Example #1
0
    def render_main(self):
        with Group("global", "全局", self._global):
            ModelInput("turn").set_help('0~1,下面会一直累加(慎用)')
            ModelInput("minutes")
            ModelInput("seconds_1")
            ModelInput("seconds_0")
            ModelInput("our_points")
            ModelInput("enemy_points")
            ModelInput("basketry_left_top")
            ModelInput("basketry_left_middle")
            ModelInput("basketry_left_bottom")
            ModelInput("basketry_right_top")
            ModelInput("basketry_right_middle")
            ModelInput("basketry_right_bottom")
            ModelInput("ball_owner").set_help('球在人手里(0~3),地上或空中(6)')

        with Group("player", "我方角色", self.person) as group:
            Choice("角色", ("1P", "2P", "3P", "4P"), self.on_person_change)

            # ModelInput("jump")
            # ModelInput("power")
            ModelInput("character").set_help('0~3')
            with ModelSelect.choices_cache:
                ModelSelect("equip_1", instance=self.equip_holder, choices=datasets.ITEMS)
                ModelSelect("equip_2", instance=self.equip_holder, choices=datasets.ITEMS)
                ModelSelect("equip_3", instance=self.equip_holder, choices=datasets.ITEMS)

        with StaticGroup("快捷键"):
            ui.Text("B: 获得球")
            ui.Text("N: 左边耐久置0")
            ui.Text("M: 球筐耐久恢复")
Example #2
0
    def render_main(self):
        with Group("global", "全局", self._global):
            ModelInput("money", "金钱")
            ModelInput("exp", "驾驶员经验")

        with Group("player", "我方角色", self.person, cols=4):
            Choice("角色", datasets.PARTNERS, self.on_person_change)
            ModelInput("ability", "机体类型(海陆空)及变身能力")
            ModelInput("spiritual_type", "精神类型")
            ModelSelect("robot", "机体图", choices=datasets.ROBOTS)
            ModelInput("map_y", "地图X坐标")
            ModelInput("map_x", "地图Y坐标")
            ModelInput("map_avatar", "地图头像")
            ModelSelect("weapon_1", "上武器", choices=datasets.WEAPONS)
            ModelSelect("weapon_2", "下武器", choices=datasets.WEAPONS)
            ModelInput("mobile", "机动")
            ModelInput("strength", "强度")
            ModelInput("defense", "防卫")
            ModelInput("speed", "速度")
            ModelInput("hp", "HP")
            ModelInput("hpmax", "HP上限")
            ModelInput("move", "行动次数")
            ModelInput("spiritual", "精神")
            ModelInput("spiritual_max", "精神上限")

        self.lazy_group(Group("items", "道具", None), self.render_items)
        # self.lazy_group(Group("weapons", "武器", self.weapon), self.render_weapons)

        # with Group("enemy", "敌人", None, cols=4):
        #     for addr, name in models.ENEMY_ATTRS:
        #         Input(name, None, addr, size=1)

        with StaticGroup("快捷键"):
            ui.Text("恢复HP: alt+h")
Example #3
0
    def render_main(self):
        person = self.person
        chariot = self.chariot
        with Group("global", "全局", self._global):
            ModelInput("money", "金钱")
            ModelInput("battlein", "遇敌率")
            ModelCheckBox("battlein", "不遇敌", enable=0xFF, disable=0)

        with Group("player", "角色", person, cols=4):
            Choice("角色", datasets.PERSONS, self.on_person_change)
            ModelInput("level", "等级")
            ModelInput("hpmax", "HP上限")
            ModelInput("hp", "HP")
            ModelInput("atk", "攻击")
            ModelInput("defense", "守备")
            ModelInput("strength", "强度")
            ModelInput("intelli", "智力")
            ModelInput("stamina", "体力")
            ModelInput("speed", "速度")
            ModelInput("battle", "战斗")
            ModelInput("drive", "驾驶")
            ModelInput("fix", "修理")
            ModelInput("exp", "经验")

        self.lazy_group(Group("human_items", "角色装备/物品", person, cols=4), self.render_human_items)
        self.lazy_group(Group("chariot", "战车", chariot, cols=4), self.render_chariot)
        self.lazy_group(Group("chariot_items", "战车装备/物品", chariot, cols=4), self.render_chariot_items)

