Example #1
0
	def _create_build_buttons(self, id, container):
		building = Entities.buildings[id]( \
					session=self.instance.session, \
					x=0, y=0, \
					rotation=45, owner=self.instance.owner, \
					island=self.instance.island, \
					instance=None)
		
		# Check if the level of the building is lower or same as the settler level
		if building.level <= self.instance.owner.settler_level:
			# Display Buildings
			build_button = TooltipButton(name="build"+str(id), tooltip=_("Build")+" "+_(unicode(building.name)))
			build_button_bg = pychan.widgets.Icon(image="content/gui/images/buttons/buildmenu_button_bg.png")				
			
			buildmenu_image_path = "content/gui/icons/buildmenu/";
			
			build_button.up_image=buildmenu_image_path+building.name.lower().replace(" ", "")+".png"
			build_button.down_image=buildmenu_image_path+building.name.lower().replace(" ", "")+"_h.png"
			build_button.hover_image=buildmenu_image_path+building.name.lower().replace(" ", "")+"_h.png"
				
			container.findChild(name="build_button_container").addChild(build_button)
			container.findChild(name="build_button_bg_container").addChild(build_button_bg)
			
			return (build_button.name, building)
		else:
			return None
Example #2
0
    def _create_build_buttons(self, id, container):
        building = Entities.buildings[id]( \
           session=self.instance.session, \
           x=0, y=0, \
           rotation=45, owner=self.instance.owner, \
           island=self.instance.island, \
           instance=None)

        # Check if the level of the building is lower or same as the settler level
        if building.level <= self.instance.owner.settler_level:
            # Display Buildings
            build_button = TooltipButton(name="build" + str(id),
                                         tooltip=_("Build") + " " +
                                         _(unicode(building.name)))
            build_button_bg = pychan.widgets.Icon(
                image="content/gui/images/buttons/buildmenu_button_bg.png")

            buildmenu_image_path = "content/gui/icons/buildmenu/"

            build_button.up_image = buildmenu_image_path + building.name.lower(
            ).replace(" ", "") + ".png"
            build_button.down_image = buildmenu_image_path + building.name.lower(
            ).replace(" ", "") + "_h.png"
            build_button.hover_image = buildmenu_image_path + building.name.lower(
            ).replace(" ", "") + "_h.png"

            container.findChild(
                name="build_button_container").addChild(build_button)
            container.findChild(
                name="build_button_bg_container").addChild(build_button_bg)

            return (build_button.name, building)
        else:
            return None
Example #3
0
    def __init__(self, instance):
        super(ProductionOverviewTab,
              self).__init__(widget='overview_productionbuilding.xml',
                             instance=instance)
        self.tooltip = _("Production overview")

        self.destruct_button = TooltipButton(name="destruct_button", \
                      up_image="content/gui/images/buttons/delete.png", \
                      down_image="content/gui/images/buttons/delete_h.png", \
                      hover_image="content/gui/images/buttons/delete_h.png", \
                      tooltip=_("Destroy building"), position=(190,330))
        self.widget.addChild(self.destruct_button)
        self.widget.mapEvents({'destruct_button': self.destruct_building})
	def _create_build_buttons(self, building_id, container):
		level = Entities.buildings[building_id].settler_level

		# Check if the level of the building is lower or same as the settler level
		if level <= self.instance.owner.settler_level:
			# {{mode}} in double braces because it is replaced as a second step
			path = "content/gui/icons/buildmenu/{id:03d}{{mode}}.png".format(id=building_id)
			tooltip = self.instance.session.db.get_building_tooltip(building_id)

			build_button = TooltipButton(name="build{id}".format(id=building_id), \
			                             tooltip=tooltip)
			build_button.up_image = path.format(mode='')
			build_button.down_image = path.format(mode='_h')
			build_button.hover_image = path.format(mode='_h')
			build_button.capture(Callback(self.buildField, building_id))

			container.findChild(name="build_button_container").addChild(build_button)

			build_button_bg = Icon(image="content/gui/images/buttons/buildmenu_button_bg.png")
			container.findChild(name="build_button_bg_container").addChild(build_button_bg)

			return True
		else:
			# No button built
			return False
	def  __init__(self, instance):
		super(ProductionOverviewTab, self).__init__(
			widget = 'buildings_gui/production_building_overview.xml',
			instance = instance
		)
		self.button_up_image = 'content/gui/images/icons/hud/common/building_overview_u.png'
		self.button_active_image = 'content/gui/images/icons/hud/common/building_overview_a.png'
		self.button_down_image = 'content/gui/images/icons/hud/common/building_overview_d.png'
		self.button_hover_image = 'content/gui/images/icons/hud/common/building_overview_h.png'
		self.tooltip = u"Production Overview"

		self.destruct_button = TooltipButton(name="destruct_button", up_image="content/gui/images/background/delete.png", down_image="content/gui/images/background/delete_h.png", hover_image="content/gui/images/background/delete_h.png", tooltip=_("Destroy Building"), position=(190,330))
		self.widget.addChild(self.destruct_button)
		self.widget.mapEvents( { 'destruct_button' : self.destruct_building } )
	def _create_build_buttons(self, building_id, container):
		(level, name) = self.instance.session.db.get_building_level_name(building_id)

