def on_save_button(self, evt):
        # Send a enter key event to property for update values

        event = wx.KeyEvent(wx.wxEVT_CHAR)
        event.m_keyCode = wx.WXK_RETURN
        self.cmds_pg.GetEventHandler().ProcessEvent(event)

        # make this object the current
        nebulagui.nebula_object = self.object

        # Get redo command

        self.redo = self.__get_redo_command()

        # Get undo command

        self.undo = self.__get_undo_command()

        # new command
        servers.get_command_server().newcommand(str(self.redo), str(self.undo))
        self.draw_state_commands(self.object)

        if self.object.hascommand("beginnewobjectentityclass"):
            servers.get_entity_class_server().setentityclassdirty(
                self.object, True)
        elif self.object.hascommand("getid"):
            servers.get_entity_object_server().setentityobjectdirty(
                self.object, True)

        if self.object.isa("nscenenode"):
            self.object.loadresources()

        self.object.setobjectdirty(True)
 def on_change_input(self, event):
     if not self.getting_values:
         for i in range(self.checklist_input.GetCount()):
             self.entity.seteventflag(self.event_ids[i],
                                      self.checklist_input.IsChecked(i))
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
Beispiel #3
0
 def on_ok_button_clicked(self, event):
     result_list = self.get_selected_entities()
     if result_list:
         if self.has_valid_path_name():
             #we need to save the entity id counter to avoid conflicts
             servers.get_entity_object_server().saveconfig()
             object_instancer = pynebula.new('nobjectinstancer')
             object_instancer.init(
                 len(result_list), 
                 len(result_list) 
                 )
             object_instancer.setentityobjecttype(
                 CJR_NORMAL_ENTITY_TYPE
                 )
             for each_entity in result_list:
                 entity_id_as_string = str( each_entity.getid() )
                 object_instancer.appendwithname(
                     each_entity, 
                     entity_id_as_string
                     )
             object_instancer.saveas(
                 self.get_path_name() 
                 )
             pynebula.delete(object_instancer)
             self.Close()
         else: 
             cjr.show_error_message(
                 "Please enter a valid path name"
                 )
     else:
         cjr.show_error_message(
             "Please select at least one entity to export"
             )
Beispiel #4
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 def on_change_rectangle(self, event):
     if not self.getting_values:
         hx = self.float_width.get_value() / 2
         hz = self.float_length.get_value() / 2
         self.entity.setpolygon(-hx, 0, -hz, hx, 0, -hz, hx, 0, hz)
         self.entity.addvertextopolygon(-hx, 0, hz)
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
 def on_select_script(self, event):
     if not self.getting_values:
         # Get the selected trigger script
         name = self.choice_script.GetStringSelection()
         if name == "<none>":
             # Unset trigger script
             self.entity.settriggerscript( None )
         else:
             # Set the trigger script
             self.entity.settriggerscriptbyname( str(name) )
         servers.get_entity_object_server().setentityobjectdirty( self.entity, True )
 def on_select_script(self, event):
     if not self.getting_values:
         # Get the selected trigger script
         name = self.choice_script.GetStringSelection()
         if name == "<none>":
             # Unset trigger script
             self.entity.settriggerscript(None)
         else:
             # Set the trigger script
             self.entity.settriggerscriptbyname(str(name))
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
Beispiel #7
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 def set_event_flag(self, index, enabled):
     if self.entity.isa('nentityclass'):
         if self.events_set == InEvents:
             self.entity.setperceivableevent(index, enabled)
         else:
             self.entity.setemittedevent(index, enabled)
         servers.get_entity_class_server().setentityclassdirty(
             self.entity, True)
     else:
         self.entity.seteventflag(index, enabled)
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
 def on_change_shape(self, event):
     if not self.getting_values:
         radius = 5.0
         if self.choicebook_shape.GetSelection() == self.ID_Circle:
             self.float_radius.set_value( radius )
             self.on_change_circle( None )
             self.float_circle_height.set_value( self.entity.getheight() )
         else:
             self.float_length.set_value( radius )
             self.float_width.set_value( radius )
             self.on_change_rectangle( None )
             self.float_polygon_height.set_value( self.entity.getheight() )
         servers.get_entity_object_server().setentityobjectdirty( self.entity, True )
 def on_change_rectangle(self, event):
     if not self.getting_values:
         hx = self.float_width.get_value() / 2
         hz = self.float_length.get_value() / 2
         self.entity.setpolygon(
             -hx, 0, -hz,
              hx, 0, -hz,
              hx, 0,  hz
             )
         self.entity.addvertextopolygon(
             -hx, 0, hz
             )
         servers.get_entity_object_server().setentityobjectdirty( self.entity, True )
Beispiel #10
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 def on_change_shape(self, event):
     if not self.getting_values:
         radius = 5.0
         if self.choicebook_shape.GetSelection() == self.ID_Circle:
             self.float_radius.set_value(radius)
             self.on_change_circle(None)
             self.float_circle_height.set_value(self.entity.getheight())
         else:
             self.float_length.set_value(radius)
             self.float_width.set_value(radius)
             self.on_change_rectangle(None)
             self.float_polygon_height.set_value(self.entity.getheight())
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
Beispiel #11
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 def rename_entity ( self ):
     """ Renames the name of an entity """
     rows = self.grid.GetSelectedRows()
     entity_server = servers.get_entity_object_server()
     for idx in rows:
         row = self.grid.data[idx]
         entity_id = row[0]
         entity = entity_server.getentityobject(entity_id)
         if not entity.hascomponent("ncGameplay"):
             cjr.show_information_message(
                 "Only gameplay entities may have a name"
                 )
         else:
             dlg = wx.TextEntryDialog(
                         None, 
                         "Enter entity name:",
                         "Rename entity", 
                         entity.getname() 
                         )
             if dlg.ShowModal() == wx.ID_OK:
                 name = dlg.GetValue()
                 entity.setname( str(name) )
                 entity_server.setentityobjectdirty(entity, True)
                 self.refresh()
             dlg.Destroy()
Beispiel #12
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def save_preset(preset_path):
    # Create preset path if it doesn't exist
    if not os.path.exists(preset_path):
        os.makedirs(preset_path)
    # Save stdlight
    entity_id = app.get_level().findentity('stdlight')
    if entity_id == 0:
        cjr.show_error_message("'stdlight' not found")
    else:
        entity = servers.get_entity_object_server().getentityobject(entity_id)
        entity.savestateas(
            str(format.append_to_path(preset_path, "stdlight.n2")))
    # Save viewport ui
    viewport_ui = app.get_viewports_dir()
    viewport_ui.savestateas(
        str(format.append_to_path(preset_path, "viewportui.n2")))
    # Save viewports
    for index in range(4):
        viewport_name = "viewport%s.n2" % index
        viewport_path = format.append_to_path(preset_path, viewport_name)
        viewport = pynebula.lookup(
            format.append_to_path(app.get_viewports_dir().getfullname(),
                                  viewport_name[:-3]))
        viewport.savestateas(str(viewport_path))
    # Save special viewport rnsview
    viewport_path = format.append_to_path(preset_path, "rnsview.n2")
    viewport = pynebula.lookup('/usr/rnsview')
    viewport.savestateas(str(viewport_path))
    # Save camera bookmarks
    bookmark_path = format.append_to_path(preset_path, "bookmarks.n2")
    servers.get_conjurer().savebookmarks(bookmark_path)
    # Save mouse settings (sensitivity, invert y-axis, etc)
    mouse_setting_path = format.append_to_path(preset_path, "mousesettings.n2")
    game_state = app.get_state("game")
    game_state.savemousesettings(str(mouse_setting_path))
Beispiel #13
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def layer_can_be_deleted(layer):
    """ Check that the layer can be deleted.
    Warn the user if it isn't and return false.
    Otherwise just return true. """
    # check the layer has not been locked
    layer_name = layer.getlayername()
    if layer.islocked():
        cjr.show_error_message(
            "You cannot delete the '%s' layer.\n\n" \
                "It is not possible to delete a locked layer." % layer_name
            )
        return False