        with StaticGroup("快捷键"):
            ui.Text("左移: alt+left\n"
                "右移: alt+right\n"
                "上移: alt+up\n"
                "下移: alt+right\n"
                "恢复HP: alt+h")
Example #4
0
    def render(self):
        this = self.weak
        with ui.SplitterWindow(False, 220, styles=styles) as panel:
            with ui.Vertical():
                self.listbox = ui.RearrangeList(className="fill",
                                                onselect=this.onListSelect)
                with ui.Horizontal(className="expand"):
                    ui.Text("Ctrl+↑↓ 上移/下移当前项")
                with ui.Horizontal(className="expand"):
                    ui.Button(label="添加",
                              className="button",
                              onclick=this.onAdd)
                    ui.Button(label="删除",
                              className="button",
                              onclick=this.onDel)
            with ui.Vertical():
                self.render_main()
        ui.AuiItem(panel, caption=self.unique_title, onclose=self.onClose)

        self.listbox.setOnKeyDown(this.onListBoxKey)

        contextmenu = self.render_contextmenu()
        if contextmenu:
            self.listbox.setContextMenu(contextmenu)
        return panel
Example #5
0
    def render(self):
        with self.render_win() as win:
            with ui.Vertical():
                with ui.Horizontal(className="expand padding"):
                    ui.Button("检测",
                              className="vcenter",
                              onclick=self.check_attach)
                    self.render_top_button()
                    self.attach_status_view = ui.Text(
                        "", className="vcenter grow padding_left")
                    ui.CheckBox("保持最前",
                                className="vcenter",
                                onchange=self.swith_keeptop)
                with ui.Notebook(className="fill") as book:
                    book.setOnPageChange(self.onNotePageChange)
                    self.begin_group()
                    try:
                        self.render_main()
                        self.onNotePageChange(book)
                    except Exception:
                        win.close()
                        raise
                    self.end_group()

        return win
Example #6
0
 def render_player(self):
     ModelInput("hp", "生命")
     ModelInput("ap", "防弹衣")
     self.coord_view = ModelCoordWidget("coord",
                                        "坐标",
                                        savable=True,
                                        preset=coords)
     # ModelInput("gravity", "重量")
     ModelCoordWidget("speed", "速度")
     ModelInput("rotation", "旋转")
     ModelInput("wanted_level", "通缉等级")
     self.money = ModelInput("money", "金钱")
     ui.Text("")
     with ui.GridLayout(cols=4, vgap=10, className="expand"):
         ui.Button(label="车坐标->人坐标", onclick=self.from_vehicle_coord)
         ui.Button(label="从标记点读取坐标",
                   onclick=self.player_coord_from_waypoint)
         ui.ToggleButton(label="切换无伤状态", onchange=self.set_ped_invincible)
         ui.ToggleButton(label="可以切换武器",
                         onchange=self.set_ped_block_switch_weapons)
         ui.ToggleButton(
             label="不会被拽出车",
             onchange=self.set_ped_can_be_dragged_out_of_vehicle)
         ui.ToggleButton(label="摩托车老司机", onchange=self.set_ped_keep_bike)
         ui.ToggleButton(label="不被通缉", onchange=self.set_never_wanted)
Example #7
0
 def render_global(self):
     ui.Hr()
     ui.Text('游戏版本: v1.1')
     ProxyInput(
         "CurrentHealthValue", "生命",
         *Descriptor(lambda: self.activePlayer.health,
                     "CurrentHealthValue"))
     ProxyInput(
         "CurrentHealthValue", "生命上限",
         *Descriptor(lambda: self.activePlayer.health.healthStat,
                     "ModifiedValue"))
     ProxyInput(
         "CurrentShieldValue", "护盾",
         *Descriptor(lambda: self.activePlayer.health,
                     "CurrentShieldValue"))
     ProxyInput(
         "CurrentShieldValue", "护盾上限",
         *Descriptor(lambda: self.activePlayer.health.shieldStat,
                     "ModifiedValue"))
     ProxyInput(
         "CurrentGuardCountValue", "防御次数",
         *Descriptor(lambda: self.activePlayer.health,
                     "CurrentGuardCountValue"))
     ProxyInput(
         "CurrentGuardCountValue", "防御次数上限",
         *Descriptor(lambda: self.activePlayer.health.guardCountStat,
                     "ModifiedValue"))
     ProxyInput(
         "balance", "宝石",
         *Descriptor(lambda: self.activePlayer.platWallet, "balance"))
     ProxyInput(
         "balance", "金币",
         *Descriptor(lambda: self.activePlayer.goldWallet, "balance"))
Example #8
0
    def render_main(self):
        with Group("global", "全局", self._global):
            ModelInput("growth_points", "成长点数")
            ModelInput("money_1p", "1p金钱")
            ModelInput("money_2p", "2p金钱")

