def trash_slot():
     dialog = QMessageBox(item_edit.dialog)
     dialog.setWindowTitle("Trash Item")
     dialog.setText("Are you sure?")
     dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No)
     dialog.setDefaultButton(QMessageBox.No)
     dialog.setIcon(QMessageBox.Question)
     if dialog.exec() == QMessageBox.Yes:
         logging.debug("Trashed item")
         bag.setItem(row, column, empty_slot())
         item_edit.dialog.close()
         self.set_edited()
Example #2
0
 def trash_slot():
     dialog = QMessageBox(item_edit.dialog)
     dialog.setWindowTitle("Trash Item")
     dialog.setText("Are you sure?")
     dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No)
     dialog.setDefaultButton(QMessageBox.No)
     dialog.setIcon(QMessageBox.Question)
     if dialog.exec() == QMessageBox.Yes:
         logging.debug("Trashed item")
         bag.setItem(row, column, empty_slot())
         item_edit.dialog.close()
         self.set_edited()
Example #3
0
 def trash_slot(self, dialog, bag, standalone=False):
     row = bag.currentRow()
     column = bag.currentColumn()
     ask_dialog = QMessageBox(dialog)
     ask_dialog.setWindowTitle("Trash Item")
     ask_dialog.setText("Are you sure?")
     ask_dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No)
     ask_dialog.setDefaultButton(QMessageBox.No)
     ask_dialog.setIcon(QMessageBox.Question)
     if ask_dialog.exec() == QMessageBox.Yes:
         bag.setItem(row, column, empty_slot())
         if not standalone:
             dialog.close()
         self.set_edited()
Example #4
0
 def trash_slot(self, dialog, bag, standalone=False):
     row = bag.currentRow()
     column = bag.currentColumn()
     ask_dialog = QMessageBox(dialog)
     ask_dialog.setWindowTitle("Trash Item")
     ask_dialog.setText("Are you sure?")
     ask_dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No)
     ask_dialog.setDefaultButton(QMessageBox.No)
     ask_dialog.setIcon(QMessageBox.Question)
     if ask_dialog.exec() == QMessageBox.Yes:
         bag.setItem(row, column, empty_slot())
         if not standalone:
             dialog.close()
         self.set_bags()
         self.update_player_preview()
         self.set_edited()
Example #5
0
    def update_item(self):
        """Update main item view with current item browser data."""
        name = self.ui.item_type.text()

        # TODO: i guess eventually we're gonna need like.. some sort of generic
        # generate item function
        try:
            item = self.assets.items().get_item(name)
            if item[1].endswith("generatedgun"):
                options = self.assets.items().generate_gun(item)
                name = options["itemName"]
            elif item[1].endswith("generatedsword"):
                options = self.assets.items().generate_sword(item)
                name = options["itemName"]
            elif item[1].endswith("generatedshield"):
                options = self.assets.items().generate_shield(item)
                name = options["itemName"]
            elif item[1].endswith("sapling"):
                options = self.assets.items().generate_sapling(item)
            elif name == "filledcapturepod":
                options = self.assets.items().generate_filledcapturepod(item,
                                                                        self.player.get_uuid())
            else:
                options = item[0]
        except TypeError:
            self.item = empty_slot().item
            self.ui.desc.setText("<html><body><strong>Empty Slot</strong></body></html>")
            self.ui.icon.setPixmap(QPixmap())
            self.clear_item_options()
            return

        self.ui.item_type.setText(name)

        self.item = saves.new_item_data(name, 1, options)

        self.ui.count.setValue(1)
        self.update_item_info(name, options)
        self.populate_options()
Example #6
0
    def update_item(self):
        """Update main item view with current item browser data."""
        name = self.ui.item_type.text()

        # TODO: i guess eventually we're gonna need like.. some sort of generic
        # generate item function
        try:
            item = self.assets.items().get_item(name)
            if item[1].endswith("generatedgun"):
                options = self.assets.items().generate_gun(item)
                name = options["itemName"]
            elif item[1].endswith("generatedsword"):
                options = self.assets.items().generate_sword(item)
                name = options["itemName"]
            elif item[1].endswith("generatedshield"):
                options = self.assets.items().generate_shield(item)
                name = options["itemName"]
            elif item[1].endswith("sapling"):
                options = self.assets.items().generate_sapling(item)
            elif name == "filledcapturepod":
                options = self.assets.items().generate_filledcapturepod(
                    item, self.player.get_uuid())
            else:
                options = item[0]
        except TypeError:
            self.item = empty_slot().item
            self.ui.desc.setText(
                "<html><body><strong>Empty Slot</strong></body></html>")
            self.ui.icon.setPixmap(QPixmap())
            self.clear_item_options()
            return

        self.ui.item_type.setText(name)

        self.item = saves.new_item(name, 1, options)
        self.ui.count.setValue(1)
        self.update_item_info(name, options)
        self.populate_options()