    # check that there're at least two layers
    manager = servers.get_layer_manager()
    if manager.getnumlayers() <= 1:
        msg = "You cannot delete the '%s' layer.\n\n" \
                    "A level must always have at least one layer." % layer_name
        cjr.show_error_message(msg)
        return False

    # check if there's some entity not marked as deleted within the layer
    try:
        try:
            wx.BeginBusyCursor()
            e_server = servers.get_entity_object_server()
            entity = e_server.getfirstentityobject()
            report = []
            while entity is not None:
                if entity.hascomponent('ncEditor'):
                    if not entity.isdeleted():
                        entity_layer_id = entity.getlayerid()
                        if entity_layer_id >= 0:
                            entity_layer = manager.searchlayerbyid(
                                entity_layer_id)
                            if entity_layer.getlayername() == layer_name:
                                entity_class = entity.getentityclass().getname(
                                )
                                entity_name = ""
                                if entity.hascomponent('ncGameplay'):
                                    entity_name = entity.getname()
                                report.append((entity.getid(), entity_class,
                                               entity_name))
                entity = e_server.getnextentityobject()
        finally:
            wx.EndBusyCursor()
    except:
        # make sure any errors are not hidden
        raise

    # show a report about all the entities found in the layer, if any
    if len(report) > 0:
        caption = "Error deleting the '%s' layer" % layer_name
        msg = "Unable to delete the '%s' layer because it " \
                    "still contains the following entities" % layer_name
        log = (['Id', 'Class', 'Name'], report)
        usagelog.UsageLogDialog(app.get_top_window(), caption, msg, log)
        return False