		# Check if the level of the building is lower or same as the settler level
		if level <= self.instance.owner.settler_level:
			buildmenu_image_path = "content/gui/icons/buildmenu/"
			path = buildmenu_image_path + name.lower().replace(" ", "")

			build_button = TooltipButton(name="build"+str(building_id), \
			                             tooltip=_("Build")+" "+_(unicode(name)))
			build_button.up_image = path + ".png"
			build_button.down_image = path + "_h.png"
			build_button.hover_image = path + "_h.png"
			build_button.capture(Callback(self.buildField, building_id))

			container.findChild(name="build_button_container").addChild(build_button)

			build_button_bg = Icon(image="content/gui/images/buttons/buildmenu_button_bg.png")
			container.findChild(name="build_button_bg_container").addChild(build_button_bg)

			return True
		else:
			# No button built
			return False
	def _create_build_buttons(self, building_id, container):
		level = self.instance.session.db.get_building_level(building_id)

		# Check if the level of the building is lower or same as the settler level
		if level <= self.instance.owner.settler_level:
			path = "content/gui/icons/buildmenu/%03d" % building_id + "%s.png"
			tooltip = self.instance.session.db.get_building_tooltip(building_id)

			build_button = TooltipButton(name="build%s" % building_id, \
			                             tooltip=tooltip)
			build_button.up_image = path % ''
			build_button.down_image = path % '_h'
			build_button.hover_image = path % '_h'
			build_button.capture(Callback(self.buildField, building_id))

			container.findChild(name="build_button_container").addChild(build_button)

			build_button_bg = Icon(image="content/gui/images/buttons/buildmenu_button_bg.png")
			container.findChild(name="build_button_bg_container").addChild(build_button_bg)

			return True
		else:
			# No button built
			return False
class ProductionOverviewTab(OverviewTab):
	production_line_gui_xml = "tab_widget/tab_production_line.xml"

	def  __init__(self, instance):
		super(ProductionOverviewTab, self).__init__(
			widget = 'buildings_gui/production_building_overview.xml',
			instance = instance
		)
		self.button_up_image = 'content/gui/images/icons/hud/common/building_overview_u.png'
		self.button_active_image = 'content/gui/images/icons/hud/common/building_overview_a.png'
		self.button_down_image = 'content/gui/images/icons/hud/common/building_overview_d.png'
		self.button_hover_image = 'content/gui/images/icons/hud/common/building_overview_h.png'
		self.tooltip = u"Production Overview"

		self.destruct_button = TooltipButton(name="destruct_button", up_image="content/gui/images/background/delete.png", down_image="content/gui/images/background/delete_h.png", hover_image="content/gui/images/background/delete_h.png", tooltip=_("Destroy Building"), position=(190,330))
		self.widget.addChild(self.destruct_button)
		self.widget.mapEvents( { 'destruct_button' : self.destruct_building } )

	def refresh(self):
		"""This function is called by the TabWidget to redraw the widget."""
		cap_util = 0
		if hasattr(self.instance, 'capacity_utilisation'):
			cap_util = int(round( self.instance.capacity_utilisation * 100))
		self.widget.child_finder('capacity_utilisation').text = unicode(cap_util) + u'%'

		# remove old production line data
		parent_container = self.widget.child_finder('production_lines')
		while len(parent_container.children) > 0:
			parent_container.removeChild(parent_container.children[0])

		# create a container for each production
		# sort by production line id to have a consistent (basically arbitrary) order
		for production in sorted(self.instance._get_productions(), \
								             key=(lambda x: x.get_production_line_id())):
			gui = load_xml_translated(self.production_line_gui_xml)
			# fill in values to gui reflecting the current game state
			container = gui.findChild(name="production_line_container")
			if production.is_paused():
				container.removeChild( container.findChild(name="toggle_active_active") )
				container.findChild(name="toggle_active_inactive").name = "toggle_active"
			else:
				container.removeChild( container.findChild(name="toggle_active_inactive") )
				container.findChild(name="toggle_active_active").name = "toggle_active"

			# fill it with input and output resources
			in_res_container = container.findChild(name="input_res")
			for in_res in production.get_consumed_resources():
				filled = float(self.instance.inventory[in_res]) * 100 / \
				       self.instance.inventory.get_limit(in_res)
				in_res_container.addChild( \
				  ImageFillStatusButton.init_for_res(self.instance.session.db,\
				                                     in_res, \
				                                     self.instance.inventory[in_res], \
				                                     filled, \
				                                     use_inactive_icon=False) \
				)
			out_res_container = container.findChild(name="output_res")
			for out_res in production.get_produced_res():
				filled = float(self.instance.inventory[out_res]) * 100 /  \
				       self.instance.inventory.get_limit(out_res)
				out_res_container.addChild( \
				  ImageFillStatusButton.init_for_res(self.instance.session.db, \
				                                     out_res, \
				                                     self.instance.inventory[out_res], \
				                                     filled, \
				                                     use_inactive_icon=False) \
				)