        with Group("player", "我方角色", self.person, cols=4) as group:
            Choice("角色", ("1P", "2P"), self.on_person_change)

            for addr, name in models.PERSON_ATTRS:
                ModelInput(name)

        with group.footer:
            dialog_style = {'width': 1200, 'height': 900}
            with DialogGroup("items", "道具", self.itemholder, cols=4, dialog_style=dialog_style) as dialog_group:
                indexs = (0, 8, 1, 9, 2, 10, 3, 11, 4, 12, 5, 13, 6, 14, 7, 15)
                with ModelSelect.choices_cache:
                    for i in indexs:
                        ModelSelect("items.%d" % i, "道具%02d" % (i + 1), choices=datasets.ITEMS)
            with DialogGroup("skills", "技能", self.skillholder, dialog_style=dialog_style):
                values = [1 << i for i in range(7, -1, -1)]
                for i, labels in enumerate(datasets.SKILL_ITEMS):
                    ModelFlagWidget("have_%s" % (i + 1), "拥有", labels=labels, values=values, checkbtn=True, cols=4)
                    ModelFlagWidget("active_%s" % (i + 1), "激活", labels=labels, values=values, checkbtn=True, cols=4)

        with Group("enemy", "敌人", None, cols=4) as group:
            for addr, name in models.ENEMY_ATTRS:
                Input(name, None, addr, size=1)

        with StaticGroup("快捷键"):
            ui.Text("恢复HP: alt+h")
Example #9
0
 def render_hotkey(self):
     with ui.Horizontal(className="fill padding"):
         self.spawn_vehicle_id_view = ui.ListBox(
             className="expand",
             onselect=self.on_spawn_vehicle_id_change,
             choices=(item[0] for item in VEHICLE_LIST))
         with ui.ScrollView(className="fill padding"):
             self.render_common_text()
             ui.Text("附近车辆爆炸(使用秘籍BIGBANG): alt+enter")
Example #10
0
 def render_hotkeys(self):
     ui.Text("H: 回复护甲+血量\n"
             "P: 回复载具推进+血量\n"
             "B: 前进\n"
             "N: 向上\n"
             "Shift+N: 向下\n"
             "Alt+F: 技能冷却\n"
             ";: 弹药全满\n"
             ".: 升级\n")
Example #11
0
    def render_one_list(self, group):
        """渲染其中一个列表"""
        li = ui.ListView(className="fill")
        li.enableCheckboxes()
        li.appendColumns(*group['head'])
        if group['hascount']:
            li.appendColumn('数量')
        li.insertItems(group['items'])

        with ui.Horizontal(className="expand"):
            uncheck_action = ui.CheckBox(label="不选中表示移除该物品",
                                         className="vcenter")
            if group['hascount']:
                ui.Text("数量 ", className="vcenter")
                input_num = ui.SpinCtrl(className="vcenter")
                ui.Text("  ")
                ui.Button(label="修改数量",
                          className="button",
                          onclick=partial(
                              self.set_count,
                              view=li,
                              group=group,
                              input_num=input_num)).setToolTip('勾选高亮选中的项的数量')
            ui.Button(label="勾选选中",
                      className="button",
                      onclick=partial(self.list_view_check_select,
                                      view=li)).setToolTip('勾选高亮选中的项')
            ui.Button(label="全选",
                      className="button",
                      onclick=partial(self.list_view_checkall, view=li))
            ui.Button(label="全不选",
                      className="button",
                      onclick=partial(self.list_view_uncheckall, view=li))
            ui.Button(label="读取",
                      className="button",
                      onclick=partial(self.list_view_read,
                                      view=li,
                                      group=group))
            ui.Button(label="写入",
                      className="button",
                      onclick=partial(self.list_view_write,
                                      view=li,
                                      group=group,
                                      uncheck_action=uncheck_action))
Example #12
0
    def render_pokemon(self):
        # pokemon = self.weak._pokemon
        active_pokemon = self._active_pokemon

