Example #1
0
    def doBuyArmor(self, Player):
        """Initializes armor buy dialogue with player"""
        # Generate shop inventory menu
        ShopWaresMenu = UI.MenuClass()
        ShopWaresMenu.Title = "Armor"

        while not ShopWaresMenu.Returned:
            # Fill with with items & information and trade-in value
            ShopWaresMenu.clear()

            for ShopItem in self.ArmorList:
                Name = ShopItem.descString()
                ShopWaresMenu.addItem(Name)
            ShopWaresMenu.CustomText = (
                "You have " + str(Player.Gold) + " gp\nYour armor: " + Player.Equipment["Armor"].Base.descString()
            )

            Index = ShopWaresMenu.doMenu()
            if ShopWaresMenu.Returned:
                break

            ShopItem = self.ArmorList[Index]
            if Player.Gold < ShopItem.Value:
                print("You cannot afford that!")
                UI.waitForKey()
                continue

            # Secure the transaction
            self.ArmorList.remove(ShopItem)
            Player.Gold -= ShopItem.Value
            Player.addItem(ShopItem)
            print(ShopItem.Name, "bought")
            UI.waitForKey()
    def __init__(self, parent=None):
        QtGui.QMainWindow.__init__(self,parent)
        self.ui = Ui_MainWindow()
        self.ui.setupUi(self)
        
        sys.stdout=StdoutRedirector(self.ui.console)

        #### 1: ROADMAP ####
        UI.setRoadmapGUI(self)
        self.ui.roadmap_widget.hide()
        self.ui.roadmap_Run.clicked.connect(self.start_roadmap)
        
        self.createTable("roadmap")
        self.ui.roadmap_table.hide()
        self.ui.roadmap_Options.clicked.connect(self.ui.roadmap_table.show)
        self.ui.roadmap_Options.clicked.connect(self.ui.roadmap_save_button.show)
        self.ui.roadmap_save_button.clicked.connect(self.saveOptions)
        #### 2: POLYGONS ####
        UI.setPolygonsGUI(self)
        self.ui.polygons_widget.hide()
        self.ui.polygons_Run.clicked.connect(self.start_polygons)
        
        #### 3: BUILDING_GENERATION ####
        self.ui.building_generation_Run.clicked.connect(UI.building_generation)
        
        #### 4: VISUALIZATION ####
        self.ui.visualization_Run.clicked.connect(UI.visualization)
Example #3
0
 def breed(self, mate):
     if not mate.breedable():
         return
     for partner in self.crew:
         # no sterile or pregnant partners
         if not partner.breedable():
             continue
         if partner.sex == mate.sex:
             continue
         # no fathers or mothers
         if partner.crew_id == mate.mom.crew_id or partner.crew_id == mate.dad.crew_id:
             continue
         if mate.crew_id == partner.mom.crew_id or mate.crew_id == partner.dad.crew_id:
             continue
         prob = .006
         # half siblings and full siblings
         if mate.dad.crew_id == partner.dad.crew_id:
             prob *= .01
         if mate.mom.crew_id == partner.mom.crew_id:
             prob *= .01
         if random.random() < prob:
             baby = Crewmate()
             mate.breeding = True
             partner.breeding = True
             if mate.sex == Sex.Male:
                 baby.be_born(mate, partner)
             else:
                 baby.be_born(partner, mate)
             self.crew.append(baby)
             print UI.inline_print(baby)+" has been born."
             print "Their parents are "+mate.name+" and "+partner.name
             return
Example #4
0
    def doBuyWeapon(self, Player):
        ShopWaresMenu = UI.MenuClass()
        ShopWaresMenu.Title = "Weapons"

        # Do bying menu
        while not ShopWaresMenu.Returned:
            # Fill with with items & information and trade-in value
            ShopWaresMenu.clear()
            for ShopItem in self.WeaponList:
                Name = ShopItem.descString()
                ShopWaresMenu.addItem(Name)
            ShopWaresMenu.CustomText = (
                "You have " + str(Player.Gold) + " gp\nYour weapon: " + Player.Equipment["Weapon"].Base.descString()
            )

            Index = ShopWaresMenu.doMenu()
            if ShopWaresMenu.Returned:
                break

            ShopItem = self.WeaponList[Index]
            if Player.Gold < ShopItem.Value:
                print("You cannot afford that!")
                UI.waitForKey()
                continue

            # Secure the transaction
            self.WeaponList.remove(ShopItem)
            Player.addItem(ShopItem)
            Player.Gold -= ShopItem.Value
            print(ShopItem.Name, "bought")
            UI.waitForKey()
Example #5
0
def main():
    # The topLevelObjects is a list to store objects at the top level to listen for events.
    # A typical use should only have the navigationViewController inside it as the subclasses manage events
    global topLevelObjects      # Allow for the topLevelObjects list to be used elsewhere
    topLevelObjects = []

    # Initialise screen and pyGame
    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    # Set the window title
    pygame.display.set_caption('Squares')

    # initialisation of the navigation controller.
    navigationViewController = NWPi.navigationController(screen)             # Create a navigation view controller. Will parent all the Viewcontrollers
    topLevelObjects.append(navigationViewController)                    # This will now be added to topLevelObjects so it can recieve events

    # draw each viewController to the navigation controller
    home = UI.homeViewController(navigationViewController)                 # Create a ViewController, from subclass homeViewController where all elements are already defined
    navigationViewController.addSubView("HOMEVIEWCONTROLLER", home)     # Add the ViewController to the navigation Controller. Do the same with the rest.