    return True
Beispiel #14
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 def set_event_flag(self, index, enabled):
     if self.entity.isa('nentityclass'):
         if self.events_set == InEvents:
             self.entity.setperceivableevent( index, enabled )
         else:
             self.entity.setemittedevent( index, enabled )
         servers.get_entity_class_server().setentityclassdirty(
             self.entity, 
             True
             )
     else:
         self.entity.seteventflag( index, enabled )
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, 
             True 
             )
Beispiel #15
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 def get_selected_entities(self):
     """"Return a list of all entities currently selected in the 
     list, regardless of whether they are selected in Summoner"""
     entity_server = servers.get_entity_object_server()
     entity_list = []
     for each_id in self.__get_ids_of_selected_entities():
         entity_list.append(
             entity_server.getentityobject(each_id)
             )
     return entity_list
Beispiel #16
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 def get_all_entities_for_selected_layer(self):
     """Return a list of entities"""
     layer_id = self.get_id_for_selected_layer()
     entity_list = []
     entity_server = servers.get_entity_object_server()
     entity = entity_server.getfirstentityobject()
     while entity is not None:
         if entity.hascomponent('ncEditor') \
             and entity.getlayerid() == layer_id:
             entity_list.append(entity)
         entity = entity_server.getnextentityobject()
     return entity_list
Beispiel #17
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 def on_ok_button_clicked(self, event):
     result_list = self.get_selected_entities()
     if result_list:
         if self.has_valid_path_name():
             #we need to save the entity id counter to avoid conflicts
             servers.get_entity_object_server().saveconfig()
             object_instancer = pynebula.new('nobjectinstancer')
             object_instancer.init(len(result_list), len(result_list))
             object_instancer.setentityobjecttype(CJR_NORMAL_ENTITY_TYPE)
             for each_entity in result_list:
                 entity_id_as_string = str(each_entity.getid())
                 object_instancer.appendwithname(each_entity,
                                                 entity_id_as_string)
             object_instancer.saveas(self.get_path_name())
             pynebula.delete(object_instancer)
             self.Close()
         else:
             cjr.show_error_message("Please enter a valid path name")
     else:
         cjr.show_error_message(
             "Please select at least one entity to export")
Beispiel #18
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 def get_all_entities_for_selected_layer(self):
     """Return a list of entities"""
     layer_id = self.get_id_for_selected_layer()
     entity_list = []
     entity_server = servers.get_entity_object_server()
     entity = entity_server.getfirstentityobject()
     while entity is not None:
         if entity.hascomponent('ncEditor') \
             and entity.getlayerid() == layer_id:
             entity_list.append(entity)
         entity = entity_server.getnextentityobject()
     return entity_list
Beispiel #19
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def prelevel_process(is_new_level):
    # Forbid any level operation while in game mode
    if app.is_in_gameplay_mode():
        cjr.show_error_message(
            "Operation not allowed while in game mode"
            )
        return False

    # Exit from any test mode
    app.get_ai_tester().disablegameplayupdating()
    app.get_ai_tester().disablesoundsources()

    # Clear undo buffer
    servers.get_command_server().clean()

    if not is_new_level:
        return True
    # Discard deleted entities
    servers.get_entity_object_server().discarddeletedobjects()
    servers.get_entity_class_server().discarddeletedclasses()

    # What follows should be done only for new and open level commands

    # Clear selection
    app.get_object_state().resetselection()

    # Make terrain state release some buffers
    if servers.get_conjurer().getcurrentstate() == 'terrain':
        trn.get_terrain_module().setoutdoor(None)

    # Begin a persist-restore process to close those invalid windows for
    # the new level and refresh the valid ones (continue in postlevel_process)
    # Persist guiDialog windows
    frame = app.get_top_window()
    prelevel_process.child_data = []
    for child in frame.get_child_dialogs():
        data = persist_window(child)
        if data is not None:
            prelevel_process.child_data.insert(0, data)
    return True
Beispiel #20
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 def set_layer_visibility(self, active):
     layer_id = self.get_layer_id()
     e_server = servers.get_entity_object_server()
     entity = e_server.getfirstentityobject()
     while entity is not None:
         if entity.hascomponent("ncSpatial") \
             and entity.hascomponent("ncEditor"):
             if entity.getlayerid() == layer_id and not entity.isdeleted():
                 if active:
                     entity.restorefromtemparray()
                 else:
                     entity.removetemporary()
         entity = e_server.getnextentityobject()
Beispiel #21
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 def set_layer_visibility(self, active):
     layer_id = self.get_layer_id()
     e_server = servers.get_entity_object_server()
     entity = e_server.getfirstentityobject()
     while entity is not None:
         if entity.hascomponent("ncSpatial") \
             and entity.hascomponent("ncEditor"):
             if entity.getlayerid() == layer_id and not entity.isdeleted():
                 if active:
                     entity.restorefromtemparray()
                 else:
                     entity.removetemporary()
         entity = e_server.getnextentityobject()
Beispiel #22
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def prelevel_process(is_new_level):
    # Forbid any level operation while in game mode
    if app.is_in_gameplay_mode():
        cjr.show_error_message("Operation not allowed while in game mode")
        return False

    # Exit from any test mode
    app.get_ai_tester().disablegameplayupdating()
    app.get_ai_tester().disablesoundsources()

    # Clear undo buffer
    servers.get_command_server().clean()

    if not is_new_level:
        return True
    # Discard deleted entities
    servers.get_entity_object_server().discarddeletedobjects()
    servers.get_entity_class_server().discarddeletedclasses()

    # What follows should be done only for new and open level commands

    # Clear selection
    app.get_object_state().resetselection()

    # Make terrain state release some buffers
    if servers.get_conjurer().getcurrentstate() == 'terrain':
        trn.get_terrain_module().setoutdoor(None)

