def Display_Update_Factory_Name(t_factory): 'Look up factory name.' if t_factory: #t_file = File_System.Load_File('t/0001-L044.xml') # Let the t-file Read handle the lookup. #return t_file.Read(t_factory) return File_System.Read_Text(t_factory) return
def Update_Description(t_descrip_entry, ): 'Look up a text reference description.' if not t_descrip_entry: return '' else: #t_file = File_System.Load_File('t/0001-L044.xml') # Let the t-file Read handle the lookup. #return t_file.Read(t_descrip_entry) return File_System.Read_Text(t_descrip_entry)
def Display_Update_Ware_Name(t_name_entry, id): 'Look up ware name.' # If no t_name_entry available, use the id name. if not t_name_entry: return id else: #t_file = File_System.Load_File('t/0001-L044.xml') # Let the t-file Read handle the lookup. #name = t_file.Read(t_name_entry) name = File_System.Read_Text(t_name_entry) return name
def Get_Game_Name(self): ''' Return the in-game name of this macro, defaulting to the macro name if not found. ''' if not hasattr(self, '_game_name'): # Default to macro name. self._game_name = self.name # Check for idenfication/name. ident_node = self.xml_node.find('./properties/identification') if ident_node != None: name_code = ident_node.get('name') if name_code: self._game_name = File_System.Read_Text(name_code) return self._game_name
def Update_Name(t_name_entry, codename): 'Look up a text reference name.' if not t_name_entry: # If no t_name_entry available, use the codename name. # Component could be used sometimes, since it often is the codename # without a _macro suffix, but doesn't work quite as well # since sometimes objects will share a component (causing them # to have the same name). # This will manually prune the _macro term if found. return codename.replace('_macro', '') else: #t_file = File_System.Load_File('t/0001-L044.xml') #name = t_file.Read(t_name_entry) # Let the t-file Read handle the lookup. name = File_System.Read_Text(t_name_entry) # TODO: maybe replace with something when the name is blank. return name