    secondView = UI.instructionsViewController(navigationViewController)
    navigationViewController.addSubView("INSTRUCTIONS", secondView)

    gameView = UI.mainGameViewController(navigationViewController)
    navigationViewController.addSubView("GAMEVIEW", gameView)

    # We need to set a viewController to show as the top level. Choose it here:
    navigationViewController.makeKeyAndVisible("INSTRUCTIONS")    # Tell the navigation controller to set the view with the specified identifier to the top

    # We need a loop to keep the script running. Defining it here
    while True:
        loop()  # Run the loop() function we defined earlier.
Example #6
0
    def doExamine(self, Player):
        """Starts cell object examination dialogue"""
        while 1:
            ObjectMenu = UI.MenuClass()
            ObjectMenu.Title = "Objects"
            for Object in self.Items:
                ObjectMenu.addItem(Object.Name)

            Choice = ObjectMenu.doMenu()
            if ObjectMenu.Returned: break

            Chosen = self.Items[Choice]

            print(Chosen.descString())
            ChosenMenu = UI.MenuClass()
            ChosenMenu.DoCLS = 0
            ChosenMenu.addItem("Take", UI.emptyCallback, "t")

            Choice = ChosenMenu.doMenu()
            if ChosenMenu.Returned: continue

            if Choice == 0:
                self.Items.remove(Chosen)
                Player.Inventory.addItem(Chosen)
                print("You take", Chosen.Name)
                UI.waitForKey()
Example #7
0
def save():
    """Saves user character progress, returns 0 on success, -1 on failure"""
    global Player

    FileName = UI.xInput("Enter filename to save to (default: player.dat): ", "player.dat")
    FileName = "".join(("saves/", FileName))
    
    try:

        if os.path.exists(FileName):
            if input("Warning! File already exists. Type \'yes\' if you want to continue: ") != "yes":
                return 0

        Out = open(FileName, "wb")
        pickle.dump(Player, Out)
        Out.close()
        
    except Exception:
        print ("Error: " + sys.exc_info()[0])
        UI.waitForKey()
        return -1

    print("Complete")
    UI.waitForKey()
    return 0
Example #8
0
def filter_items():
    """Update items based on selected tags."""
    show_wip = optionWindow.SHOW_WIP.get()
    style_unlocked = StyleVarPane.tk_vars['UnlockDefault'].get() == 1

    # any() or all()
    func = TAG_MODES[TAG_MODE.get()]

    sel_tags = [
        tag
        for tag, enabled
        in TAGS.items()
        if enabled
    ]
    no_tags = len(sel_tags) == 0

    for item in UI.pal_items:
        if item.needs_unlock and not style_unlocked:
            item.visible = False
            continue
        if item.item.is_wip and not show_wip:
            item.visible = False
            continue

        if no_tags:
            item.visible = True
        else:
            item_tags = item.item.filter_tags
            item.visible = func(
                tag in item_tags
                for tag in
                sel_tags
            )
    UI.flow_picker()
Example #9
0
File: app.py Project: ovidiucota/FP
def main():
	my_persons = PersonRepository()
	my_activities = ActivityRepository()
	my_Controller = Controller(my_persons, my_activities)

	my_UI = UI(my_Controller)
	my_UI.do_menu()
Example #10
0
def load():
    global selected_game
    all_games.clear()
    for gm in config:
        if gm != 'DEFAULT':
            try:
                new_game = Game(
                    gm,
                    int(config[gm]['SteamID']),
                    config[gm]['Dir'],
                )
            except ValueError:
                pass
            else:
                all_games.append(new_game)
                new_game.edit_gameinfo(True)
    if len(all_games) == 0:
        # Hide the loading screen, since it appears on top
        loadScreen.main_loader.withdraw()

        # Ask the user for Portal 2's location...
        if not add_game(refresh_menu=False):
            # they cancelled, quit
            UI.quit_application()
        loadScreen.main_loader.deiconify()  # Show it again
    selected_game = all_games[0]
Example #11
0
def remove_game(_=None):
    """Remove the currently-chosen game from the game list."""
    global selected_game
    lastgame_mess = (
        "\n (BEE2 will quit, this is the last game set!)"
        if len(all_games) == 1 else
        ""
    )
    confirm = messagebox.askyesno(
        title="BEE2",
        message='Are you sure you want to delete "'
                + selected_game.name
                + '"?'
                + lastgame_mess,
        )
    if confirm:
        selected_game.edit_gameinfo(add_line=False)

        all_games.remove(selected_game)
        config.remove_section(selected_game.name)
        config.save()

        if not all_games:
            UI.quit_application()  # If we have no games, nothing can be done

        selected_game = all_games[0]
        selectedGame_radio.set(0)
        add_menu_opts(game_menu)
Example #12
0
def contract(_):
    """Shrink the filter view."""
    global is_expanded
    is_expanded = False
    wid["expand_frame"].grid_remove()
    snd.fx("contract")
    UI.flow_picker()
Example #13
0
def run() -> None:
    """Initializes program"""
    # global corpus
    # may want to load excel files on a case by case basis later on
    if load_excel_files:
        print("Loading excel files...")
        excel_setup()
        print("Done")
    UI.setup()
    # if corpus != None:
    # corpus = eval(corpus)
    # UI.return_data(analyze(word))
    print(
        """
Notes: some 2 part words can be analyzed, however, the results
       - of the analysis of such words may be inconsistant depending on
       - whether the input uses a space or an underscore to seperate them
       entering default as an option when it is available will run the
       - given function using a set of predetermined common words
       - (see common words.txt)"""
    )
    while True:
        interface_data = UI.interface()
        if interface_data[0] == "quit":
            break
        elif interface_data == (None, None):
            continue
        UI.output_data(collect_data(interface_data))
    return
Example #14
0
def downloadCurrentVersionUI(filename,secondary_dir,file_type,root):
    continue_analysis = downloadCurrentVersion(filename,secondary_dir,file_type)
    if continue_analysis == 'no' and 'nnot' not in filename:
        import UI
        try: root.destroy(); UI.getUserParameters('no'); sys.exit()
        except Exception: sys.exit()
    try: root.destroy()
    except Exception(): null=[] ### Occurs when running from command-line
Example #15
0
def expand(_):
    """Expand the filter view."""
    global is_expanded
    is_expanded = True
    wid["expand_frame"].grid(row=2, column=0, columnspan=2, sticky="NSEW")
    wid["tag_list"]["height"] = TK_ROOT.winfo_height() / 48