        ui.RadioBox("带着的宝可梦",
                    className="expand",
                    choices=tuple(str(i) for i in range(1, 7)),
                    onselect=self.on_active_pokemo_swith)

        with Groups(None, self.weak.onNotePageChange):
            with Group("basic", "基本", active_pokemon):
                ModelInput("breedInfo.bIntimate", "亲密度", spin=True, max=255)
                ModelSelect("breedInfo.wBreed",
                            "种族",
                            choices=self.datasets.BREED_NAMES)
                ModelInput("Header.dwChar", "性格值", hex=True)
                ModelInput("Header.dwID", "ID", hex=True)
                ModelSelect("personality",
                            "性格",
                            choices=self.datasets.PERSONALITYS,
                            onselect=self.on_personality_select)
                ui.Text("性格描述", className="vcenter")
                self.personality_desc = ui.Text("", className="vcenter")
                ModelSelect("breedInfo.wItem",
                            "手持道具",
                            choices=self.datasets.ITEMS)
                ModelInput("breedInfo.dwExp", "经验值")
            with Group("basic", "能力", active_pokemon):
                pass
            with Group("basic", "技能", active_pokemon):
                pass
            with Group("basic", "缎带", active_pokemon):
                pass
            with Group("basic", "其它", active_pokemon):
                pass

        with ui.Horizontal(className="expand"):
            ui.Button("读入",
                      className="btn_sm",
                      onclick=self.read_active_pokemon)
            ui.Button("写回",
                      className="btn_sm",
                      onclick=self.write_active_pokemon)
Example #13
0
 def render_hotkey(self):
     with ui.ScrollView(className="fill"):
         self.render_common_text()
         ui.Text("大加速: alt+shift+m\n"
                 "生成选中的载具并进入: alt+shift+v\n"
                 "当前武器子弹全满: alt+g\n"
                 "瞬移到标记点: alt+shift+g\n"
                 "瞬移到目的地: alt+1\n"
                 "根据摄像机朝向设置当前实体的朝向: alt+e\n"
                 "爆破最近的车: alt+o")
Example #14
0
    def render_main(self):
        with ui.FlexGridLayout(cols=2, vgap=10,
                               className="expand padding") as infobar:
            ui.Text("地址", className="vcenter input_label")
            self.addr_view = ui.TextInput(readonly=True, className="expand")
            ui.Text("代码", className="vcenter input_label")
            self.code_view = ui.TextInput(readonly=True,
                                          multiline=True,
                                          className="expand")

            infobar.AddGrowableCol(1)
            infobar.AddGrowableRow(1)

        self.textarea = ui.TextInput(multiline=True, className="fill")
        with ui.Horizontal(className="expand"):
            ui.ComboBox(wxstyle=wxconst.CB_READONLY, className="fill")
            ui.Button(label="保存该项", className="button", onclick=self.onSaveIt)
            ui.Button(label="保存文件", className="button", onclick=self.onSave)
            ui.Button(label="另存为", className="button", onclick=self.onSaveAs)
Example #15
0
 def render_hotkeys(self):
     ui.Text("H: 回复护甲+血量\n"
         "P: 回复载具推进+血量\n"
         "B: 前进\n"
         "N: 向上\n"
         "Shift+N: 向下\n"
         "F3: 切换2倍移动速度\n"
         ";: 弹药全满\n"
         ".: 升级\n"
         "': 当前武器高精准,高射速\n"
         "/: 武器等级与人物等级同步(装备中的武器需切到背包再装备)")
Example #16
0
 def render_hotkey(self):
     with ui.Horizontal(className="fill padding"):
         self.spawn_vehicle_id_view = ui.ListBox(
             className="expand",
             onselect=self.on_spawn_vehicle_id_change,
             choices=(item[0] for item in VEHICLE_LIST))
         with ui.ScrollView(className="fill padding"):
             self.render_common_text()
             ui.Text("根据左边列表生产载具: alt+V\n"
                     "瞬移到地图指针处: ctrl+alt+g\n"
                     "瞬移到标记点: alt+shift+g\n"
                     "切换转向并加速: alt+shift+m\n"
                     "附近的车大风车: alt+r\n"
                     "附近的人大风车: alt+shift+r")
Example #17
0
    def render_player(self):
        ModelInput("hp", "生命")
        self.maxhp_view = ModelInput("maxhp", "最大生命")
        ModelInput("ap", "防弹衣")
        ModelInput("rotation", "旋转")
        self.coord_view = ModelCoordWidget("coord",
                                           "坐标",
                                           savable=True,
                                           preset=coords)
        ModelCoordWidget("speed", "速度")
        ModelInput("weight", "重量")
        ProxyInput("wanted_level", "通缉等级", self.get_wanted_level,
                   self.set_wanted_level)
        ui.Hr()
        with ui.Vertical(className="fill"):
            with ui.GridLayout(cols=5, vgap=10, className="expand"):
                ui.Button(label="车坐标->人坐标", onclick=self.from_vehicle_coord)
                ui.Button(label="从地图读取坐标", onclick=self.playerCoordFromMap)
                ui.ToggleButton(label="切换无伤状态",
                                onchange=self.set_ped_invincible)

