view plugins/xxbcg.py @ 130:d54e1328dbb1 alpha

Traipse Alpha 'OpenRPG' {091003-02} 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!! Dead Node Children, not that's a O O -v-v- Happy Halloween!
author sirebral
date Tue, 03 Nov 2009 21:06:03 -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("<","&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