    snd.fx("expand")
    UI.flow_picker()
Example #16
0
 def print_blocks_for_selected_meaning(self):
     """ This methods prints the block strings for the selected meaning. 
     
     Example:
     --------
         For the word '안녕', the blocks will be ['안', '녕']
     """
     UI.render_info('print blocks for selected meaning')
     UI.render_info([block.get_str() for block in self.blocks[self.selected_meaning]])
     return [block.get_str() for block in self.blocks[self.selected_meaning]]
Example #17
0
    def doSell(self, Player):
        """Initializes sell dialogue with Player"""
        while 1:
            ChosenItem = Player.Inventory.chooseInventoryItem("Sell")
            if ChosenItem == None:
                break

            Player.removeItem(ChosenItem.Base)
            Player.Gold += ChosenItem.Base.Value
            print(ChosenItem.Base.Name, "sold")
            UI.waitForKey()
Example #18
0
def draw():
    global image
    clear_canvas()
    UI.draw()
    Letter.draw()





    update_canvas()
    pass
Example #19
0
def assign_job(s):
    mate = UI.pick_list_crew(s.crew)
    if mate == -1:
        return
    colorful_jobs = map(UI.color_code, Jobs)
    for quest in quest_list:
        colorful_jobs.append(quest.description+" "+str(quest.quest_id))
    job = UI.list_options(colorful_jobs, UI.inline_print(s.crew[mate]))
    if job < len(Jobs):
        s.crew[mate].job = Jobs[job]
    else:
        index = job - len(Jobs)
        s.crew[mate].job = quest_list[index].description+" "+str(quest_list[index].quest_id)
Example #20
0
def initialize():
    global layers, gameState
    layers['map_console'] = 0
    layers['panel_console'] = 2
    layers['UI_Back'] = 1
    layers['side_panel_console'] = 2
    layers['entity_console'] = 3
    layers['messages'] = 4
    layers['animation_console'] = 5
    layers['overlay_console'] = 6

    UI.load_from_xp(Constants.MAP_CONSOLE_WIDTH, 0, 'Side_panel', layers['UI_Back'])
    UI.load_from_xp(0, Constants.MAP_CONSOLE_HEIGHT, 'Panel', layers['UI_Back'])
Example #21
0
def corupus_setup(file, name: str)->bool:
    '''sets up a new corpus to be selected from'''
    try:
        listing = open('corpora.txt', 'a')
        corpora = open('corpora.txt', 'r')
        index = int(corpora.read().splitlines()[-1].split()[0]) + 1
        listing.write('\n{}\t{}\t{}'.format(index,name,file))
        listing.close()
        corpora.close()
        UI.setup()
    except:
        print("Could not install new corpus...")
        return False
    return True
Example #22
0
def expand(_):
    """Expand the filter view."""
    global is_expanded
    is_expanded = True
    wid['expand_frame'].grid(
        row=2,
        column=0,
        columnspan=2,
        sticky='NSEW',
    )
    wid['tag_list']['height'] = TK_ROOT.winfo_height() / 48

    snd.fx('expand')
    UI.flow_picker()
Example #23
0
    def doShop(self, Player):
        """Starts the shop interface with Player"""

        # If player is dead or doesn't exist, exit the shop
        if Player.Exists == 0:
            print("You have to create a character first!")
            UI.waitForKey()
            UI.clrScr()
            return
        if Player.Health == 0:
            print("Your character is dead! Create a new one!")
            UI.waitForKey()
            UI.clrScr()
            return

        while not self.ShopMenu.Returned:
            Choice = self.ShopMenu.doMenu()
            if self.ShopMenu.Returned:
                self.ShopMenu.Returned = 0
                break
            if Choice == 0:
                self.doBuyWeapon(Player)
            elif Choice == 1:
                self.doBuyArmor(Player)
            else:
                self.doSell(Player)
Example #24
0
def corupus_setup(file, name: str) -> bool:
    """sets up a new corpus to be selected from"""
    try:
        listing = open("corpora.txt", "a")
        corpora = open("corpora.txt", "r")
        index = int(corpora.read().splitlines()[-1].split()[0]) + 1
        listing.write("\n{}\t{}\t{}".format(index, name, file))
        listing.close()
        file.close()
        UI.setup()
        # UI.corpora.append('{}\t{}\t{}'.format(index,name,file))
        # UI.max_index = index
    except:
        print("Could not install new corpus...")
    return True
def importAgilentExpressionValues(filename,array,channel_to_extract):
    """ Imports Agilent Feature Extraction files for one or more channels """
    print '.',
    red_expr_db={}
    green_expr_db={}
    parse=False
    fn=unique.filepath(filename)
    for line in open(fn,'rU').xreadlines():
        data = UI.cleanUpLine(line)
        if parse==False:
            if 'ProbeName' in data:
                headers = string.split(data,'\t')
                pn = headers.index('ProbeName')
                try: gc = headers.index('gProcessedSignal')
                except Exception: pass
                try: rc = headers.index('rProcessedSignal')
                except Exception: pass
                parse = True
        else:
            t = string.split(data,'\t')
            probe_name = t[pn]
            try: green_channel = math.log(float(t[gc])+1,2) #min is 0
            except Exception: pass
            try: red_channel = math.log(float(t[rc])+1,2) #min is 0
            except Exception: pass
            if 'red' in channel_to_extract:
                red_expr_db[probe_name] = red_channel
            if 'green' in channel_to_extract:
                green_expr_db[probe_name] = green_channel