            ui.Text("防止主角受到来自以下的伤害")
            with ui.Horizontal(className="fill"):
                self.player_proof_views = [
                    ui.CheckBox("爆炸",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_EP)),
                    ui.CheckBox("碰撞",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_DP)),
                    ui.CheckBox("子弹",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_BP)),
                    ui.CheckBox("火焰",
                                className="vcenter",
                                onchange=partial(self.set_player_proof,
                                                 bitindex=Player.SPECIAL_FP)),
                ]
                ui.Button("全部",
                          style=btn_md_style,
                          onclick=self.player_proof_all)
                ui.Button("再次应用",
                          style=btn_md_style,
                          onclick=self.player_proof_apply).setToolTip(
                              "死亡或者重新读档后需要再次应用")
Example #18
0
    def render_main(self):
        with Group("global", "全局", self._global):
            ModelInput("hp")
            # ModelInput("tankhp")
            ModelCheckBox("invincible", enable=0x20, disable=0)
            ModelInput("ammo")
            ModelInput("bomb")
            ModelInput("shell")
            ModelSelect("weapon", choices=WEAPONS, values=WEAPON_VALUES)
            ModelSelect("bombtype", choices=BOMB_TYPES, values=BOMB_VALUES)

        with StaticGroup("功能"):
            self.render_functions(('max_ammo', 'fast_shoot'))

        with StaticGroup("快捷键"):
            ui.Text("恢复HP: alt+h")
Example #19
0
 def __init__(self, onpagechange, total, page=1):
     super().__init__(className="expand center")
     this = WeakBinder(self)
     self.onpagechange = onpagechange
     self.total = total
     self.page = page
     with self:
         self.total_view = ui.Text(" 共%d页 " % total, className="vcenter")
         self.page_input = ui.SpinCtrl(className="expand",
                                       min=1,
                                       max=total,
                                       initial=page,
                                       wxstyle=0x4600)
         ui.Button(label="跳转", className="button", onclick=this.on_page)
         ui.Button(label="上页", className="button", onclick=this.on_prev)
         ui.Button(label="下页", className="button", onclick=this.on_next)
     self.page_input.setOnEnter(this.on_page)
Example #20
0
    def render_main(self):
        with Group("global", "全局", self._global):
            self.render_global()
        self.lazy_group(Group("person", "角色", self.person, cols=4),
                        self.render_person)
        self.lazy_group(Group("favors", "好感度", self._global),
                        self.render_favors)
        self.lazy_group(Group("items", "道具", self._global, cols=4),
                        self.render_items)
        self.lazy_group(Group("event_items", "事件道具", self._global),
                        self.render_event_items)
        self.lazy_group(Group("person_battles", "战斗中", self._global, cols=4),
                        self.render_person_battles)
        self.lazy_group(StaticGroup("功能"), self.render_functions)

        with StaticGroup("快捷键"):
            ui.Text("恢复HP: alt+h")
Example #21
0
    def render_main(self):
        with Group("global", "全局", self._global):
            ModelSelect("enemy", "角色", choices=datasets.PLAYERS)
            ModelSelect("enemy",
                        "敌人模型",
                        choices=datasets.ENEMY_LABELS,
                        values=datasets.ENEMY_VALUES)
            ModelInput("level", "等级")
            ModelInput("lives", "命数")
            ModelInput("hp", "HP")
            ModelInput("exp", "总经验")
            ModelInput("tool_count", "手持物数量")
            ModelInput("play_level", "关卡")
            ModelCheckBox("invincible", "无伤", enable=0xffff, disable=0)