			# active toggle_active button
			container.mapEvents( \
			  { 'toggle_active': \
			    Callback(ToggleActive(self.instance, production).execute, self.instance.session) \
			    } )
			# NOTE: this command causes a refresh, so we needn't change the toggle_active-button-image
			container.stylize('menu_black')
			parent_container.addChild(container)
		super(ProductionOverviewTab, self).refresh()

	def destruct_building(self):
		self.instance.session.ingame_gui.hide_menu()
		if self.destruct_button.gui.isVisible():
			self.destruct_button.hide_tooltip()
		Tear(self.instance).execute(self.instance.session)
Example #9
0
class ProductionOverviewTab(OverviewTab):
    production_line_gui_xml = "overview_productionline.xml"

    def __init__(self, instance):
        super(ProductionOverviewTab,
              self).__init__(widget='overview_productionbuilding.xml',
                             instance=instance)
        self.tooltip = _("Production overview")

        self.destruct_button = TooltipButton(name="destruct_button", \
                      up_image="content/gui/images/buttons/delete.png", \
                      down_image="content/gui/images/buttons/delete_h.png", \
                      hover_image="content/gui/images/buttons/delete_h.png", \
                      tooltip=_("Destroy building"), position=(190,330))
        self.widget.addChild(self.destruct_button)
        self.widget.mapEvents({'destruct_button': self.destruct_building})

    def refresh(self):
        """This function is called by the TabWidget to redraw the widget."""
        cap_util = 0
        if hasattr(self.instance, 'capacity_utilisation'):
            cap_util = int(round(self.instance.capacity_utilisation * 100))
        self.widget.child_finder(
            'capacity_utilisation').text = unicode(cap_util) + u'%'

        # remove old production line data
        parent_container = self.widget.child_finder('production_lines')
        while len(parent_container.children) > 0:
            parent_container.removeChild(parent_container.children[0])

        # create a container for each production
        # sort by production line id to have a consistent (basically arbitrary) order
        for production in sorted(self.instance._get_productions(), \
                           key=(lambda x: x.get_production_line_id())):
            gui = load_xml_translated(self.production_line_gui_xml)
            # fill in values to gui reflecting the current game state
            container = gui.findChild(name="production_line_container")
            if production.is_paused():
                container.removeChild(
                    container.findChild(name="toggle_active_active"))
                container.findChild(
                    name="toggle_active_inactive").name = "toggle_active"
            else:
                container.removeChild(
                    container.findChild(name="toggle_active_inactive"))
                container.findChild(
                    name="toggle_active_active").name = "toggle_active"

            # fill it with input and output resources
            in_res_container = container.findChild(name="input_res")
            for in_res in production.get_consumed_resources():
                filled = float(self.instance.inventory[in_res]) * 100 / \
                       self.instance.inventory.get_limit(in_res)
                in_res_container.addChild( \
                  ImageFillStatusButton.init_for_res(self.instance.session.db,\
                                                     in_res, \
                                                     self.instance.inventory[in_res], \
                                                     filled, \
                                                     use_inactive_icon=False) \
                )
            out_res_container = container.findChild(name="output_res")
            for out_res in production.get_produced_res():
                filled = float(self.instance.inventory[out_res]) * 100 /  \
                       self.instance.inventory.get_limit(out_res)
                out_res_container.addChild( \
                  ImageFillStatusButton.init_for_res(self.instance.session.db, \
                                                     out_res, \
                                                     self.instance.inventory[out_res], \
                                                     filled, \
                                                     use_inactive_icon=False) \
                )

            # fix pychans lack of dynamic container sizing
            # the container in the xml must provide a height attribute, that is valid for
            # one resource.
            max_res_in_one_line = max(len(production.get_produced_res()), \
                                      len(production.get_consumed_resources()))
            container.height = max_res_in_one_line * container.height

            # active toggle_active button
            container.mapEvents( \
              { 'toggle_active': \
                Callback(ToggleActive(self.instance, production).execute, self.instance.session) \
                } )
            # NOTE: this command causes a refresh, so we needn't change the toggle_active-button-image
            container.stylize('menu_black')
            parent_container.addChild(container)
        super(ProductionOverviewTab, self).refresh()

    def destruct_building(self):
        self.instance.session.ingame_gui.hide_menu()
        if self.destruct_button.gui.isVisible():
            self.destruct_button.hide_tooltip()
        Tear(self.instance).execute(self.instance.session)