    if 'red' in channel_to_extract:
        red_channel_db[array] = red_expr_db
    if 'green' in channel_to_extract:
        green_channel_db[array] = green_expr_db
Example #26
0
def downloadCurrentVersion(filename,secondary_dir,file_type):
    import UI
    file_location_defaults = UI.importDefaultFileLocations()

    ud = file_location_defaults['url'] ### Get the location of the download site from Config/default-files.csv
    url_dir = ud.Location() ### Only one entry
    
    dir = export.findParentDir(filename)
    dir = string.replace(dir,'hGlue','')  ### Used since the hGlue data is in a sub-directory
    filename = export.findFilename(filename)
    url = url_dir+secondary_dir+'/'+filename
    print url
    file,status = download(url,dir,file_type); continue_analysis = 'yes'
    if 'Internet' in status and 'nnot' not in filename: ### Exclude for Affymetrix annotation files
        print_out = "File:\n"+url+"\ncould not be found on the server or an internet connection is unavailable."
        if len(sys.argv)<2:
            try:
                UI.WarningWindow(print_out,'WARNING!!!')
                continue_analysis = 'no'
            except Exception:
                print 'cannot be downloaded';force_error
        else: print 'cannot be downloaded';force_error
    elif status == 'remove' and ('.zip' in file or '.tar' in file or '.gz' in file):
        try: os.remove(file) ### Not sure why this works now and not before
        except Exception: status = status
    return continue_analysis
Example #27
0
def importExpressionValues(filename):
    """ Imports tab-delimited expression values"""

    header = True
    sample_expression_db = {}
    fn = unique.filepath(filename)
    for line in open(fn, "rU").xreadlines():
        data = UI.cleanUpLine(line)
        if header:
            sample_names = string.split(data, "\t")
            header = False
        else:
            exp_values = string.split(data, "\t")
            gene = exp_values[0]
            index = 1
            for value in exp_values[1:]:
                sample_name = sample_names[index]
                if sample_name in sample_expression_db:
                    gene_expression_db = sample_expression_db[sample_name]
                    gene_expression_db[gene] = value
                else:
                    gene_expression_db = {}
                    gene_expression_db[gene] = value
                    sample_expression_db[sample_name] = gene_expression_db
                index += 1
    return sample_expression_db
Example #28
0
def xhyper(words)->[str]:
    '''returns the highest order x hypernyms'''
    x = UI.request_x()
    print("\nNote: this program will use the first parallel synset if there are any")
    print("\nGathering data...")
    result = [x]
    hyp = lambda w: w.hypernyms()
    #This would pick up the deepest branch's depth -> valueAt returns None -> returns None
    #depth = lambda L: isinstance(L, list) and max(map(depth, L))+1
    for i in range(len(words)):
        synsets = wordnet.synsets(words[i]) 
        if len(synsets) > 0:
            for s in range(len(synsets)):
                hyper = wordnet.synsets(words[i])[s].tree(hyp)
                if (hyper[0].pos() in ['a','s','r']):
                    result.append([words[i], 'None', 'None', [None]])
                    continue
                d = first_depth(hyper) - 1
                xhyper = []
                for j in range(x):
                    xhyper.append(valueAt(d - j, hyper))
                    if xhyper[-1] is None:
                        break
                result.append([words[i], pos_redef(hyper[0].pos()), hyper[0], xhyper])
        else:
            result.append([words[i], 'None', 'None', [None]])
    return result
Example #29
0
def end_turn(s):
    for quest in quest_list:
        quest.apply_work(s)
        if quest.succeed():
            quest.victory(s)
            quest_list.remove(quest)
        else:
            quest.failure(s)
    if random.random() > 0.7:
        new_quest = Initial.get_random_quest()
        new_quest.set_cost(s)
        UI.acknowledge()
        print new_quest.intro
        quest_list.append(new_quest)
    s.pass_turn()
    UI.acknowledge()
Example #30
0
def euthanize(s):
    answer = UI.pick_list_crew(s.crew)
    if answer == -1:
        return
    s.crew[answer].alive = False
    s.crew.remove(s.crew[answer])
    s.happiness_penalty += 500
Example #31
0
def function_2():
    if not MBTI.user_type.is_empty():
        print("\nCurrent user MBTI type set to", MBTI.user_type)
    else:
        print("User MBTI type is not currently set.")
    inputted_mbti = input("Enter user MBTI type or enter {0} to quit: ".format(UI.quit)).upper()
    if inputted_mbti.lower() == UI.quit:
        print("Returning to root...")
        UI.ui()
    else:
        print("Checking... ")
        valid = MBTI.check_validity(inputted_mbti)
        if valid:
            print("Input valid. Setting user MBTI...")
            MBTI.user_type = MBTI.mbti(inputted_mbti[0], inputted_mbti[1], inputted_mbti[2], inputted_mbti[3])
            print("User MBTI set to", MBTI.user_type)
        else:
            run_again = program_functions.return_to_root("Invalid input", True)
            if run_again:
                function_2()
Example #32
0
    def add_button_type(self, type_name, normal, hover, pressed, size):
        """Add a new button type.