        with StaticGroup("快捷键"):
            ui.Text("恢复HP: alt+h\n" "敌人一击必杀: alt+空格")
Example #22
0
 def render_vehicle(self):
     ModelInput("hp", "HP")
     ModelCoordWidget("roll", "滚动")
     ModelCoordWidget("dir", "方向")
     self.vehicle_coord_view = ModelCoordWidget("coord",
                                                "坐标",
                                                savable=True,
                                                preset=coords)
     ModelCoordWidget("speed", "速度")
     ModelInput("weight", "重量")
     ui.Text("")
     with ui.Horizontal(className="expand"):
         ui.Button(label="人坐标->车坐标", onclick=self.from_player_coord)
         ui.Button(label="从标记点读取坐标",
                   onclick=self.vehicle_coord_from_waypoint)
         ui.Button(label="锁车", onclick=self.vehicle_lock_door)
         ui.Button(label="开锁",
                   onclick=partial(self.vehicle_lock_door, lock=False))
Example #23
0
 def render_hotkeys(self):
     ui.Text("左移: alt+left\n"
             "右移: alt+right\n"
             "上移: alt+up\n"
             "下移: alt+right\n"
             "恢复HP: alt+h")
Example #24
0
 def render_hotkeys(self):
     ui.Text("Capslock: 大招槽满\n" "h: 血量满\n")
Example #25
0
 def render_vehicle(self):
     vehicle = self.weak._vehicle
     ModelInput("hp", "HP")
     ModelCoordWidget("dir", "方向")
     self.vehicle_grad_view = ModelCoordWidget("grad", "旋转")
     self.vehicle_coord_view = ModelCoordWidget("coord",
                                                "坐标",
                                                savable=True,
                                                preset=coords)
     ModelCoordWidget("speed", "速度")
     ModelInput("weight", "重量")
     ui.Text("")
     with ui.Vertical(className="fill"):
         with ui.GridLayout(cols=5, vgap=10, className="expand"):
             ui.Button(label="人坐标->车坐标", onclick=self.from_player_coord)
             ui.Button(label="从地图读取坐标", onclick=self.vehicleCoordFromMap)
             ui.ToggleButton(label="切换无伤状态",
                             onchange=self.set_vehicle_invincible)
             ui.Button(label="锁车", onclick=self.vehicle_lock_door)
             ui.Button(label="开锁",
                       onclick=partial(self.vehicle_lock_door, lock=False))
         ui.Hr()
         ui.Text("防止当前载具受到来自以下的伤害")
         with ui.Horizontal(className="fill"):
             self.vehicle_proof_views = [
                 ui.CheckBox("爆炸",
                             className="vcenter",
                             onchange=partial(self.set_vehicle_proof,
                                              bitindex=Vehicle.SPECIAL_EP)),
                 ui.CheckBox("碰撞",
                             className="vcenter",
                             onchange=partial(self.set_vehicle_proof,
                                              bitindex=Vehicle.SPECIAL_DP)),
                 ui.CheckBox("子弹",
                             className="vcenter",
                             onchange=partial(self.set_vehicle_proof,
                                              bitindex=Vehicle.SPECIAL_BP)),
                 ui.CheckBox("火焰",
                             className="vcenter",
                             onchange=partial(self.set_vehicle_proof,
                                              bitindex=Vehicle.SPECIAL_FP)),
             ]
             ui.Button("全部",
                       style=btn_md_style,
                       onclick=self.vehicle_proof_all)
             ui.Button(
                 "再次应用",
                 style=btn_md_style,
                 onclick=self.vehicle_proof_apply).setToolTip("切换载具后需要再次应用")
     ui.Text("颜色")
     with ui.Horizontal(className="fill"):
         self.vehicle_body_color_view = ColorWidget("body_color", "车身1",
                                                    vehicle, "body_color",
                                                    datasets.COLOR_LIST)
         self.vehicle_body2_color_view = ColorWidget(
             "body2_color", "车身2", vehicle, "body2_color",
             datasets.COLOR_LIST)
         self.vehicle_stripe_color_view = ColorWidget(
             "stripe_color", "条纹1", vehicle, "stripe_color",
             datasets.COLOR_LIST)
         self.vehicle_stripe2_color_view = ColorWidget(
             "stripe2_color", "条纹2", vehicle, "stripe2_color",
             datasets.COLOR_LIST)
Example #26
0
def Label(text):
    return ui.Text(text, className="input_label expand")