Example #1
0
 def _leak(self, task):
     self._leakers.append(DirectObject())
     self._leakers[-1].accept('leak-msg', self._leak)
     return task.cont
Example #2
0
 def _leak(self, task):
     self._leakers.append(DirectObject())
     self._leakers[-1].accept(uniqueName('leak-msg-listeners'), self._leak)
     return task.cont
Example #3
0
    def __init__(self, parent = None, **kw):
        # Inherits from DirectFrame
        # A Direct Frame can have:
        # - A background texture (pass in path to image, or Texture Card)
        # - A midground geometry item (pass in geometry)
        # - A foreground text Node (pass in text string or Onscreen Text)
        # For a direct entry:
        # Each button has 3 states (focus, noFocus, disabled)
        # The same image/geom/text can be used for all three states or each
        # state can have a different text/geom/image
        # State transitions happen automatically based upon mouse interaction
        optiondefs = (
            # Define type of DirectGuiWidget
            ('pgFunc',          PGEntry,          None),
            ('numStates',       3,                None),
            ('state',           DGG.NORMAL,       None),
            ('entryFont',       None,             DGG.INITOPT),
            ('width',           10,               self.setup),
            ('numLines',        1,                self.setup),
            ('focus',           0,                self.setFocus),
            ('cursorKeys',      1,                self.setCursorKeysActive),
            ('obscured',        0,                self.setObscureMode),
            # Setting backgroundFocus allows the entry box to get keyboard
            # events that are not handled by other things (i.e. events that
            # fall through to the background):
            ('backgroundFocus', 0,                self.setBackgroundFocus),
            # Text used for the PGEntry text node
            # NOTE: This overrides the DirectFrame text option
            ('initialText',     '',               DGG.INITOPT),
            # Command to be called on hitting Enter
            ('command',        None,              None),
            ('extraArgs',      [],                None),
            # Command to be called when enter is hit but we fail to submit
            ('failedCommand',  None,              None),
            ('failedExtraArgs',[],                None),
            # commands to be called when focus is gained or lost
            ('focusInCommand', None,              None),
            ('focusInExtraArgs', [],              None),
            ('focusOutCommand', None,             None),
            ('focusOutExtraArgs', [],             None),
            # Sounds to be used for button events
            ('rolloverSound',   DGG.getDefaultRolloverSound(), self.setRolloverSound),
            ('clickSound',      DGG.getDefaultClickSound(),    self.setClickSound),
            ('autoCapitalize',  0,                self.autoCapitalizeFunc),
            ('autoCapitalizeAllowPrefixes', DirectEntry.AllowCapNamePrefixes, None),
            ('autoCapitalizeForcePrefixes', DirectEntry.ForceCapNamePrefixes, None),
            )
        # Merge keyword options with default options
        self.defineoptions(kw, optiondefs)

        # Initialize superclasses
        DirectFrame.__init__(self, parent)

        if self['entryFont'] == None:
            font = DGG.getDefaultFont()
        else:
            font = self['entryFont']

        # Create Text Node Component
        self.onscreenText = self.createcomponent(
            'text', (), None,
            OnscreenText,
            (), parent = hidden,
            # Pass in empty text to avoid extra work, since its really
            # The PGEntry which will use the TextNode to generate geometry
            text = '',
            align = TextNode.ALeft,
            font = font,
            scale = 1,
            # Don't get rid of the text node
            mayChange = 1)

        # We can get rid of the node path since we're just using the
        # onscreenText as an easy way to access a text node as a
        # component
        self.onscreenText.removeNode()

        # Bind command function
        self.bind(DGG.ACCEPT, self.commandFunc)
        self.bind(DGG.ACCEPTFAILED, self.failedCommandFunc)

        self.accept(self.guiItem.getFocusInEvent(), self.focusInCommandFunc)
        self.accept(self.guiItem.getFocusOutEvent(), self.focusOutCommandFunc)

        # listen for auto-capitalize events on a separate object to prevent
        # clashing with other parts of the system
        self._autoCapListener = DirectObject()

        # Call option initialization functions
        self.initialiseoptions(DirectEntry)

        if not hasattr(self, 'autoCapitalizeAllowPrefixes'):
            self.autoCapitalizeAllowPrefixes = DirectEntry.AllowCapNamePrefixes
        if not hasattr(self, 'autoCapitalizeForcePrefixes'):
            self.autoCapitalizeForcePrefixes = DirectEntry.ForceCapNamePrefixes

        # Update TextNodes for each state
        for i in range(self['numStates']):
            self.guiItem.setTextDef(i, self.onscreenText.textNode)

        # Now we should call setup() again to make sure it has the
        # right font def.
        self.setup()

        # Update initial text
        self.unicodeText = 0
        if self['initialText']:
            self.set(self['initialText'])