Mercurial > traipse
view orpg/tools/toolBars.py @ 36:d02e9197c066 ornery-orc
Traipse 'OpenRPG' {101220-00}
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 (Closed)
New Features:
New to Map, can re-order Grid, Miniatures, and Whiteboard layer draw order
New to Server GUI, can now clear log
New Earthdawn Dieroller
New IronClaw roller, sheet, and image
New ShapeShifter PC Sheet
Updates:
Update to Warhammer PC Sheet. Rollers set as macros. Should work with little maintanence.
Update to Browser Server window. Display rooms with ' " & cleaner
Update to Server. Handles ' " & cleaner
Update to Dieroller. Cleaner, more effecient expression system
Update to Hidden Die plugin, allows for non standard dice rolls
Update to location.py, allows for more portable references when starting Traipse
Update to the Features node
Fixes:
Fix to InterParse that was causing an Infernal Loop with Namespace Internal
Fix to XML data, removed old Minidom and switched to Element Tree
Fix to Server that was causing eternal attempt to find a Server ID, in Register Rooms thread
Fix to Server, removing wxPython dependencies where not needed
Fix to metaservers.xml file not being created
Fix to Single and Double quotes in Whiteboard text
Fix to Background images not showing when using the Image Server
Fix to Duplicate chat names appearing
Fix to Server GUI's logging output
Fix to FNB.COLORFUL_TABS bug
Fix to Gametree for XSLT Sheets
Fix to Gametree for locating gametree files
Fix to Send to Chat from Gametree
Fix to Gametree, renaming and remapping operates correctly
Fix to aliaslib, prevents error caused when SafeHTML is sent None
author | sirebral |
---|---|
date | Sun, 19 Dec 2010 22:44:36 -0600 |
parents | ff154cf3350c |
children |
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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: toolBars.py # Author: Greg Copeland # Maintainer: # # Description: Contains all of the toolbars used in the application. # # __version__ = "$Id: toolBars.py,v Traipse 'Ornery-Orc' prof.ebral Exp $" ## ## Module Loading ## from inputValidator import * import string from orpg.dirpath import dir_struct # DICE stuff TB_IDC_D4 = wx.NewId() TB_IDC_D6 = wx.NewId() TB_IDC_D8 = wx.NewId() TB_IDC_D10 = wx.NewId() TB_IDC_D12 = wx.NewId() TB_IDC_D20 = wx.NewId() TB_IDC_D100 = wx.NewId() TB_IDC_NUMDICE = wx.NewId() TB_IDC_MODS = wx.NewId() # MAP stuff TB_MAP_MODE = wx.NewId() # Caution: the use of wxFRAME_TOOL_WINDOW screws up the window on GTK. Please don't use!!! class MapToolBar(wx.Panel): """This is where all of the map related tools belong for quick reference.""" def __init__( self, parent, id=-1, title="Map Tool Bar", size= wx.Size(300, 45), callBack=None ): wx.Panel.__init__(self, parent, id, size=size) self.callback = callBack self.mapmode = 1 self.modeicons = [dir_struct["icon"]+"move.gif", dir_struct["icon"]+"draw.gif", dir_struct["icon"]+"tape.gif"] # Make a sizer for everything to belong to self.sizer = wx.BoxSizer( wx.HORIZONTAL ) bm = wx.Image(dir_struct["icon"]+"move.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() self.butt = wx.BitmapButton( self, TB_MAP_MODE, bm ) self.sizer.Add( self.butt,0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_MAP_MODE) # Build the toolbar now # Stubbed, but nothing here yet! # Now, attach the sizer to the panel and tell it to do it's magic self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() def onToolBarClick(self,evt): data = "" id = evt.GetId() data = "" mode = 1 if id == TB_MAP_MODE: mode = 1 self.mapmode +=1 if self.mapmode >3: self.mapmode = 1 bm = wx.Image(self.modeicons[self.mapmode-1],wx.BITMAP_TYPE_GIF).ConvertToBitmap() self.butt= wx.BitmapButton(self,TB_MAP_MODE,bm) data = self.mapmode if self.callback != None: self.callback(mode,data) class DiceToolBar(wx.Panel): """This is where all of the dice related tools belong for quick reference.""" def __init__( self, parent, id=-1, title="Dice Tool Bar", size=wx.Size(300, 45), callBack=None ): wx.Panel.__init__(self, parent, id, size=size) # Save our post callback self.callBack = callBack # Make a sizer for everything to belong to self.sizer = wx.BoxSizer( wx.HORIZONTAL ) # Build the toolbar now self.numDieText = wx.TextCtrl( self, TB_IDC_NUMDICE, "1", size= wx.Size(50, 25), validator=MathOnlyValidator() ) self.sizer.Add( self.numDieText, 1, wx.EXPAND | wx.ALIGN_LEFT ) bm = wx.Image(dir_struct["icon"]+"b_d4.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D4, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D4) bm = wx.Image(dir_struct["icon"]+"b_d6.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D6, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D6) bm = wx.Image(dir_struct["icon"]+"b_d8.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D8, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D8) bm = wx.Image(dir_struct["icon"]+"b_d10.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D10, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D10) bm = wx.Image(dir_struct["icon"]+"b_d12.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D12, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D12) bm = wx.Image(dir_struct["icon"]+"b_d20.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D20, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D20) bm = wx.Image(dir_struct["icon"]+"b_d100.gif", wx.BITMAP_TYPE_GIF).ConvertToBitmap() butt = wx.BitmapButton( self, TB_IDC_D100, bm, size=(bm.GetWidth(), bm.GetHeight()) ) self.sizer.Add( butt, 0, wx.ALIGN_CENTER ) self.Bind(wx.EVT_BUTTON, self.onToolBarClick, id=TB_IDC_D100) # Add our other text control to the sizer self.dieModText = wx.TextCtrl( self, TB_IDC_MODS, "+0", size= wx.Size(50, 25), validator=MathOnlyValidator() ) self.sizer.Add( self.dieModText, 1, wx.EXPAND | wx.ALIGN_RIGHT ) # Now, attach the sizer to the panel and tell it to do it's magic self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() def onToolBarClick( self, evt ): # Get our modifiers numDie = self.numDieText.GetValue() dieMod = self.dieModText.GetValue() # Init the die roll text if not len(numDie): numDie = 1 dieRoll = str(numDie) # Figure out which die roll was selected id = evt.GetId() recycle_bin = {TB_IDC_D4: "d4", TB_IDC_D6: "d6", TB_IDC_D8: "d8", TB_IDC_D10: "d10", TB_IDC_D12: "d12", TB_IDC_D20: "d20", TB_IDC_D100: "d100"} dieType = recycle_bin[id]; del recycle_bin if len(dieMod) and dieMod[0] not in "*/-+": dieMod = "+" + dieMod #Add Modifier rollString = "[" + dieRoll + dieType + dieMod + "]" # Build the complete die roll text now if self.callBack != None: self.callBack( rollString,1,1 ) # Now, call the post method to send everything off with