clientsize[1]/scale]) self.canvas.layers['token'].layerDraw(dc, [topleft[0]/scale, topleft[1]/scale], [clientsize[0]/scale, clientsize[1]/scale]) self.canvas.layers['whiteboard'].layerDraw(dc) self.canvas.layers['fog'].layerDraw(dc, topleft, clientsize) dc.SetPen(wx.NullPen) dc.SetBrush(wx.NullBrush) dc.SelectObject(wx.NullBitmap) del dc wdc = self.canvas.preppaint() wdc.DrawBitmap(bmp, topleft[0], topleft[1]) if settings.get_setting("AlwaysShowMapScale") == "1": self.canvas.showmapscale(wdc) try: evt.Skip() except: pass def plugin_disabled(self): tabs = component.get('map_tabs') map_wnd = component.get('map_wnd') pages = tabs.GetPageCount() while pages: pages -= 1 if tabs.GetPageText(pages) != 'Background': if tabs.GetPageText(pages) != 'Whiteboard': tabs.RemovePage(pages) layers = component.get('map_layers') tabs.InsertPage(1, layers[1],"Grid") tabs.InsertPage(2, layers[2],"Miniatures") tabs.InsertPage(4, layers[4],"Fog") tabs.InsertPage(5, layers[5],"General") map_wnd.current_layer = 2 map_wnd.tabs.SetSelection(map_wnd.current_layer) ## Re Connect original MapCanvas OnPaint event. self.canvas.Disconnect(-1, -1, wx.wxEVT_PAINT) self.canvas.Bind(wx.EVT_PAINT, self.canvas.on_paint) ## Disconnect new proccessImages addition self.canvas.Disconnect(-1, -1, wx.wxEVT_TIMER) self.canvas.Bind(wx.EVT_TIMER, self.canvas.processImages, self.canvas.image_timer) self.canvas.layers['grid'].snap = True self.canvas.layers['grid'].line = 1 #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("<","<").replace(">",">") +'<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