        :param type_name:       the button type/group name
        :param normal:          src to normal button image  (can be none)
        :param hover:           src to hover button image   (can be none)
        :param pressed:         src to pressed button image (can be none)
        :param size:            button size (width, height)
        :return:                None
        """
        self.buttons[type_name] = UI.UIButtons(hover, normal, pressed, size)
Example #33
0
 def toggle_pause_menu(self):
     if self.pause_menu is None:
         self.on_pause()
         width = self.screen_width / 4
         height = self.screen_height / 4
         x = self.screen_width / 2 - width / 2
         y = self.screen_height / 2 - height / 2
         self.pause_menu = UI.PauseWindow(x, y, width, height)
     else:
         self.pause_menu = None
         self.on_resume()
Example #34
0
    def __init__(self, data):
        super().__init__(data)
        self.fps = 30
        self.replay, self.last_frame, self.next_scene = self.data
        self.replay_pointer = self.start_frame(self.replay, self.last_frame)
        self.frame = self.replay[self.replay_pointer]

        self.flash = (60, 120)
        width = pygame.display.get_surface().get_width()
        self.text = UI.GameText("INSTANT REPLAY", (width // 2, 40),
                                palette.GREEN, 40, self.flash)
Example #35
0
    def change_player_name(self):
        enter_name = UI.Enter_Name(self.my_board.scrn_info)
        name = enter_name.get_name(self.my_board.screen)
        enter_name.kill()
        self.my_board.update()

        config = configparser.ConfigParser()
        config["User_Settings"] = {"Player_Name": name}
        with open("config.ini", "w+") as config_f:
            config.write(config_f)
        self.my_board.interface.player_name = name
Example #36
0
def getCurrentGeneDatabaseVersion():
    global gene_database_dir
    try:
        filename = 'Config/version.txt'
        fn = filepath(filename)
        for line in open(fn, 'r').readlines():
            gene_database_dir, previous_date = string.split(line, '\t')
    except Exception:
        import UI
        gene_database_dir = ''
        try:
            for db_version in db_versions:
                if 'EnsMart' in db_version:
                    gene_database_dir = db_version
                    UI.exportDBversion(db_version)
                    break
        except Exception:
            pass

    return gene_database_dir
Example #37
0
 def __init__(self):
     self.ui = UI.Gui(self.on_selected_category,
                      threadingops.get_categories())
     self.apps_model_search = Gtk.ListStore(str, str, str, str)
     self.installed_model_search = Gtk.ListStore(str, str, str, str)
     #-------------------------------------------------------
     self.choosed_page = 0
     self.last_page = 0
     self.actual_category = "packages"
     self.was_searching = False
     self.startup = True
     self.active_for_search = True
     #-------------------------------------------------------
     self.action_group = None
     self.refresh_system_call()
     #-------------------------------------------------------
     self.ui.pages.get_function = self.get_func
     self.ui.pages.installed_function = self.installed_func
     self.ui.search_pkg.search_function = self.search
     #-------------------------------------------------------
     self.ui.pages.basket_function = self.refresh_app_basket
     self.ui.install_pkgs.connect("clicked", self.on_install_pkgs)
     self.ui.remove_mai_button.connect("clicked", self.on_clear_basket)
     #-------------------------------------------------------
     self.ui.toolbar.back.connect("clicked", self.back_to_last_page)
     self.ui.toolbar.settings.connect("clicked", self.on_show_preferences)
     #-------------------------------------------------------
     self.ui.apps_all.connect("cursor-changed", self.on_selected_available)
     self.ui.apps_installed.connect("cursor-changed",
                                    self.on_selected_available)
     self.ui.apps_all.connect("row-activated", self.on_more_info_row, 0)
     self.ui.apps_installed.connect("row-activated", self.on_more_info_row,
                                    1)
     self.ui.statusbox.combo.connect("changed",
                                     self.statusbox_combo_changed)
     #-------------------------------------------------------
     self.ui.apps_message.add_remove_button.connect(
         "clicked", self.on_install_or_remove, None)
     self.ui.installed_message.add_remove_button.connect(
         "clicked", self.on_install_or_remove, self.ui.apps_installed)
     self.ui.apps_message.details_button.connect("clicked",
                                                 self.on_more_info, 0)
     self.ui.installed_message.details_button.connect(
         "clicked", self.on_more_info, 1)
     #-------------------------------------------------------
     self.ui.appsinfo.button.connect("clicked", self.on_install_or_remove,
                                     self.ui.apps_installed)
     self.ui.appsinfo.scrot_button.connect("button-press-event",
                                           self.maximize_screenshot)
     self.ui.appsinfo.check_reviews.connect("clicked", self.download_review)
     #-------------------------------------------------------
     self.ui.no_found_button.connect("clicked", self.search_in_all)
     #-------------------------------------------------------
     self.depends = []
Example #38
0
    def doWorld(self, Player):
        #If player's cell not defined, find player in current cell list
        if self.PlayerCell == None:
            for Cell in self.Cells:
                if Player in Cell.Chars:
                    self.PlayerCell = Cell
                    break

