Mercurial > traipse
view orpg/main.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 | 51428d30c59e |
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#!/usr/bin/env python # 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: main.py # Author: Chris Davis # Maintainer: # Version: # $Id: main.py,v 1.153 2008/01/24 03:52:03 digitalxero Exp $ # # Description: This is the main entry point of the oprg application # __version__ = "$Id: main.py,v 1.154 2009/07/19 03:52:03 madmathlabs Exp $" from orpg.orpg_wx import * from orpg.orpgCore import * from orpg_version import * from orpg.orpg_windows import * import wx.py from orpg import minidom import orpg.player_list import orpg.tools.pluginui as pluginUI import orpg.tools.aliaslib import orpg.tools.toolBars import orpg.tools.orpg_sound import orpg.tools.rgbhex import orpg.gametree.gametree import orpg.chat.chatwnd import orpg.networking.gsclient import orpg.networking.mplay_client import orpg.mapper.map import orpg.mapper.images import upmana.updatemana import upmana.manifest as manifest from orpg.dirpath import dir_struct from orpg.dieroller.utils import DiceManager from orpg.tools.orpg_settings import settings from orpg.tools.validate import validate from orpg.tools.passtool import PassTool from orpg.tools.orpg_log import logger, crash from orpg.tools.decorators import debugging from orpg.tools.metamenus import MenuBarEx #from xml.etree.ElementTree import ElementTree, Element #from xml.etree.ElementTree import fromstring, tostring from orpg.orpg_xml import xml #to be replaced by etree #################################### ## Main Frame #################################### class orpgFrame(wx.Frame): @debugging def __init__(self, parent, id, title): wx.Frame.__init__(self, parent, id, title, wx.Point(100, 100), wx.Size(600,420), style=wx.DEFAULT_FRAME_STYLE) self.validate = component.get("validate") logger.debug("Enter orpgFrame") self.rgb = orpg.tools.rgbhex.RGBHex() self._mgr = AUI.AuiManager(self) # Determine which icon format to use icon = None if wx.Platform == '__WXMSW__': icon = wx.Icon(dir_struct["icon"]+'d20.ico', wx.BITMAP_TYPE_ICO) else: icon = wx.Icon(dir_struct["icon"]+"d20.xpm", wx.BITMAP_TYPE_XPM) self.SetIcon( icon ) # create session call_backs = {"on_receive":self.on_receive, "on_mplay_event":self.on_mplay_event, "on_group_event":self.on_group_event, "on_player_event":self.on_player_event, "on_status_event":self.on_status_event, "on_password_signal":self.on_password_signal, "orpgFrame":self} self.settings = component.get('settings') #Arbitrary until settings updated with Core. self.session = orpg.networking.mplay_client.mplay_client(self.settings.get_setting("player"), call_backs) self.poll_timer = wx.Timer(self, wx.NewId()) self.Bind(wx.EVT_TIMER, self.session.poll, self.poll_timer) self.poll_timer.Start(100) self.ping_timer = wx.Timer(self, wx.NewId()) self.Bind(wx.EVT_TIMER, self.session.update, self.ping_timer) # create roller manager self.DiceManager = DiceManager(settings.get_setting("dieroller")) component.add('DiceManager', self.DiceManager) #create password manager --SD 8/03 self.password_manager = component.get('password_manager') component.add("session", self.session) component.add('frame', self) # build frame windows self.build_menu() self.build_gui() self.build_hotkeys() logger.debug("GUI Built") component.add("chat",self.chat) component.add("map",self.map) component.add("alias", self.aliaslib) logger.debug("openrpg components all added") self.tree.load_tree(settings.get_setting("gametree")) logger.debug("Tree Loaded") self.players.size_cols() #Load the Plugins This has to be after the chat component has been added component.add('pluginmenu', self.pluginMenu) self.pluginsFrame.Start() logger.debug("plugins reloaded and startup plugins launched") self.Bind(wx.EVT_CLOSE, self.OnCloseWindow) #Load Update Manager component.add('updatemana', self.updateMana) logger.debug("update manager reloaded") self.Bind(wx.EVT_CLOSE, self.OnCloseWindow) #Load Update Manager component.add('debugconsole', self.debugger) logger.debug("debugger window") self.Bind(wx.EVT_CLOSE, self.OnCloseWindow) @debugging def post_show_init(self): """Some Actions need to be done after the main fram is drawn""" self.players.size_cols() @debugging def get_activeplugins(self): try: tmp = self.pluginsFrame.get_activeplugins() except: tmp = {} return tmp @debugging def get_startplugins(self): try: tmp = self.pluginsFrame.get_startplugins() except: tmp = {} return tmp @debugging def on_password_signal(self,signal,type,id,data): try: msg = ["DEBUG: password response= ", str(signal), " (T:", str(type), " #", str(id), ")"] logger.debug("".join(msg)) id = int(id) type = str(type) data = str(data) signal = str(signal) if signal == "fail": if type == "server": self.password_manager.ClearPassword("server", 0) elif type == "admin": self.password_manager.ClearPassword("admin", int(id)) elif type == "room": self.password_manager.ClearPassword("room", int(id)) else: pass except: traceback.print_exc() @debugging def build_menu(self): menu = \ [[ ['&OpenRPG'], [' &Settings\tCtrl-S'], [' -'], [' Tab Styles'], [' Slanted'], [' Colorful', "check"], [' Black and White', "check"], [' Aqua', "check"], [' Custom', "check"], [' Flat'], [' Black and White', "check"], [' Aqua', "check"], [' Custom', "check"], [' NewMap'], [' -'], [' &Exit'] ], [ ['&Game Server'], [' &Browse Servers\tCtrl-B'], [' -'], [' Server Heartbeat', "check"], [' -'], [' &Start Server'] ], [ ['&Tools'], [' Logging Level'], [' Debug', "check"], [' Note', "check"], [' Info', "check"], [' General', "check"], [' -'], [' Password Manager', "check"], [' -'], [' Sound Toolbar', "check"], [' Dice Bar\tCtrl-D', "check"], [' Map Bar', "check"], [' Status Bar\tCtrl-T', "check"], ], [ ['&Help'], [' &About'], [' Online User Guide'], [' Change Log'], [' Report a Bug'] ]] self.mainmenu = MenuBarEx(self, menu) if settings.get_setting('Heartbeat') == '1': self.mainmenu.SetMenuState("GameServerServerHeartbeat", True) tabtheme = settings.get_setting('TabTheme') #This change is stable. TaS. self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedColorful", tabtheme == 'slanted&colorful') self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedBlackandWhite", tabtheme == 'slanted&bw') self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedAqua", tabtheme == 'slanted&aqua') self.mainmenu.SetMenuState("OpenRPGTabStylesFlatBlackandWhite", tabtheme == 'flat&bw') self.mainmenu.SetMenuState("OpenRPGTabStylesFlatAqua", tabtheme == 'flat&aqua') self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedCustom", tabtheme == 'customslant') self.mainmenu.SetMenuState("OpenRPGTabStylesFlatCustom", tabtheme == 'customflat') lvl = int(settings.get_setting('LoggingLevel')) if lvl & ORPG_DEBUG: self.mainmenu.SetMenuState("ToolsLoggingLevelDebug", True) if lvl & ORPG_DEBUG: self.mainmenu.SetMenuState("ToolsLoggingLevelNote", True) if lvl & ORPG_INFO: self.mainmenu.SetMenuState("ToolsLoggingLevelInfo", True) if lvl & ORPG_GENERAL: self.mainmenu.SetMenuState("ToolsLoggingLevelGeneral", True) self.pluginMenu = wx.Menu() item = wx.MenuItem(self.pluginMenu, wx.ID_ANY, "Control Panel", "Control Panel") self.Bind(wx.EVT_MENU, self.OnMB_PluginControlPanel, item) self.pluginMenu.AppendItem(item) self.pluginMenu.AppendSeparator() self.mainmenu.Insert(2, self.pluginMenu, "&Plugins") # Traipse Suite of Additions. self.traipseSuite = wx.Menu() self.mainmenu.Insert(5, self.traipseSuite, "&Traipse Suite") mana = wx.MenuItem(self.traipseSuite, wx.ID_ANY, "Update Manager", "Update Manager") self.Bind(wx.EVT_MENU, self.OnMB_UpdateManagerPanel, mana) self.traipseSuite.AppendItem(mana) debugger = wx.MenuItem(self.traipseSuite, -1, "Debug Console", "Debug Console") self.Bind(wx.EVT_MENU, self.OnMB_DebugConsole, debugger) self.traipseSuite.AppendItem(debugger) ################################# ## All Menu Events ################################# #Tab Styles Menus @debugging def SetTabStyles(self, *args, **kwargs): tabtheme = settings.get_setting('TabTheme') #This change is stable. TaS. self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedColorful", tabtheme == 'slanted&colorful') self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedBlackandWhite", tabtheme == 'slanted&bw') self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedAqua", tabtheme == 'slanted&aqua') self.mainmenu.SetMenuState("OpenRPGTabStylesFlatBlackandWhite", tabtheme == 'flat&bw') self.mainmenu.SetMenuState("OpenRPGTabStylesFlatAqua", tabtheme == 'flat&aqua') self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedCustom", tabtheme == 'customslant') self.mainmenu.SetMenuState("OpenRPGTabStylesFlatCustom", tabtheme == 'customflat') if kwargs.has_key('style'): newstyle = kwargs['style'] else: try: newstyle = args[1] except: logger.general('Invalid Syntax for orpgFrame->SetTabStyles(self, *args, **kwargs)'); return if kwargs.has_key('menu'): menu = kwargs['menu'] else: try: menu = args[0] except: logger.general('Invalid Syntax for orpgFrame->SetTabStyles(self, *args, **kwargs)'); return if kwargs.has_key('graidentTo'): graidentTo = kwargs['graidentTo'] else: graidentTo = None if kwargs.has_key('graidentFrom'): graidentFrom = kwargs['graidentFrom'] else: graidentFrom = None if kwargs.has_key('textColor'): textColor = kwargs['textColor'] else: textColor = None #Run though the current tabbed window list and remove those that have been closed tabbedwindows = component.get("tabbedWindows") new = [] for wnd in tabbedwindows: try: style = wnd.GetWindowStyleFlag(); new.append(wnd) except: pass tabbedwindows = new component.add("tabbedWindows", tabbedwindows) #Run though the new list and set the proper styles tabbg = settings.get_setting('TabBackgroundGradient') (red, green, blue) = self.rgb.rgb_tuple(tabbg) for wnd in tabbedwindows: style = wnd.GetWindowStyleFlag() # remove old tabs style mirror = ~(FNB.FNB_VC71 | FNB.FNB_VC8 | FNB.FNB_FANCY_TABS | FNB.FNB_COLORFUL_TABS) style &= mirror style |= newstyle wnd.SetWindowStyleFlag(style) wnd.SetTabAreaColour(wx.Color(red, green, blue)) if graidentTo != None: wnd.SetGradientColourTo(graidentTo) if graidentFrom != None: wnd.SetGradientColourFrom(graidentFrom) if textColor != None: wnd.SetNonActiveTabTextColour(textColor) wnd.Refresh() @debugging def OnMB_OpenRPGNewMap(self): pass #Not Implemented yet! @debugging def OnMB_OpenRPGTabStylesSlantedColorful(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesSlantedColorful"): settings.set_setting('TabTheme', 'slanted&colorful') self.SetTabStyles("OpenRPGTabStylesSlantedColorful", FNB.FNB_VC8|FNB.FNB_COLORFUL_TABS) else: self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedColorful", True) @debugging def OnMB_OpenRPGTabStylesSlantedBlackandWhite(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesSlantedBlackandWhite"): settings.set_setting('TabTheme', 'slanted&bw') self.SetTabStyles("OpenRPGTabStylesSlantedBlackandWhite", FNB.FNB_VC8, graidentTo=wx.WHITE, graidentFrom=wx.WHITE, textColor=wx.BLACK) else: self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedBlackandWhite", True) @debugging def OnMB_OpenRPGTabStylesSlantedAqua(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesSlantedAqua"): settings.set_setting('TabTheme', 'slanted&aqua') self.SetTabStyles("OpenRPGTabStylesSlantedAqua", FNB.FNB_VC8, graidentTo=wx.Color(0, 128, 255), graidentFrom=wx.WHITE, textColor=wx.BLACK) else: self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedAqua", True) @debugging def OnMB_OpenRPGTabStylesSlantedCustom(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesSlantedCustom"): settings.set_setting('TabTheme', 'customslant') gfrom = settings.get_setting('TabGradientFrom') (fred, fgreen, fblue) = self.rgb.rgb_tuple(gfrom) gto = settings.get_setting('TabGradientTo') (tored, togreen, toblue) = self.rgb.rgb_tuple(gto) tabtext = settings.get_setting('TabTextColor') (tred, tgreen, tblue) = self.rgb.rgb_tuple(tabtext) tabbg = settings.get_setting('TabBackgroundGradient') (red, green, blue) = self.rgb.rgb_tuple(tabbg) self.SetTabStyles("OpenRPGTabStylesSlantedCustom", FNB.FNB_VC8, graidentTo=wx.Color(tored, togreen, toblue), graidentFrom=wx.Color(fred, fgreen, fblue), textColor=wx.Color(tred, tgreen, tblue)) else: self.mainmenu.SetMenuState("OpenRPGTabStylesSlantedCustom", True) @debugging def OnMB_OpenRPGTabStylesFlatBlackandWhite(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesFlatBlackandWhite"): settings.set_setting('TabTheme', 'flat&bw') self.SetTabStyles("OpenRPGTabStylesFlatBlackandWhite", FNB.FNB_FANCY_TABS, graidentTo=wx.WHITE, graidentFrom=wx.WHITE, textColor=wx.BLACK) else: self.mainmenu.SetMenuState("OpenRPGTabStylesFlatBlackandWhite", True) @debugging def OnMB_OpenRPGTabStylesFlatAqua(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesFlatAqua"): settings.set_setting('TabTheme', 'flat&aqua') self.SetTabStyles("OpenRPGTabStylesFlatAqua", FNB.FNB_FANCY_TABS, graidentTo=wx.Color(0, 128, 255), graidentFrom=wx.WHITE, textColor=wx.BLACK) else: self.mainmenu.SetMenuState("OpenRPGTabStylesFlatAqua", True) @debugging def OnMB_OpenRPGTabStylesFlatCustom(self): if self.mainmenu.GetMenuState("OpenRPGTabStylesFlatCustom"): settings.set_setting('TabTheme', 'customflat') gfrom = settings.get_setting('TabGradientFrom') (fred, fgreen, fblue) = self.rgb.rgb_tuple(gfrom) gto = settings.get_setting('TabGradientTo') (tored, togreen, toblue) = self.rgb.rgb_tuple(gto) tabtext = settings.get_setting('TabTextColor') (tred, tgreen, tblue) = self.rgb.rgb_tuple(tabtext) tabbg = settings.get_setting('TabBackgroundGradient') (red, green, blue) = self.rgb.rgb_tuple(tabbg) self.SetTabStyles("OpenRPGTabStylesFlatCustom", FNB.FNB_FANCY_TABS, graidentTo=wx.Color(tored, togreen, toblue), graidentFrom=wx.Color(fred, fgreen, fblue), textColor=wx.Color(tred, tgreen, tblue)) else: self.mainmenu.SetMenuState("OpenRPGTabStylesFlatCustom", True) #Window Menu @debugging def OnMB_WindowsMenu(self, event): menuid = event.GetId() name = self.mainwindows[menuid] if name == 'Alias Lib': if self.aliaslib.IsShown(): self.aliaslib.Hide() else: self.aliaslib.Show() else: if self._mgr.GetPane(name).IsShown(): self._mgr.GetPane(name).Hide() else: self._mgr.GetPane(name).Show() self._mgr.Update() #OpenRPG Menu @debugging def OnMB_OpenRPGSettings(self): dlg = orpg.tools.orpg_settings.orpgSettingsWnd(self) dlg.Centre() dlg.ShowModal() def OnMB_OpenRPGExit(self): self.OnCloseWindow(0) #Game Server Menu @debugging def OnMB_GameServerBrowseServers(self): if self._mgr.GetPane("Browse Server Window").IsShown() == True: self._mgr.GetPane("Browse Server Window").Hide() else: self._mgr.GetPane("Browse Server Window").Show() self._mgr.Update() @debugging def OnMB_GameServerServerHeartbeat(self): if self.mainmenu.GetMenuState("GameServerServerHeartbeat"): settings.set_setting('Heartbeat', '1') else: settings.set_setting('Heartbeat', '0') @debugging def OnMB_GameServerStartServer(self): start_dialog = wx.ProgressDialog( "Server Loading", "Server Loading, Please Wait...", 1, self ) # Spawn the new process and close the stdout handle from it start_dialog.Update( 0 ) # Adjusted following code to work with win32, can't test for Unix # as per reported bug 586227 if wx.Platform == "__WXMSW__": arg = '\"' + os.path.normpath(dir_struct["home"] + 'start_server_gui.py') + '\"' args = ( sys.executable, arg ) else: arg = dir_struct["home"] + 'start_server_gui.py' args = (arg,arg) os.spawnv( os.P_NOWAIT, sys.executable, args ) start_dialog.Update( 1 ) start_dialog.Show(False) start_dialog.Destroy() # Tools Menu @debugging def OnMB_PluginControlPanel(self, evt): if self.pluginsFrame.IsShown() == True: self.pluginsFrame.Hide() else: self.pluginsFrame.Show() @debugging def OnMB_UpdateManagerPanel(self, evt): if self.updateMana.IsShown() == True: self.updateMana.Hide() else: self.updateMana.Show() @debugging def OnMB_DebugConsole(self, evt): if self.debugger.IsShown() == True: self.debugger.Hide() else: self.debugger.Show() @debugging def OnMB_ToolsLoggingLevelDebug(self): lvl = logger.log_level if self.mainmenu.GetMenuState("ToolsLoggingLevelDebug"): lvl |= ORPG_DEBUG else: lvl &= ~ORPG_DEBUG logger.log_level = lvl settings.set('LoggingLevel', lvl) @debugging def OnMB_ToolsLoggingLevelNote(self): lvl = logger.log_level if self.mainmenu.GetMenuState("ToolsLoggingLevelNote"): lvl |= ORPG_DEBUG else: lvl &= ~ORPG_DEBUG logger.log_level = lvl settings.set('LoggingLevel', lvl) @debugging def OnMB_ToolsLoggingLevelInfo(self): lvl = logger.log_level if self.mainmenu.GetMenuState("ToolsLoggingLevelInfo"): lvl |= ORPG_INFO else: lvl &= ~ORPG_INFO logger.log_level = lvl settings.set('LoggingLevel', lvl) @debugging def OnMB_ToolsLoggingLevelGeneral(self): lvl = logger.log_level if self.mainmenu.GetMenuState("ToolsLoggingLevelGeneral"): lvl |= ORPG_GENERAL else: lvl &= ~ORPG_GENERAL logger.log_level = lvl settings.set('LoggingLevel', lvl) @debugging def OnMB_ToolsPasswordManager(self): if self.mainmenu.GetMenuState("ToolsPasswordManager"): self.password_manager.Enable() else: self.password_manager.Disable() @debugging def OnMB_ToolsStatusBar(self): if self._mgr.GetPane("Status Window").IsShown() == True: self.mainmenu.SetMenuState("ToolsStatusBar", False) self._mgr.GetPane("Status Window").Hide() else: self.mainmenu.SetMenuState("ToolsStatusBar", True) self._mgr.GetPane("Status Window").Show() self._mgr.Update() @debugging def OnMB_ToolsSoundToolbar(self): if self._mgr.GetPane("Sound Control Toolbar").IsShown() == True: self.mainmenu.SetMenuState("ToolsSoundToolbar", False) self._mgr.GetPane("Sound Control Toolbar").Hide() else: self.mainmenu.SetMenuState("ToolsSoundToolbar", True) self._mgr.GetPane("Sound Control Toolbar").Show() self._mgr.Update() @debugging def OnMB_ToolsDiceBar(self): if self._mgr.GetPane("Dice Tool Bar").IsShown() == True: self.mainmenu.SetMenuState("ToolsDiceBar", False) self._mgr.GetPane("Dice Tool Bar").Hide() else: self.mainmenu.SetMenuState("ToolsDiceBar", True) self._mgr.GetPane("Dice Tool Bar").Show() self._mgr.Update() @debugging def OnMB_ToolsMapBar(self): if self._mgr.GetPane("Map Tool Bar").IsShown() == True: self.mainmenu.SetMenuState("ToolsMapBar", False) self._mgr.GetPane("Map Tool Bar").Hide() else: self.mainmenu.SetMenuState("ToolsMapBar", True) self._mgr.GetPane("Map Tool Bar").Show() self._mgr.Update() #Help Menu #Needs a custom Dialog because it is ugly on Windows @debugging def OnMB_HelpAbout(self): description = "OpenRPG is a Virtual Game Table that allows users to connect via a network and play table\n" description += "top games with friends. 'Traipse' is an OpenRPG distro that is easy to setup and provides superb \n" description += "functionality. OpenRPG is originally designed by Chris Davis. \n" license = "OpenRPG is free software; you can redistribute it and/or modify it " license += "under the terms of the GNU General Public License as published by the Free Software Foundation; \n" license += "either version 2 of the License, or (at your option) any later version.\n\n" license += "OpenRPG and Traipse 'OpenRPG' is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; \n" license += "without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. \n" license += "See the GNU General Public License for more details. You should have received a copy of \n" license += "the GNU General Public License along with Traipse 'OpenRPG'; if not, write to \n" license += "the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\n\n" license += "'Traipse' and the 'Traipse' Logo are trademarks of Mad Mathematics Laboratories." info = wx.AboutDialogInfo() info.SetIcon(wx.Icon(dir_struct["icon"]+'splash.gif', wx.BITMAP_TYPE_GIF)) info.SetName('Traipse') info.SetVersion('OpenRPG ' + VERSION) info.SetDescription(description) info.SetCopyright('(C) Copyright 2009 Mad Math Labs') info.SetWebSite('http://www.openrpg.com') info.SetLicence(license) orpg_devs = ['Thomas Baleno', 'Andrew Bennett', 'Lex Berezhny', 'Ted Berg', 'Bernhard Bergbauer', 'Chris Blocher', 'David Byron', 'Ben Collins-Sussman', 'Robin Cook', 'Greg Copeland', 'Chris Davis', 'Michael Edwards', 'Andrew Ettinger', 'Todd Faris', 'Dj Gilcrease', 'Christopher Hickman', 'Paul Hosking', 'Brian Manning', 'Scott Mackay', 'Jesse McConnell', 'Brian Osman', 'Rome Reginelli', 'Christopher Rouse', 'Dave Sanders', 