    # Begin a persist-restore process to close those invalid windows for
    # the new level and refresh the valid ones (continue in postlevel_process)
    # Persist guiDialog windows
    frame = app.get_top_window()
    prelevel_process.child_data = []
    for child in frame.get_child_dialogs():
        data = persist_window(child)
        if data is not None:
            prelevel_process.child_data.insert(0, data)
    return True
Beispiel #23
0
def get_entityobject_desc(entity_id):
    name = ''
    object = servers.get_entity_object_server().getentityobject(entity_id)
    if object.hascommand("getname"):
        gameplay_name = object.getname()
        if gameplay_name != '':
            name = "%s - " % object.getname()
    name += str(hex(object.getid())) + " - " + object.getclass()
    entity_class = object.getentityclass()
    class_path_cleared = entity_class.getfullname().replace(
        '/sys/nobject/nentityobject/', '')
    name += " ( %s )" % os.path.dirname(class_path_cleared)

    return name
Beispiel #24
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 def __get_prop_values(self):
     source_id = self.props_event.get_property_value(self.pids['source'])
     if source_id == 0:
         source_id = self.entity.getid()
     source = servers.get_entity_object_server().getentityobject(source_id)
     if source is None:
         cjr.show_warning_message(
             "There's no valid source entity for the specified entity id")
         source = self.entity
         self.props_event.set_property_value(self.pids['source'], 0)
         self.props_event.Refresh()
     duration = self.props_event.get_property_value(self.pids['duration'])
     priority = self.props_event.get_property_value(self.pids['priority'])
     return {'source': source, 'duration': duration, 'priority': priority}
    def on_save_button (self, evt):
        # Send a enter key event to property for update values

        event =  wx.KeyEvent(wx.wxEVT_CHAR)
        event.m_keyCode = wx.WXK_RETURN  
        self.cmds_pg.GetEventHandler().ProcessEvent(event)        

        # make this object the current
        nebulagui.nebula_object = self.object

        # Get redo command               

        self.redo = self.__get_redo_command()

        # Get undo command

        self.undo = self.__get_undo_command()     

        # new command
        servers.get_command_server().newcommand(str(self.redo), str(self.undo))
        self.draw_state_commands(self.object)

        if self.object.hascommand("beginnewobjectentityclass"):
            servers.get_entity_class_server().setentityclassdirty(
                self.object, 
                True
                )
        elif self.object.hascommand("getid"):
            servers.get_entity_object_server().setentityobjectdirty(
                self.object, 
                True
                )
            
        if self.object.isa("nscenenode"):
            self.object.loadresources()
        
        self.object.setobjectdirty(True)
 def __get_prop_values(self):
     source_id = self.props_event.get_property_value( self.pids['source'] )
     if source_id == 0:
         source_id = self.entity.getid()
     source = servers.get_entity_object_server().getentityobject( source_id )
     if source is None:
         cjr.show_warning_message(
             "There's no valid source entity for the specified entity id"
             )
         source = self.entity
         self.props_event.set_property_value( self.pids['source'], 0 )
         self.props_event.Refresh()
     duration = self.props_event.get_property_value( self.pids['duration'] )
     priority = self.props_event.get_property_value( self.pids['priority'] )
     return {'source': source, 'duration': duration, 'priority': priority}
Beispiel #27
0
def get_entityobject_desc ( entity_id ):    
    name = ''
    object = servers.get_entity_object_server().getentityobject(entity_id)
    if object.hascommand("getname"):
        gameplay_name = object.getname()
        if gameplay_name != '':
            name = "%s - "  % object.getname()
    name += str(hex(object.getid())) + " - " + object.getclass()
    entity_class = object.getentityclass()
    class_path_cleared = entity_class.getfullname().replace(
                                    '/sys/nobject/nentityobject/',
                                    ''
                                    )
    name += " ( %s )" % os.path.dirname(class_path_cleared)