        #If no player found, bail out
        if self.PlayerCell == None:
            print("No player detected!")
            UI.waitForKey()
            return

        while 1:
            NewCell = self.PlayerCell.doCell(Player)
            if NewCell == None:
                break
            else:
                self.PlayerCell = NewCell
Example #39
0
 def on_init(self):
     self.gamedisplay = pygame.display.set_mode(
         self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)
     GameWorld.Gameworld.gameDisplay = self.gamedisplay
     pygame.display.set_caption(self.name)
     pygame.display.set_icon(self.img)
     self.clock = pygame.time.Clock()
     self.score = Score.Score()
     self.gameworld = GameWorld.Gameworld(self.score)
     self.UI = UI.UI(self.score, (self.display_width, self.display_height))
     return True
Example #40
0
def check_chsn(logs_chsn, y_left, p_wdth, spacing):
	# Height of each log in Chosen Logs and Spacing inbetween
	log_end = -1
	for i in range(0, len(logs_chsn)):
		y_aftr = y_left - spacing - len(UI.parse_lines(logs_chsn[i], p_wdth))
		if y_aftr < 0:
			log_end = i
			break
		else:
			y_left = y_aftr
	return log_end, y_left
 def find_unit(self, x, y):
     unit_now = None
     for i in self.unit_list:
         if [x, y] == [i.unit_place[0], i.unit_place[1]]:
             self.unit_info = UI.Text(
                 'жизни: {}, урон: {}, тип: {}'.format(
                     i.hp, i.damage,
                     i.type), self.height * self.unit_info_y_coef,
                 self.width * self.unit_info_x_coef)
             unit_now = i
     return unit_now
Example #42
0
    def apply_consolidation_rules(self, subset):
        # given a subset with component trades and rule, sends back ONE ROW with concolidated trades, doesn't do anything in master table
        rule = set(subset.cons_type)
        if len(set(subset.cons_type)) > 1:
            UI.error_exit(
                'Something is wrong with your ' +
                str(list(set(subset.ticker))) +
                ' orders; check them and try again; exiting from `apply_consolidation_rules` line 149'
            )
        rule = list(rule)[0]
        subset = subset.sort_values(by=['first_leg', 'strategy'])

        if rule == 'J':
            result = self.consolidate_order_rows(subset)
            result.cons_type = 'done-J'
        else:
            UI.error_exit('Something is wrong with your orders for ' +
                          str(subset.ticker))
        result.send_to_sheet = False
        return result
Example #43
0
def Watch():
    #Watches over all threads and outputs displays if told to.
    #threads in case one of them errors out
    print("Waiting for threads to initalize")
    time.sleep(1.5)  #give the threads a little more time to start
    print("Starting...")
    while True:

        if Utilities.ProgramEnding:  #but first lets check to see if the ending flag is up
            print("Vision man is going away now...")
            UI.Master_Window.destroy(
            )  # say goodbye to settings and output window
            break  #stop loop is the program ending flag is up

        if Settings.DEVMODE:
            UI.UpdateUI(
            )  #updates the UI with updated values such as box center, contour data, etc
            UI.UpdateOutputImage(
            )  #updates the output image with the contour at the center
        else:
            #not devmode, we should print the coordinates out
            print("(" + str(Utilities.BoxCenterX) + ", " +
                  str(Utilities.BoxCenterY) + ")",
                  end='\r')

        Utilities.CheckThreadConditions()

        #send values to the RoboRIO.
        sendX = -1
        sendY = -1
        if (Utilities.BoxCenterX > -1) and (Utilities.BoxCenterY > -1):
            sendX = int((Utilities.BoxCenterX / 200) *
                        1280)  #scales to 720p resolution
            sendY = int((Utilities.BoxCenterY / 200) * 720)

        UDPMessage = str(sendX) + "," + str(sendY)  #our message!
        Utilities.MainThreadMessage = "\nSending to the RIO: " + UDPMessage
        Utilities.sock.sendto(
            UDPMessage,
            (Settings.UDP_IP,
             Settings.UDP_PORT))  #haha this is what actually sends it
Example #44
0
 def __init__(self, player, screenObj=None, world_unit=None):
     """Constructor"""
     self.world_unit = world_unit
     self.images = load_sprite_sheet("Witchcraft.png", 1, 22)
     self.image_num = 0
     self.player = player
     self.player.con = self
     self.dy = 0
     self.dx = 0
     self.direction = 1
     self.label1 = UI.Label(
         300, 300, " player gold:{}".format(self.player.booty["Gold"]))
     if screenObj is not None:
         self.screen_obj = screenObj
     else:
         self.screen_obj = UI.ScreenUnit(player.current_tile.world_x,
                                         player.current_tile.world_y,
                                         self.images[0], 15, 15, False,
                                         self.controls)
         from UI import cam
         cam.center_on(self.screen_obj)
Example #45
0
def user_list(call, lang):
    p = UI.Paging(Course.Course(call.data['c_id']).participants,
                  sort_key='name')

    text = msgs[lang]['teacher']['management']['user_list'] + p.msg(
        call.data['page'], lang)

    markup = mkp.create_listed(
        lang, tbt.users(p.list(call.data['page']), call.data['c_id']),
        tbt.user_list, call.data['c_id'], lang, call.data['page'])

    botHelper.edit_mes(text, call, markup=markup)
Example #46
0
def update_info():
    global sum
    global xh
    xh = 1
    print 'Successfully login in and acquire the data'
    get_info_2()
    cnt = 0
    while True:
        time.sleep(1)
        cnt = cnt + 1
        print '第', cnt, '次查询期末成绩数据,暂无更新'
        if cnt % 20 == 0:
            break
        t = get_info_2()
        if not sum:
            sum = t
        if t > sum:
            print '第', cnt, '次查询期末成绩数据,你有成绩更新了!'
            UI.tell_update()
            break
    UI.tell_Success(2)
def filter_items():
    """Update items based on selected tags."""
    style_unlocked = StyleVarPane.tk_vars['UnlockDefault'].get() == 1