'Tyler Starke', 'Mark Tarrabain'] for dev in orpg_devs: info.AddDeveloper(dev) wx.AboutBox(info) @debugging def OnMB_HelpOnlineUserGuide(self): wb = webbrowser.get() wb.open("https://www.assembla.com/wiki/show/traipse/User_Manual") @debugging def OnMB_HelpChangeLog(self): wb = webbrowser.get() wb.open("http://www.assembla.com/spaces/milestones/index/traipse_dev?spaces_tool_id=Milestones") @debugging def OnMB_HelpReportaBug(self): wb = webbrowser.get() wb.open("http://www.assembla.com/spaces/tickets/index/traipse_dev?spaces_tool_id=Tickets") ################################# ## Build the GUI ################################# @debugging def build_gui(self): self.Freeze() self.validate.config_file("layout.xml","default_layout.xml") filename = dir_struct["user"] + "layout.xml" temp_file = open(filename) txt = temp_file.read() xml_dom = xml.parseXml(txt)._get_documentElement() temp_file.close() """ Would a component work better? etree = ElementTree() with open(dir_struct['user'] + 'layout.xml') as f: etree.parse(f) base = etree.getroot() """ self.windowsmenu = wx.Menu() self.mainwindows = {} #Plugins Window self.pluginsFrame = pluginUI.PluginFrame(self) component.add("plugins", self.get_activeplugins()) component.add("startplugs", self.get_startplugins()) logger.debug("Menu Created") h = int(xml_dom.getAttribute("height")) w = int(xml_dom.getAttribute("width")) posx = int(xml_dom.getAttribute("posx")) posy = int(xml_dom.getAttribute("posy")) maximized = int(xml_dom.getAttribute("maximized")) self.SetDimensions(posx, posy, w, h) logger.debug("Dimensions Set") #Update Manager self.manifest = manifest.ManifestChanges() self.updateMana = upmana.updatemana.updaterFrame(self, "OpenRPG Update Manager Beta 0.8", component, self.manifest, True) logger.debug("Menu Created") h = int(xml_dom.getAttribute("height")) w = int(xml_dom.getAttribute("width")) posx = int(xml_dom.getAttribute("posx")) posy = int(xml_dom.getAttribute("posy")) maximized = int(xml_dom.getAttribute("maximized")) self.SetDimensions(posx, posy, w, h) logger.debug("Dimensions Set") #Update Manager self.manifest = manifest.ManifestChanges() self.debugger = orpg.tools.orpg_log.DebugConsole(self) logger.debug("Menu Created") h = int(xml_dom.getAttribute("height")) w = int(xml_dom.getAttribute("width")) posx = int(xml_dom.getAttribute("posx")) posy = int(xml_dom.getAttribute("posy")) maximized = int(xml_dom.getAttribute("maximized")) self.SetDimensions(posx, posy, w, h) logger.debug("Dimensions Set") # Sound Manager self.sound_player = orpg.tools.orpg_sound.orpgSound(self) component.add("sound", self.sound_player) wndinfo = AUI.AuiPaneInfo() menuid = wx.NewId() self.mainwindows[menuid] = "Sound Control Toolbar" wndinfo.DestroyOnClose(False) wndinfo.Name("Sound Control Toolbar") wndinfo.Caption("Sound Control Toolbar") wndinfo.Float() wndinfo.ToolbarPane() wndinfo.Hide() self._mgr.AddPane(self.sound_player, wndinfo) children = xml_dom._get_childNodes() for c in children: self.build_window(c, self) # status window self.status = status_bar(self) wndinfo = AUI.AuiPaneInfo() menuid = wx.NewId() self.mainwindows[menuid] = "Status Window" wndinfo.DestroyOnClose(False) wndinfo.Name("Status Window") wndinfo.Caption("Status Window") wndinfo.Float() wndinfo.ToolbarPane() wndinfo.Hide() self._mgr.AddPane(self.status, wndinfo) logger.debug("Status Window Created") # Create and show the floating dice toolbar self.dieToolBar = orpg.tools.toolBars.DiceToolBar(self, callBack = self.chat.ParsePost) wndinfo = AUI.AuiPaneInfo() menuid = wx.NewId() self.mainwindows[menuid] = "Dice Tool Bar" wndinfo.DestroyOnClose(False) wndinfo.Name("Dice Tool Bar") wndinfo.Caption("Dice Tool Bar") wndinfo.Float() wndinfo.ToolbarPane() wndinfo.Hide() self._mgr.AddPane(self.dieToolBar, wndinfo) logger.debug("Dice Tool Bar Created") #Create the Map tool bar self.mapToolBar = orpg.tools.toolBars.MapToolBar(self, callBack = self.map.MapBar) wndinfo = AUI.AuiPaneInfo() menuid = wx.NewId() self.mainwindows[menuid] = "Map Tool Bar" wndinfo.DestroyOnClose(False) wndinfo.Name("Map Tool Bar") wndinfo.Caption("Map Tool Bar") wndinfo.Float() wndinfo.ToolbarPane() wndinfo.Hide() self._mgr.AddPane(self.mapToolBar, wndinfo) logger.debug("Map Tool Bar Created") #Create the Browse Server Window #Turn into frame, as with others. self.gs = orpg.networking.gsclient.game_server_panel(self) wndinfo = AUI.AuiPaneInfo() wndinfo.DestroyOnClose(False) wndinfo.Name("Browse Server Window") wndinfo.Caption("Game Server") wndinfo.Float() wndinfo.Dockable(False) wndinfo.MinSize(wx.Size(640,480)) wndinfo.Hide() self._mgr.AddPane(self.gs, wndinfo) logger.debug("Game Server Window Created") #Create the Alias Lib Window self.aliaslib = orpg.tools.aliaslib.AliasLib() self.aliaslib.Hide() logger.debug("Alias Window Created") menuid = wx.NewId() self.windowsmenu.Append(menuid, "Alias Lib", kind=wx.ITEM_CHECK) self.windowsmenu.Check(menuid, False) self.Bind(wx.EVT_MENU, self.OnMB_WindowsMenu, id=menuid) self.mainwindows[menuid] = "Alias Lib" self.mainmenu.Insert(3, self.windowsmenu, 'Windows') logger.debug("Windows