    return name
Beispiel #28
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 def on_toggle_sound(self, event):
     enable = event.Checked()
     self.Check(ID_ToggleSound, enable)
     self.get_frame().get_toolbar().ToggleTool(ID_ToggleSound, enable)
     if enable:
         app.get_ai_tester().enablesoundsources()
     else:
         app.get_ai_tester().disablesoundsources()
         e_server = servers.get_entity_object_server()
         entity = e_server.getfirstentityobject()
         while entity is not None:
             if entity.hascomponent('ncAreaTrigger'):
                 entity.resets()
             if entity.hascomponent('ncSound'):
                 entity.disablesoundtrigger()
             entity = e_server.getnextentityobject()
Beispiel #29
0
def save_preset(preset_path):
    # Create preset path if it doesn't exist
    if not os.path.exists( preset_path ):
        os.makedirs( preset_path )
    # Save stdlight
    entity_id = app.get_level().findentity('stdlight')
    if entity_id == 0:
        cjr.show_error_message("'stdlight' not found")
    else:
        entity = servers.get_entity_object_server().getentityobject( entity_id )
        entity.savestateas(
            str( format.append_to_path(preset_path, "stdlight.n2") ) 
            )
    # Save viewport ui
    viewport_ui = app.get_viewports_dir()
    viewport_ui.savestateas(
        str( format.append_to_path(preset_path, "viewportui.n2") ) 
        )
    # Save viewports
    for index in range(4):
        viewport_name = "viewport%s.n2" % index
        viewport_path = format.append_to_path( preset_path, viewport_name )
        viewport = pynebula.lookup(
                            format.append_to_path(
                                app.get_viewports_dir().getfullname(), 
                                viewport_name[:-3]
                                )
                            )
        viewport.savestateas( str(viewport_path) )
    # Save special viewport rnsview
    viewport_path = format.append_to_path( preset_path, "rnsview.n2" )
    viewport = pynebula.lookup( '/usr/rnsview' )
    viewport.savestateas( str(viewport_path) )
    # Save camera bookmarks
    bookmark_path = format.append_to_path(
                                preset_path, 
                                "bookmarks.n2" 
                                )
    servers.get_conjurer().savebookmarks( bookmark_path )
    # Save mouse settings (sensitivity, invert y-axis, etc)
    mouse_setting_path = format.append_to_path(
                                    preset_path, 
                                    "mousesettings.n2" 
                                    )
    game_state = app.get_state( "game" )
    game_state.savemousesettings( str(mouse_setting_path) )
Beispiel #30
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 def on_move_entities(self, event):
     if self.layer_selected is None:
         cjr.show_error_message("Please select a layer")
     else:
         layer_id = self.get_id_for_selected_layer()
         obj_state = app.get_object_state()
         items_were_moved = False
         for i in range( obj_state.getselectioncount() ):
             entity = obj_state.getselectedentity(i)
             if entity.hascomponent('ncEditor'):
                 entity.setlayerid(layer_id)
                 e_server = servers.get_entity_object_server()
                 e_server.setentityobjectdirty(entity, True)
                 items_were_moved = True
         if not items_were_moved:
             cjr.show_error_message(
                 "There are no entities currently selected "\
                     "that can be moved to this layer"
                 )
Beispiel #31
0
 def on_move_entities(self, event):
     if self.layer_selected is None:
         cjr.show_error_message("Please select a layer")
     else:
         layer_id = self.get_id_for_selected_layer()
         obj_state = app.get_object_state()
         items_were_moved = False
         for i in range(obj_state.getselectioncount()):
             entity = obj_state.getselectedentity(i)
             if entity.hascomponent('ncEditor'):
                 entity.setlayerid(layer_id)
                 e_server = servers.get_entity_object_server()
                 e_server.setentityobjectdirty(entity, True)
                 items_were_moved = True
         if not items_were_moved:
             cjr.show_error_message(
                 "There are no entities currently selected "\
                     "that can be moved to this layer"
                 )
Beispiel #32
0
 def unpackEntitiesAndAddToWorld(self):
     entity_server = servers.get_entity_object_server()
     world_server = servers.get_world_interface()
     number_of_elements = self.containerObject.size()
     for index in range(number_of_elements):
         entity = self.containerObject.at(index)
         original_id = self.containerObject.getobjectnameatindex(index)
         #check if the entity already exists
         match = entity_server.getentityobject( int(original_id) )
         if not match == None:
             result = cjr.confirm_yes_no(
                             self.parentView, 
                             "This entity already exists. "\
                             "Do you want to overwrite it?"
                             )
             wantsToOverwrite = (result == wx.ID_YES)
             if wantsToOverwrite:
                 entity_server.swapentityobjectids(match, entity)
                 entity_server.removeentityobject(match)
         entity.setlayerid(self.targetLayerId)
         world_server.addtoworld(entity)
Beispiel #33
0
 def __get_object_value(self, pid):
     """Return the object of an object property"""        
     p = self.properties[str(pid)]
     value = p.property.GetValueAsString(0)
     if value == "None":
         return None
     # Regular expresion for match the object type
     ENTITY_OBJECT = re.compile(r'\w[\w\d]*\(id=(.*)\)')
     NROOT = re.compile(r'(/.*)')
     NOBJECT = re.compile(r'nObject\((.*)\)')
     # Get the real object        
     g = ENTITY_OBJECT.search(value)
     if (g):
         return servers.get_entity_object_server().getentityobject( int(g.group(1)) )
     else:
         g = NROOT.search(value)
         if (g):
             return pynebula.lookup(value)
         else:
             g = NOBJECT.search(value)
             if (g):
                 return None
             else:
                 return None
Beispiel #34
0
 def on_change_circle(self, event):
     if not self.getting_values:
         r = self.float_radius.get_value()
         self.entity.setcircle(r)
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
Beispiel #35
0
 def __get_entity_object_with_id(self, object_id):
     object_server = servers.get_entity_object_server()
     return object_server.getentityobject(object_id)
Beispiel #36
0
 def __mark_entity_as_dirty(self):
     servers.get_entity_object_server().setentityobjectdirty(
         self.entity, True)
Beispiel #37
0
 def create_data (self, class_type_list, pattern=""):
     data = []
     # prevent bad expression error
     if "*" == pattern:
         pattern = "."
     #set up a temporary dictionary to make lookup quicker
     if class_type_list is not None:
         class_type_dict = {}
         for each in class_type_list:
             class_type_dict[each] = True
     entity_server = servers.get_entity_object_server()
     layer_name_gopher = FastLayerNameGopher()
     entity = entity_server.getfirstentityobject()
     while entity is not None:
         if not entity.isinlimbo() and not entity.ishideineditor():
             if class_type_list is None:
                 include_class = True
             else:
                 native_class = entity.getclasses()[-3]
                 include_class = class_type_dict.has_key(
                                         native_class
                                         )
             if include_class:
                 class_name = entity.getclass()
                 if pattern == "":
                     # don't do the search unless really necessary
                     match = True
                 else:
                     match = re.compile(
                                     pattern, 
                                     re.IGNORECASE
                                     ).search(class_name)
                 if match:
                     row = []
                     # get entity id and cool name, if defined
                     entity_id = entity.getid()
                     if entity.hascommand("getname"):
                         entity_cool_name = entity.getname()
                     else:
                         entity_cool_name = '-'
                     # get layername
                     if entity.hascommand("geteditorkeyint"):
                         layer_id = entity.geteditorkeyint("layerId")
                     else:
                         layer_id = -1
                     layer_name = layer_name_gopher.\
                                             get_name_for_layer_with_id(
                                                 layer_id
                                                 )
                     # get dirty state
                     dirty = entity_server.getentityobjectdirty(
                                 entity_id
                                 )                
                     # fill row
                     row.append(entity_id)
                     row.append( hex(entity_id) )
                     row.append(class_name)
                     row.append(entity_cool_name)
                     row.append(layer_name)
                     if dirty:
                         row.append("Yes")
                     else:
                         row.append("No")
                     data.append(row)
         entity = entity_server.getnextentityobject()
     return data
Beispiel #38
0
 def __get_entity_with_id(self, entity_id):
     entity_object_server = servers.get_entity_object_server()
     return entity_object_server.getentityobject(entity_id)
Beispiel #39
0
 def get_entity_type_for_entity(self, entity):        
     entity_server = servers.get_entity_object_server()
     return entity_server.getentityobjecttype(
         entity.getid() 
         )
Beispiel #40
0
 def __update_sound_triggers(self):
     es = servers.get_entity_object_server()
 def on_change_input(self, event):
     if not self.getting_values:
         for i in range( self.checklist_input.GetCount() ):
             self.entity.seteventflag( self.event_ids[i], self.checklist_input.IsChecked(i) )
         servers.get_entity_object_server().setentityobjectdirty( self.entity, True )
Beispiel #42
0
def layer_can_be_deleted(layer):
    """ Check that the layer can be deleted.
    Warn the user if it isn't and return false.
    Otherwise just return true. """
    # check the layer has not been locked
    layer_name = layer.getlayername()
    if layer.islocked():
        cjr.show_error_message(
            "You cannot delete the '%s' layer.\n\n" \
                "It is not possible to delete a locked layer." % layer_name
            )
        return False