    # any() or all()
    func = TAG_MODES[TAG_MODE.get()]

    sel_tags = [tag for tag, enabled in TAGS.items() if enabled]
    no_tags = len(sel_tags) == 0

    for item in UI.pal_items:
        if item.needs_unlock and not style_unlocked:
            item.visible = False
            continue

        if no_tags:
            item.visible = True
        else:
            item_tags = item.item.filter_tags
            item.visible = func(tag in item_tags for tag in sel_tags)
    UI.flow_picker()
    def start(self):
        self._frame.destroy()
        self.mode = self._var.get()

        if self.mode == 1:
            ChineseChess = UI.app(self._window)
            ChineseChess.run()
        elif self.mode == 2:
            arbitaryChess = FreeMode.appArb(self._window)
            arbitaryChess.run()
        else:
            keynote = Keynote.Keynote(self._window)
Example #49
0
 def on_orig_changed(self, w):
     adep = text = w.props.text
     w.props.text = text.upper()
     if not text.isalpha() and text != "":
         try:
             w.props.text = w.previous_value
         except:
             w.props.text = ""
         gtk.gdk.beep()
         self.sb.push(
             0, utf8conv("Formato incorrecto de aeródromo de origen"))
         return
     w.previous_value = text
     self.sb.pop(0)
     if adep.upper() in self.fir.local_ads[self.sector]:
         self.set_departure(True)
     else:
         self.set_departure(False)
     if w.props.max_length == len(text):
         UI.focus_next(w)
         self.fill_completion()
Example #50
0
    def AnnounceAction(self, action):
        if UI.AutoAllow():
            return 'Allow', None

        for player in self.state.players:
            if (player == self.player or player.influence == 0):
                continue
            response = player.handler.DecideToCounterAction(action)
            if response != 'Allow':
                return response, player

        return response, None
Example #51
0
def intro():  #The intro to the game
    print(Reset, end='')
    Clear.clear()
    with open("Globals.txt", 'r') as file:
        variables = json.load(file)
    if variables["color"] != 0:
        UI.necro_color()
        print(Green_Blackxx, end='')
    else:
        UI.necro()
    print("\n")
    WordCore.word_corex("DEVELOPER |", "78 Alpha\n")
    print("\n")
    time.sleep(0.5)
    WordCore.word_corex("CONTINUE |", "Start the game from previous save")
    print("\n")
    time.sleep(0.5)
    WordCore.word_corex("NEW |", "Create a new game")
    print("\n")
    time.sleep(0.5)
    WordCore.word_corex("SETTINGS |", "Change game settings")
    print("\n")
    time.sleep(0.5)
    WordCore.word_corex("EXIT |", "Exit the application")
    print("\n")
    time.sleep(0.5)
    action = input(str("What would you like to do: "))
    if action == "CONTINUE":
        Level1.Save_Check()
    elif action == "NEW":
        load_3()
        Level1.Save_Check()
    elif action == "SETTINGS":
        settings()
        intro()
    elif action == "EXIT":
        Clear.clear()
        exit()
    else:
        intro()
Example #52
0
def run():
    """
    entry point in the program
    :return:
    """
    poemlist = []
    test.testInit(poemlist)
    while True:
        try:
            cmd = readCommand()
            command = cmd[0]
            idP = cmd[1]
            params = cmd[2]
            if command == "add":
                UI.addPoemCommand(poemlist, idP, params)
            elif command == "haikus":
                UI.printHaikus(poemlist)
            elif command == "dada":
                UI.generateDadaPoem(poemlist)
            elif command == "print":
                print(poemlist)
            else:
                print("invalid command")
        except ValueError as ve:
            print(str(ve))
Example #53
0
    def __init__(self, parent=None):
        QtGui.QMainWindow.__init__(self,parent)
        self.ui = Ui_MainWindow()
        self.ui.setupUi(self)
        sys.stdout=StdoutRedirector(self.ui.console)

        #### 1: ROADMAP ####
        UI.setRoadmapGUI(self)
        self.ui.roadmap_widget.hide()
        self.ui.roadmap_Run.clicked.connect(self.start_roadmap)
        self.createTable("roadmap")
        self.ui.roadmap_splitter.setSizes([80,800])

        self.ui.roadmap_table.hide()
        #### 2: POLYGONS ####

        UI.setPolygonsGUI(self)
        self.ui.polygons_widget.hide()
        self.ui.polygons_Run.clicked.connect(self.start_polygons)
        self.createTable("polygons")
        self.ui.polygons_splitter.setSizes([80,800])

        #### 3: BUILDING_GENERATION ####
        UI.setBuilding_generationGUI(self)
        self.ui.building_generation_widget.hide()
        self.ui.building_generation_Run.clicked.connect(self.start_building_generation)
        self.createTable("building_generation")
        self.ui.building_generation_splitter.setSizes([80,800])