Menu Done") self._mgr.Update() if wx.VERSION_STRING > "2.8": self.Bind(AUI.EVT_AUI_PANE_CLOSE, self.onPaneClose) else: self.Bind(AUI.EVT_AUI_PANECLOSE, self.onPaneClose) logger.debug("AUI Bindings Done") #Load the layout if one exists layout = xml_dom.getElementsByTagName("DockLayout") try: textnode = xml.safe_get_text_node(layout[0]) self._mgr.LoadPerspective(textnode._get_nodeValue()) except: pass xml_dom.unlink() logger.debug("Perspective Loaded") self._mgr.GetPane("Browse Server Window").Hide() self._mgr.Update() self.Maximize(maximized) logger.debug("GUI is all created") self.Thaw() @debugging def do_tab_window(self,xml_dom,parent_wnd): #def do_tab_window(self, etreeEl, parent_wnd): # if container window loop through childern and do a recursive call temp_wnd = orpgTabberWnd(parent_wnd, style=FNB.FNB_ALLOW_FOREIGN_DND) children = xml_dom._get_childNodes() for c in children: wnd = self.build_window(c,temp_wnd) name = c.getAttribute("name") temp_wnd.AddPage(wnd, name, False) """ for c in etreeEl.getchildren(): wnd = self.build_window(c, temp_wnd) temp_wnd.AddPage(wnd, c.get('name'), False) """ return temp_wnd @debugging def build_window(self, xml_dom, parent_wnd): name = xml_dom._get_nodeName() if name == "DockLayout" or name == "dock": return dirc = xml_dom.getAttribute("direction") #should NOT use dir, it is a built in function. pos = xml_dom.getAttribute("pos") height = xml_dom.getAttribute("height") width = xml_dom.getAttribute("width") cap = xml_dom.getAttribute("caption") dockable = xml_dom.getAttribute("dockable") layer = xml_dom.getAttribute("layer") try: layer = int(layer); dockable = int(dockable) except: layer = 0; dockable = 1 if name == "tab": temp_wnd = self.do_tab_window(xml_dom, parent_wnd) elif name == "map": temp_wnd = orpg.mapper.map.map_wnd(parent_wnd, -1) self.map = temp_wnd elif name == "tree": temp_wnd = orpg.gametree.gametree.game_tree(parent_wnd, -1) self.tree = temp_wnd if settings.get_setting('ColorTree') == '1': self.tree.SetBackgroundColour(settings.get_setting('bgcolor')) self.tree.SetForegroundColour(settings.get_setting('textcolor')) else: self.tree.SetBackgroundColour('white') self.tree.SetForegroundColour('black') elif name == "chat": temp_wnd = orpg.chat.chatwnd.chat_notebook(parent_wnd, wx.DefaultSize) self.chattabs = temp_wnd self.chat = temp_wnd.MainChatPanel elif name == "player": temp_wnd = orpg.player_list.player_list(parent_wnd) self.players = temp_wnd if settings.get_setting('ColorTree') == '1': self.players.SetBackgroundColour(settings.get_setting('bgcolor')) self.players.SetForegroundColour(settings.get_setting('textcolor')) else: self.players.SetBackgroundColour('white') self.players.SetForegroundColour('black') if parent_wnd != self: return temp_wnd menuid = wx.NewId() self.windowsmenu.Append(menuid, cap, kind=wx.ITEM_CHECK) self.windowsmenu.Check(menuid, True) self.Bind(wx.EVT_MENU, self.OnMB_WindowsMenu, id=menuid) self.mainwindows[menuid] = cap wndinfo = AUI.AuiPaneInfo() wndinfo.DestroyOnClose(False) wndinfo.Name(cap) wndinfo.FloatingSize(wx.Size(int(width), int(height))) wndinfo.BestSize(wx.Size(int(width), int(height))) wndinfo.Layer(int(layer)) wndinfo.Caption(cap) # Lambda here should work! (future dev) if dirc.lower() == 'top': wndinfo.Top() elif dirc.lower() == 'bottom': wndinfo.Bottom() elif dirc.lower() == 'left': wndinfo.Left() elif dirc.lower() == 'right': wndinfo.Right() elif dirc.lower() == 'center': wndinfo.Center(); wndinfo.CaptionVisible(False) if dockable != 1: wndinfo.Dockable(False) wndinfo.Floatable(False) if pos != '' or pos != '0' or pos != None: wndinfo.Position(int(pos)) wndinfo.Show() self._mgr.AddPane(temp_wnd, wndinfo) return temp_wnd @debugging def onPaneClose(self, evt): pane = evt.GetPane() #Arbitrary If ELIF fix. Items had incorrect ID's set. Finding correct ID will fix it for the iteration. #Adding ID also fixed docking. Go figure. if pane.name == 'Sound Control Toolbar': self.mainmenu.SetMenuState('ToolsSoundToolbar', False) elif pane.name == 'Status Window': self.mainmenu.SetMenuState('ToolsStatusBar', False) elif pane.name == 'Dice Tool Bar': self.mainmenu.SetMenuState('ToolsDiceBar', False) elif pane.name == 'Map Tool Bar': self.mainmenu.SetMenuState('ToolsMapBar', False) else: for wndid, wname in self.mainwindows.iteritems(): #print pane.name, wname, wndid if pane.name == wname: self.windowsmenu.Check(wndid, False); break evt.Skip() self._mgr.Update() @debugging def saveLayout(self): filename = dir_struct["user"] + "layout.xml" temp_file = open(filename) txt = temp_file.read() xml_dom = xml.parseXml(txt)._get_documentElement() temp_file.close() (x_size,y_size) = self.GetClientSize() (x_pos,y_pos) = self.GetPositionTuple() if self.IsMaximized(): max = 1 else: max = 0 xml_dom.setAttribute("height", str(y_size)) xml_dom.setAttribute("width", str(x_size)) xml_dom.setAttribute("posx", str(x_pos)) xml_dom.setAttribute("posy", str(y_pos)) xml_dom.setAttribute("maximized", str(max)) layout = xml_dom.getElementsByTagName("DockLayout") try: textnode = xml.safe_get_text_node(layout[0]) textnode._set_nodeValue(str(self._mgr.SavePerspective())) except: elem = minidom.Element('DockLayout') elem.setAttribute("DO_NO_EDIT","True") textnode = xml.safe_get_text_node(elem) textnode._set_nodeValue(str(self._mgr.SavePerspective())) xml_dom.appendChild(elem) temp_file = open(filename, "w") temp_file.write(xml_dom.toxml(1)) temp_file.close() @debugging def build_hotkeys(self): self.mainmenu.accel.xaccel.extend(self.chat.get_hot_keys()) self.mainmenu.accel.xaccel.extend(self.map.get_hot_keys()) @debugging def start_timer(self): self.poll_timer.Start(100) s = component.get('settings') if s.get_setting("Heartbeat") == "1": self.ping_timer.Start(1000*60) logger.debug("starting heartbeat...", True) @debugging def kill_mplay_session(self): self.game_name = "" self.session.start_disconnect() @debugging def quit_game(self, evt): dlg = wx.MessageDialog(self,"Exit gaming session?","Game Session",wx.YES_NO) if dlg.ShowModal() == wx.ID_YES: self.session.exitCondition.notifyAll() dlg.Destroy() self.kill_mplay_session() @debugging def on_status_event(self, evt): id = evt.get_id() status = evt.get_data() if id == orpg.networking.mplay_client.STATUS_SET_URL: self.status.set_url(status) @debugging def on_player_event(self, evt): id = evt.get_id() player = evt.get_data() display_name = self.chat.chat_display_name(player) time_str = time.strftime("%H:%M", time.localtime()) if id == orpg.networking.mplay_client.PLAYER_NEW: self.players.add_player(player) self.chat.InfoPost(display_name + " (enter): " + time_str) elif id == orpg.networking.mplay_client.PLAYER_DEL: self.players.del_player(player) self.chat.InfoPost(display_name + " (exit): " + time_str) elif id == orpg.networking.mplay_client.PLAYER_UPDATE: self.players.update_player(player) self.players.Refresh() @debugging def on_group_event(self, evt): id = evt.get_id() data = evt.get_data() if id == orpg.networking.mplay_client.GROUP_NEW: self.gs.add_room(data) elif id == orpg.networking.mplay_client.GROUP_DEL: self.password_manager.RemoveGroupData(data) self.gs.del_room(data) elif id == orpg.networking.mplay_client.GROUP_UPDATE: self.gs.update_room(data) @debugging def on_receive(self, data, player): # see if we are ignoring this user (ignore_id,ignore_name) = self.session.get_ignore_list() for m in ignore_id: if m == player[2]: logger.debug("ignoring message from player:" + player[0], True); return # ok we are not ignoring this message #recvSound = "RecvSound" # this will be the default sound. Whisper will change this below if player: display_name = self.chat.chat_display_name(player) else: display_name = "Server Administrator" if data[:5] == "<tree": self.tree.on_receive_data(data,player) self.chat.InfoPost(display_name + " has sent you a tree node...") elif data[:4] == "<map": self.map.new_data(data) elif data[:5] == "<chat": msg = orpg.chat.chat_msg.chat_msg(data) self.chat.post_incoming_msg(msg,player) else: """ all this below code is for comptiablity with older clients and can be removed after a bit """ import warnings warnings.warn("Getting here is bad, find out how and fix it", DeprecationWarning, 2) if data[:3] == "/me": """ This fixes the emote coloring to comply with what has been asked for by the user population, not to mention, what I committed to many moons ago. In doing so, Woody's scheme has been tossed out. I'm sure Woody won't be happy but I'm invoking developer priveledge to satisfy user request, not to mention, this scheme actually makes more sense. In Woody's scheme, a user could over-ride another users emote color. This doesn't make sense, rather, people dictate their OWN colors... which is as it should be in the first place and is as it has been with normal text. In short, this makes sense and is consistent. """ data = data.replace( "/me", "" ) """ Check to see if we find the closing '>' for the font within the first 22 values """ index = data[:22].find( ">" ) if index == -1: data = "** " + self.chat.colorize( self.chat.infocolor, display_name + data ) + " **" else: """ This means that we found a valid font string, so we can simply plug the name into the string between the start and stop font delimiter """ print "pre data = " + data data = data[:22] + "** " + display_name + " " + data[22:] + " **" print "post data = " + data elif data[:2] == "/w": data = data.replace("/w","") data = "<b>" + display_name + "</b> (whispering): " + data else: # Normal text if player: data = "<b>" + display_name + "</b>: " + data else: data = "<b><i><u>" + display_name + "</u>-></i></b> " + data self.chat.Post(data) @debugging def on_mplay_event(self, evt): id = evt.get_id() if id == orpg.networking.mplay_client.MPLAY_CONNECTED: self.chat.InfoPost("Game connected!") self.gs.set_connected(1) self.password_manager.ClearPassword("ALL") elif id == orpg.networking.mplay_client.MPLAY_DISCONNECTED: self.poll_timer.Stop() self.ping_timer.Stop() self.chat.SystemPost("Game disconnected!") self.players.reset() self.gs.set_connected(0) self.status.set_connect_status("Not Connected") ####Begin changes for Custom Exit Message by mDuo13###### elif id == orpg.networking.mplay_client.MPLAY_DISCONNECTING: settings = component.get('settings') custom_msg = settings.get_setting("dcmsg") custom_msg=custom_msg[:80] if custom_msg[:3]=="/me": self.chat.send_chat_message(custom_msg[3:], 3) else: self.chat.system_message(custom_msg) #####End Changes for Custom Exit Message by mDuo13 elif id== orpg.networking.mplay_client.MPLAY_GROUP_CHANGE: group = evt.get_data() self.chat.InfoPost("Moving to room '"+group[1]+"'..") if self.gs : self.gs.set_cur_room_text(group[1]) self.players.reset() elif id== orpg.networking.mplay_client.MPLAY_GROUP_CHANGE_F: self.chat.SystemPost("Room access denied!") @debugging def OnCloseWindow(self, event): dlg = wx.MessageDialog(self, "Quit OpenRPG?", "OpenRPG", wx.YES_NO) if dlg.ShowModal() == wx.ID_YES: dlg.Destroy() self.closed_confirmed() @debugging def closed_confirmed(self): self.activeplugins = component.get('plugins') self.aliaslib.OnMB_FileSave(None) #following lines added by mDuo13 #########plugin_disabled()######### for plugin_fname in self.activeplugins.keys(): plugin = self.activeplugins[plugin_fname] try: plugin.plugin_disabled() except Exception, e: traceback.print_exc() #end mDuo13 added code self.saveLayout() try: settings.save() except Exception: logger.general("[WARNING] Error saving 'settings' component", True) try: self.map.pre_exit_cleanup() except Exception: logger.general("[WARNING] Map error pre_exit_cleanup()", True) try: save_tree = string.upper(settings.get_setting("SaveGameTreeOnExit")) if (save_tree != "0") and (save_tree != "False") and (save_tree != "NO"): self.tree.save_tree(settings.get_setting("gametree")) except Exception: logger.general("[WARNING] Error saving gametree", True) if self.session.get_status() == orpg.networking.mplay_client.MPLAY_CONNECTED: self.kill_mplay_session() try: #Kill all the damn timers self.sound_player.timer.Stop() del self.sound_player.timer except Exception: logger.general("sound didn't die properly.", True) try: self.poll_timer.Stop() self.ping_timer.Stop() self.chat.parent.chat_timer.Stop() self.map.canvas.zoom_display_timer.Stop() self.map.canvas.image_timer.Stop() self.status.timer.Stop() del self.ping_timer; del self.poll_timer; del self.chat.parent.chat_timer del self.map.canvas.zoom_display_timer; del self.map.canvas.image_timer; del self.status.timer except Exception: logger.general("some timer didn't die properly.", True) self._mgr.UnInit() mainapp = wx.GetApp() mainapp.ExitMainLoop() self.Destroy() try: if self.server_pipe != None: dlg = wx.ProgressDialog("Exit","Stoping server",2,self) dlg.Update(2) dlg.Show(True) self.server_pipe.write("\nkill\n") logger.general("Killing Server process:", True) time.sleep(5) self.server_stop() self.server_pipe.close() self.std_out.close() self.server_thread.exit() dlg.Destroy() logger.general("Server killed:", True) except Exception: pass ######################################## ## Application class ######################################## class orpgSplashScreen(wx.SplashScreen): @debugging def __init__(self, parent, bitmapfile, duration, callback): wx.SplashScreen.__init__(self, wx.Bitmap(bitmapfile), wx.SPLASH_CENTRE_ON_SCREEN | wx.SPLASH_TIMEOUT, duration, None, -1) self.callback = callback self.closing = False self.Bind(wx.EVT_CLOSE, self.callback) class orpgApp(wx.App): @debugging def OnInit(self): component.add('log', logger) component.add('xml', xml) component.add('settings', settings) component.add('validate', validate) component.add("tabbedWindows", []) logger._set_log_level = int(settings.get_setting('LoggingLevel')) logger._set_log_to_console(False) self.manifest = manifest.ManifestChanges() self.called = False wx.InitAllImageHandlers() self.splash = orpgSplashScreen(None, dir_struct["icon"] + 'splash13.jpg', 3000, self.AfterSplash) self.Bind(wx.EVT_KEY_DOWN, self.OnKeyPress) self._crust = None wx.Yield() return True @debugging def OnKeyPress(self, evt): #Event handler if evt.AltDown() and evt.CmdDown() and evt.KeyCode == ord('I'): self.ShowShell() else: evt.Skip() @debugging def ShowShell(self): #Show the PyCrust window. if not self._crust: self._crust = wx.py.crust.CrustFrame(self.GetTopWindow()) self._crust.shell.interp.locals['app'] = self win = wx.FindWindowAtPointer() self._crust.shell.interp.locals['win'] = win self._crust.Show() @debugging def AfterSplash(self,evt): if not self.called: self.splash.Hide() self.called = True self.frame = orpgFrame(None, wx.ID_ANY, MENU_TITLE) self.frame.Raise() self.frame.Refresh() self.frame.Show(True) self.SetTopWindow(self.frame) #self.frame.show_dlgs() self.frame.post_show_init() wx.CallAfter(self.splash.Close) return True @debugging def OnExit_CleanUp(self): logger.debug("Preforming cleanup\n") try: del os.environ["OPENRPG_BASE"] except: pass try: os.remove(os.environ["OPENRPG_BASE"] + os.sep + 'orpg' + os.sep + 'dirpath' + os.sep + 'approot.py') except: pass try: os.remove(os.environ["OPENRPG_BASE"] + os.sep + 'orpg' + os.sep + 'dirpath' + os.sep + 'approot.pyc') except: pass @debugging def OnExit(self): self.OnExit_CleanUp() #Exit logger.debug("Main Application Exit\n\n")