    # check that there're at least two layers
    manager = servers.get_layer_manager()
    if manager.getnumlayers() <= 1:
        msg = "You cannot delete the '%s' layer.\n\n" \
                    "A level must always have at least one layer." % layer_name
        cjr.show_error_message(msg)
        return False

    # check if there's some entity not marked as deleted within the layer
    try:
        try:
            wx.BeginBusyCursor()
            e_server = servers.get_entity_object_server()
            entity = e_server.getfirstentityobject()
            report = []
            while entity is not None:
                if entity.hascomponent('ncEditor'):
                    if not entity.isdeleted():
                        entity_layer_id = entity.getlayerid()
                        if entity_layer_id >= 0:
                            entity_layer = manager.searchlayerbyid(
                                                    entity_layer_id 
                                                    )
                            if entity_layer.getlayername() == layer_name:
                                entity_class = entity.getentityclass().getname()
                                entity_name = ""
                                if entity.hascomponent('ncGameplay'):
                                    entity_name = entity.getname()
                                report.append(
                                    (entity.getid(), entity_class, entity_name)
                                    )
                entity = e_server.getnextentityobject()
        finally:
            wx.EndBusyCursor()
    except:
        # make sure any errors are not hidden
        raise
    
    # show a report about all the entities found in the layer, if any
    if len( report ) > 0:
        caption = "Error deleting the '%s' layer" % layer_name
        msg = "Unable to delete the '%s' layer because it " \
                    "still contains the following entities" % layer_name
        log = ( ['Id', 'Class', 'Name'], report )
        usagelog.UsageLogDialog(
            app.get_top_window(), 
            caption, 
            msg, 
            log 
            )
        return False
    
    return True
Beispiel #43
0
 def get_entity_type_for_entity(self, entity):
     entity_server = servers.get_entity_object_server()
     return entity_server.getentityobjecttype(entity.getid())
import servers

es = servers.get_entity_object_server()

entity = es.getfirstentityobject()        

while (entity != None):
        if entity.hascomponent("ncTransform") and not entity.hascomponent("ncPhyTerrainCell"):
                x,y,z = entity.getposition()
                entity.setposition(x, y, z)
        entity = es.getnextentityobject()
Beispiel #45
0
 def on_change_polygon_height(self, event):
     if not self.getting_values:
         self.entity.setheight(self.float_polygon_height.get_value())
         servers.get_entity_object_server().setentityobjectdirty(
             self.entity, True)
Beispiel #46
0
def get_outdoor_obj():
    id = get_level().findentity('outdoor')
    if id == 0:
        return None
    else:
        return servers.get_entity_object_server().getentityobject(id)
 def on_change_circle(self, event):
     if not self.getting_values:
         r = self.float_radius.get_value()
         self.entity.setcircle( r )
         servers.get_entity_object_server().setentityobjectdirty( self.entity, True )
Beispiel #48
0
import servers