        #### 4: VISUALIZATION ####
        self.ui.visualization_Run.clicked.connect(UI.visualization)
        self.createTable("visualization")
        self.ui.visualization_splitter.setSizes([80,800])
Example #54
0
 def __init__(self, player=None, enemy1=None, enemy2=None, enemy3=None):
     Globals.battle = self
     self.b1 = UI.Button(3, 33, None, True)
     self.b2 = UI.Button(3, 41, None, False)
     self.b3 = UI.Button(44, 33, None, False)
     self.b4 = UI.Button(44, 41, None, False)
     self.currentbutton = self.b1
     self.downbox = UI.Static(0, 31, 'bottombox')
     self.upbox = UI.Static(0, 0, 'upperbox')
     self.bars = UI.Static(0, 26, 'statusbars')
     self.uptext = DrawableObject.Text(2, 2, '')
     self.downtext1 = DrawableObject.Text(3, 33, '')
     self.downtext2 = DrawableObject.Text(3, 41, '')
     self.o1 = DrawableObject.Text(13, 33, 'attack')
     self.o2 = DrawableObject.Text(13, 41, 'skills')
     self.o3 = DrawableObject.Text(54, 33, 'items')
     self.o4 = DrawableObject.Text(54, 41, 'status')
     self.enemyarrow = UI.Static(40, 10, 'enemyarrow', False)
     self.hpbar = UI.PixelBar(2, 30, 20)
     self.mpbar = UI.PixelBar(62, 30, 20)
     self.player = player
     self.enemy1 = enemy1
     self.enemy2 = enemy2
     self.enemy3 = enemy3
     self._currenttarget = enemy1
     if self.enemy1 is not None:
         self.enemy1.x = 34
         self.enemy1.y = 13
     if self.enemy2 is not None:
         self.enemy2.x = 9
         self.enemy2.y = 13
     if self.enemy3 is not None:
         self.enemy3.x = 59
         self.enemy3.y = 13
     self.turnorder = []
     self.battleover = False
     self.c = Controller.Control()
     self.action = None
     self.orderqueue = [player, enemy1, enemy2, enemy3]
     self.orderqueue.sort(key=lambda x: x.current_dex(), reverse=True)
Example #55
0
    def DecideToCounterAction(self, action):
        UI.DisplayTable(self.state, self.player)
        p = action.doer.name + ' wants to ' + action.name
        if action.target != None:
            p += ' /// TARGET == ' + action.target.name

        responses = ['Allow']
        if action.isBlockable:
            if not action.isTargetable or action.target == self.player:
                responses.append('Block')

        if action.isChallengeable:
            responses.append('Challenge')

        #p= 'How do you want to respond ' + self.player.name + ' ??'

        response = UI.DisplayOptions(p, responses, False)
        if response == 'Block':
            response = UI.DisplayOptions("Block With?", action.blockableBy,
                                         False)

        return response
Example #56
0
    def DecideAction(self, availableActions):
        # Query user for action
        # Display Board State
        UI.DisplayTable(self.state, self.player)

        actionKey = UI.DisplayOptions('Available Actions:', availableActions,
                                      False)
        action = actions[actionKey]
        action.doer = self.player

        # If the action has a target, get it
        if action.isTargetable:
            action.target = UI.DisplayOptions(
                'Available Targets:', self.state.players, True,
                [self.player] + self.state.deadPlayers)

        #choose target's card to coup
        if actionKey == 'Coup':
            action.cardToCoup = UI.DisplayOptions('Cards to Coup:',
                                                  game.characters, False)

        return action
Example #57
0
def playMatchs(players, args):

    # On récupère les arguments de l'utilisateur
    boardSize = args.boardSize
    withUI = args.withUI
    matchs = args.matchs
    time = args.maxTime

    # On parcourt la liste des matchs
    for m in matchs:

        # On récupère les joueurs à partir de leurs noms
        player1 = getPlayerFromName(players, m[0])
        player2 = getPlayerFromName(players, m[1])

        # On vérifie que les deux joueurs sont corrects
        if player1 != None and player2 != None:

            # Match allé
            match = Match(player1, player2)
            board = UI.createBoard(boardSize)
            startMatch(board, match, boardSize, withUI, time)

            # Match retour
            match = Match(player2, player1)
            board = UI.createBoard(boardSize)
            startMatch(board, match, boardSize, withUI, time)

        else:
            if player1 == None:
                print(m[0] + " is not a valid name for a player")
            if player2 == None:
                print(m[1] + " is not a valid name for a player")

    if "-NB" in sys.argv:  ########################################CHANGEONS CA DES QUE POSSIBLE, CA FAIT MAL AAAAAAAHHHHHHHHH################
        player1 = getPlayerFromName(players, m[0])
        player2 = getPlayerFromName(players, m[1])
        player1.printPlayer()
        player2.printPlayer()
Example #58
0
 def on_fix_changed(self, w, event=None):
     text = w.props.text = w.props.text.upper()
     valid = False
     for f in self.route.props.text.split(" "):
         if f == text:
             w.previous_value = text
             self.sb.pop(0)
             UI.focus_next(w)
             return
         if f.startswith(text):
             valid = True
             break
     if not valid and text != "":
         try:
             w.props.text = w.previous_value
         except:
             w.props.text = ""
         gtk.gdk.beep()
         self.sb.push(0, utf8conv("El fijo debe pertenecer a la ruta"))
         return
     w.previous_value = text
     self.sb.pop(0)
Example #59
0
    def show_devices(self):
        UI.SystemOut("网卡列表: ")
        devices_keys = self.devices.keys()
        devices_names = []
        for key in devices_keys:
            devices_names.append(self.devices[key])

        i = 1
        for name in devices_names:
            print("%d. " % i, end="")
            print(name)
            i += 1
        return
Example #60
0
def buildUniProtFunctAnnotations(species,force):
    import UI
    file_location_defaults = UI.importDefaultFileLocations()
    """Identify the appropriate download location for the UniProt database for the selected species"""
    uis = file_location_defaults['UniProt']
    trembl_filename_url=''
    
    for ui in uis:
        if species in ui.Species(): uniprot_filename_url = ui.Location()
    species_codes = importSpeciesInfo(); species_full = species_codes[species].SpeciesName()
    
    from build_scripts import ExtractUniProtFunctAnnot; reload(ExtractUniProtFunctAnnot)
    ExtractUniProtFunctAnnot.runExtractUniProt(species,species_full,uniprot_filename_url,trembl_filename_url,force)