Mercurial > traipse
view orpg/gametree/nodehandlers/map_miniature_nodehandler.py @ 20:39ebe168ceb3 ornery-orc
Traipse 'OpenRPG' {090827-02}
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:
Update Manager is now in version 0.8. While not every button works, users can now browse the different revisions and their different changesets. The code has been refined some with feature from Core added to it. A Crash report is now created if the users software crashes. Update Manager has been moved to the Traipse Suite menu item, and a Debug Console as been added as well.
Please Check the Controls Panel to see the other files changed.
author | sirebral |
---|---|
date | Thu, 27 Aug 2009 01:11:22 -0500 |
parents | 97265586402b |
children | ff154cf3350c |
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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: map_miniature_nodehandler.py # Author: Andrew Bennett # Maintainer: # Version: # $Id: map_miniature_nodehandler.py,v 1.17 2007/12/07 20:39:48 digitalxero Exp $ # # Description: nodehandler for miniature images # #from nodehandlers.core import * from core import * from orpg.gametree import * from orpg.mapper.miniatures_msg import mini_msg from orpg.mapper.images import ImageHandler import urllib class map_miniature_handler(node_handler): """ A node handler for miniatures <nodehandler name='Elf-1' module='map_miniature_nodehandler' class='map_miniature_handler' > <miniature id='' label='Elf-1' posx='' posy='' path='' ... /> </nodehandler > """ def __init__(self,xml_dom,tree_node): node_handler.__init__(self,xml_dom,tree_node) self.mapper = component.get("map") self.session = component.get("session") self.miniature_dom = self.master_dom.getElementsByTagName("miniature") if self.miniature_dom: self.miniature_dom = self.miniature_dom[0] # convert to scalar def get_scaled_bitmap(self,x,y): my_mini_msg = mini_msg() my_mini_msg.init_from_dom(self.miniature_dom) bmp = None path = my_mini_msg.get_prop("path") if path: path = urllib.unquote(path) if ImageHandler.Cache.has_key(path): bmp = ImageHandler.Cache[path] else: #bmp = ImageHandler.directLoad(path, 'miniature', id) bmp = ImageHandler.directLoad(path)# Old Code TaS. if bmp: img = wx.ImageFromMime(ImageHandler.Cache[path][1], ImageHandler.Cache[path][2]) #img = wx.ImageFromBitmap(bmp) scaled_img = img.Scale(x,y) scaled_bmp = scaled_img.ConvertToBitmap() scratch = scaled_img.ConvertToBitmap() memDC = wx.MemoryDC() memDC.BeginDrawing() memDC.SelectObject(scaled_bmp) memDC.SetBrush(wx.WHITE_BRUSH) memDC.SetPen(wx.WHITE_PEN) memDC.DrawRectangle(0,0,x,y) memDC.SetPen(wx.NullPen) memDC.SetBrush(wx.NullBrush) memDC.DrawBitmap(scratch,0,0,1) memDC.SelectObject(wx.NullBitmap) memDC.EndDrawing() del memDC return scaled_bmp def map_aware(self): return 1 def get_miniature_XML(self): my_mini_msg = mini_msg() my_mini_msg.init_from_dom(self.miniature_dom) my_mini_msg.init_prop("id",self.session.get_next_id()) label = self.master_dom.getAttribute("name") my_mini_msg.init_prop("label",label) new_xml = my_mini_msg.get_all_xml() return new_xml def get_to_map_XML(self): new_xml = self.get_miniature_XML() new_xml = str("<map action='update'><miniatures>" + new_xml + "</miniatures></map>") return new_xml def on_send_to_map(self,evt): if isinstance(evt, wx.MouseEvent) and evt.LeftUp():# as opposed to a menu event dc = wx.ClientDC(self.mapper.canvas) self.mapper.canvas.PrepareDC(dc) grid = self.mapper.canvas.layers['grid'] dc.SetUserScale(grid.mapscale, grid.mapscale) pos = evt.GetLogicalPosition(dc) try: align = int(self.miniature_dom.getAttribute("align")) width = int(self.miniature_dom.getAttribute("width")) height = int(self.miniature_dom.getAttribute("height")) pos = grid.get_snapped_to_pos(pos, align, width, height) except: pass self.miniature_dom.setAttribute("posx", str(pos.x)) self.miniature_dom.setAttribute("posy", str(pos.y)) new_xml = self.get_to_map_XML() if (self.session.my_role() != self.session.ROLE_GM) and (self.session.my_role() != self.session.ROLE_PLAYER): component.get("chat").InfoPost("You must be either a player or GM to use the miniature Layer") return if new_xml: self.mapper.new_data(new_xml) self.session.send(new_xml) else: print "problem converting old mini xml to new mini xml" def about(self): return "Miniature node by Andrew Bennett" def tohtml(self): html_str = "<table><tr><td>" html_str += "<center><img src='" + self.miniature_dom.getAttribute("path") + "'>" html_str += "</center></td></tr>\n" html_str += "<tr><td><center>" + self.master_dom.getAttribute("name") + "</center></td></tr></table>" return html_str