es = servers.get_entity_object_server()

entity = es.getfirstentityobject()

while (entity != None):
    if entity.hascomponent(
            "ncTransform") and not entity.hascomponent("ncPhyTerrainCell"):
        x, y, z = entity.getposition()
        entity.setposition(x, y, z)
    entity = es.getnextentityobject()
 def on_change_polygon_height(self, event):
     if not self.getting_values:
         self.entity.setheight( self.float_polygon_height.get_value() )
         servers.get_entity_object_server().setentityobjectdirty( self.entity, True )
Beispiel #50
0
def execute (inspector):
    # make this object the current
    nebulagui.nebula_object = inspector.object

    # Construct the command string to be called.
    # A variable will be use for storage the return value/s

    command = "import nebulagui;"
    command = command + "result = nebulagui.nebula_object.%s" % inspector.cmds.GetValue()+ "("

    i = 0
    for param in inspector.in_params:            
        field = inspector.in_elements[i]
        param_type = inspector.xml.get_param_type(param)
        if param_type == 's':
            if "nroot" == inspector.xml.get_param_subtype(param):
                command = command + "'%s'," % field.GetValueAsString(0)
            elif "nobjectclass" == inspector.xml.get_param_subtype(param):
                string = field.GetValueAsString(0)
                # get the nobjectclass name and use it as parameter
                object_id = re.compile("(\w*)\(").search(string)
                getentity_string = str( object_id.group(1) )
                command = command + getentity_string + ","
            else:
                command = command + "'%s'," % field.GetValueAsString(0)

        elif param_type == 'o':
            if "nroot" == inspector.xml.get_param_subtype(param):
                command = command + "lookup('%s')," % field.GetValueAsString(0)                
            elif "nobjectclass" == inspector.xml.get_param_subtype(param):
                string = field.GetValueAsString(0)
                # get the nobjectclass id for get the entity object and use it as parameter
                object_id = re.compile("id=(\d*)").search(string)
                getentity_string = "servers.get_entity_object_server().getentityobject("+ str(object_id.group(1)) + ")"
                command = command + getentity_string + ","
            else:
                command = command + "lookup('%s')," % field.GetValueAsString(0)

        else:
            command = command + "%s," % field.GetValueAsString(0)
        i = i + 1

    if i > 0:
        command = command[:-1]

    command = command + ")"

    # Run the command
    servers.get_python_server().run(str(command)) 

    # Look for return values. If it have, extract it from the result
    # and fill the propertygrid fields.

    if len(inspector.out_params) > 0:
        if len(inspector.out_params) > 1:
            for i in xrange(len(inspector.out_params)):                    
                servers.get_python_server().\
                    run("import xmlinspector;"\
                            "xmlinspector.ret = "\
                            "result[" + str(i) +"]")
                __draw_return_values(
                    inspector, 
                    ret, 
                    inspector.out_params[i], 
                    inspector.out_elements[i]
                    )
        else:
            servers.get_python_server().\
                run("import xmlinspector;"\
                        "xmlinspector.ret = "\
                        "result")
            __draw_return_values(
                inspector, 
                ret, 
                inspector.out_params[0], 
                inspector.out_elements[0]
                )

    # delete temp variable
    servers.get_python_server().run( str("del result") )

    # if is a entity dirt the object.
    # TODO: Ugly hack! Find a better way to do this
    if inspector.object.hascommand("beginnewobjectentityclass"):
        servers.get_entity_class_server().setentityclassdirty(
            inspector.object, 
            True
            )
    elif inspector.object.hascommand("getid"):
        servers.get_entity_object_server().setentityobjectdirty(
            inspector.object, 
            True
            )

    # Refresh control
    inspector.cmds_pg.CollapseAll()
    inspector.cmds_pg.ExpandAll()
    inspector.executed = True
Beispiel #51
0
def get_outdoor_obj():
    id = get_level().findentity('outdoor')
    if id == 0:
        return None
    else:
        return servers.get_entity_object_server().getentityobject(id)
Beispiel #52
0
def execute(inspector):
    # make this object the current
    nebulagui.nebula_object = inspector.object

    # Construct the command string to be called.
    # A variable will be use for storage the return value/s

    command = "import nebulagui;"
    command = command + "result = nebulagui.nebula_object.%s" % inspector.cmds.GetValue(
    ) + "("

    i = 0
    for param in inspector.in_params:
        field = inspector.in_elements[i]
        param_type = inspector.xml.get_param_type(param)
        if param_type == 's':
            if "nroot" == inspector.xml.get_param_subtype(param):
                command = command + "'%s'," % field.GetValueAsString(0)
            elif "nobjectclass" == inspector.xml.get_param_subtype(param):
                string = field.GetValueAsString(0)
                # get the nobjectclass name and use it as parameter
                object_id = re.compile("(\w*)\(").search(string)
                getentity_string = str(object_id.group(1))
                command = command + getentity_string + ","
            else:
                command = command + "'%s'," % field.GetValueAsString(0)

        elif param_type == 'o':
            if "nroot" == inspector.xml.get_param_subtype(param):
                command = command + "lookup('%s')," % field.GetValueAsString(0)
            elif "nobjectclass" == inspector.xml.get_param_subtype(param):
                string = field.GetValueAsString(0)
                # get the nobjectclass id for get the entity object and use it as parameter
                object_id = re.compile("id=(\d*)").search(string)
                getentity_string = "servers.get_entity_object_server().getentityobject(" + str(
                    object_id.group(1)) + ")"
                command = command + getentity_string + ","
            else:
                command = command + "lookup('%s')," % field.GetValueAsString(0)

        else:
            command = command + "%s," % field.GetValueAsString(0)
        i = i + 1

    if i > 0:
        command = command[:-1]

    command = command + ")"

    # Run the command
    servers.get_python_server().run(str(command))

    # Look for return values. If it have, extract it from the result
    # and fill the propertygrid fields.

    if len(inspector.out_params) > 0:
        if len(inspector.out_params) > 1:
            for i in xrange(len(inspector.out_params)):
                servers.get_python_server().\
                    run("import xmlinspector;"\
                            "xmlinspector.ret = "\
                            "result[" + str(i) +"]")
                __draw_return_values(inspector, ret, inspector.out_params[i],
                                     inspector.out_elements[i])
        else:
            servers.get_python_server().\
                run("import xmlinspector;"\
                        "xmlinspector.ret = "\
                        "result")
            __draw_return_values(inspector, ret, inspector.out_params[0],
                                 inspector.out_elements[0])

    # delete temp variable
    servers.get_python_server().run(str("del result"))

    # if is a entity dirt the object.
    # TODO: Ugly hack! Find a better way to do this
    if inspector.object.hascommand("beginnewobjectentityclass"):
        servers.get_entity_class_server().setentityclassdirty(
            inspector.object, True)
    elif inspector.object.hascommand("getid"):
        servers.get_entity_object_server().setentityobjectdirty(
            inspector.object, True)

    # Refresh control
    inspector.cmds_pg.CollapseAll()
    inspector.cmds_pg.ExpandAll()
    inspector.executed = True
Beispiel #53
0
def apply_preset(preset_name, preset_path):
    """Load and apply the specified preset"""
    # Validate preset path
    if not os.path.exists(preset_path):
        if preset_name != "default":
            level_name = get_name_of_current_level()
            msg = "Unable to find the '%s' preset attached to " \
                        "the '%s' level" % (preset_name, level_name) 
            cjr.show_error_message(msg)
        return

    # Load stdlight
    stdlight_path = format.append_to_path(preset_path, "stdlight.n2") 
    if not os.path.exists(stdlight_path):
        cjr.show_error_message(
            "Unable to find the Stdlight state for the '%s' preset"\
            % preset_name
            )
    else:
        entity_id = app.get_level().findentity('stdlight')
        if entity_id == 0:
            cjr.show_error_message("'stdlight' not found")
        else:
            entity = servers.get_entity_object_server().getentityobject(
                            entity_id 
                            )
            entity.loadstate( str(stdlight_path) )

    # Viewport UI
    viewport_ui_path = format.append_to_path( preset_path, "viewportui.n2" )
    if not os.path.exists( viewport_ui_path ):
        cjr.show_error_message(
            "Unable to find the Viewport UI state for the '%s' preset"\
            % preset_name
            )
    else:
        viewport_ui = app.get_viewports_dir()
        viewport_ui.loadstate( str(viewport_ui_path) )

    # Viewports
    for index in range(4):
        viewport_name = "viewport%s.n2" % index
        viewport_path = format.append_to_path( preset_path, viewport_name )
        if not os.path.exists( viewport_path ):
            cjr.show_error_message(
                "Unable to find the Viewport %s state for the '%s' preset" \
                % ( index, preset_name )
                )
        else:
            viewport = pynebula.lookup(
                                format.append_to_path(
                                    app.get_viewports_dir().getfullname(), 
                                    viewport_name[:-3]
                                    )
                                )
            viewport.loadstate( str(viewport_path) )
    # Special viewport rnsview
    viewport_path = format.append_to_path(preset_path, "rnsview.n2")
    if os.path.exists( viewport_path ):
        viewport = pynebula.lookup( '/usr/rnsview' )
        viewport.loadstate( str(viewport_path) )

    # Camera bookmarks
    bookmark_path = format.append_to_path(preset_path, "bookmarks.n2")
    if os.path.exists( bookmark_path ):
        servers.get_conjurer().loadbookmarks(bookmark_path)

    # Mouse settings (sensitivity, invert y-axis, etc)
    mouse_setting_path = format.append_to_path(preset_path, "mousesettings.n2")
    if os.path.exists( mouse_setting_path ):
        game_state = app.get_state("game")
        game_state.loadmousesettings( str(mouse_setting_path) )
 def __mark_entity_as_dirty(self):
     servers.get_entity_object_server().setentityobjectdirty(
         self.entity, 
         True 
         )