Exemple #1
0
class IngameGui(LivingObject):
    """Class handling all the ingame gui events.
	Assumes that only 1 instance is used (class variables)"""

    message_widget = livingProperty()
    minimap = livingProperty()
    keylistener = livingProperty()

    def __init__(self, session):
        super(IngameGui, self).__init__()
        self.session = session
        assert isinstance(self.session, horizons.session.Session)
        self.settlement = None
        self._old_menu = None

        self.cursor = None
        self.coordinates_tooltip = None

        self.keylistener = IngameKeyListener(self.session)

        self.cityinfo = CityInfo(self)
        LastActivePlayerSettlementManager.create_instance(self.session)

        self.message_widget = MessageWidget(self.session)

        # Windows
        self.windows = WindowManager()
        self.show_popup = self.windows.show_popup
        self.show_error_popup = self.windows.show_error_popup

        self.logbook = LogBook(self.session, self.windows)
        self.players_overview = PlayersOverview(self.session)
        self.players_settlements = PlayersSettlements(self.session)
        self.players_ships = PlayersShips(self.session)

        self.chat_dialog = ChatDialog(self.windows, self.session)
        self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
        self.pausemenu = PauseMenu(self.session,
                                   self,
                                   self.windows,
                                   in_editor_mode=False)
        self.help_dialog = HelpDialog(self.windows, session=self.session)

        # Icon manager
        self.status_icon_manager = StatusIconManager(
            renderer=self.session.view.renderer['GenericRenderer'],
            layer=self.session.view.layers[LAYERS.OBJECTS])
        self.production_finished_icon_manager = ProductionFinishedIconManager(
            renderer=self.session.view.renderer['GenericRenderer'],
            layer=self.session.view.layers[LAYERS.OBJECTS])

        # 'minimap' is the guichan gui around the actual minimap, which is saved
        # in self.minimap
        self.mainhud = load_uh_widget('minimap.xml')
        self.mainhud.position_technique = "right:top"

        icon = self.mainhud.findChild(name="minimap")
        self.minimap = Minimap(
            icon,
            targetrenderer=horizons.globals.fife.targetrenderer,
            imagemanager=horizons.globals.fife.imagemanager,
            session=self.session,
            view=self.session.view)

        def speed_up():
            SpeedUpCommand().execute(self.session)

        def speed_down():
            SpeedDownCommand().execute(self.session)

        self.mainhud.mapEvents({
            'zoomIn':
            self.session.view.zoom_in,
            'zoomOut':
            self.session.view.zoom_out,
            'rotateRight':
            Callback.ChainedCallbacks(self.session.view.rotate_right,
                                      self.minimap.rotate_right),
            'rotateLeft':
            Callback.ChainedCallbacks(self.session.view.rotate_left,
                                      self.minimap.rotate_left),
            'speedUp':
            speed_up,
            'speedDown':
            speed_down,
            'destroy_tool':
            self.toggle_destroy_tool,
            'build':
            self.show_build_menu,
            'diplomacyButton':
            self.show_diplomacy_menu,
            'gameMenuButton':
            self.toggle_pause,
            'logbook':
            lambda: self.windows.toggle(self.logbook)
        })
        self.mainhud.show()

        self.resource_overview = ResourceOverviewBar(self.session)

        # Register for messages
        SpeedChanged.subscribe(self._on_speed_changed)
        NewDisaster.subscribe(self._on_new_disaster)
        NewSettlement.subscribe(self._on_new_settlement)
        PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
        MineEmpty.subscribe(self._on_mine_empty)
        self.session.view.add_change_listener(self._update_zoom)

        self._display_speed(self.session.timer.ticks_per_second)

    def end(self):
        # unsubscribe early, to avoid messages coming in while we're shutting down
        SpeedChanged.unsubscribe(self._on_speed_changed)
        NewDisaster.unsubscribe(self._on_new_disaster)
        NewSettlement.unsubscribe(self._on_new_settlement)
        PlayerLevelUpgrade.unsubscribe(self._on_player_level_upgrade)
        MineEmpty.unsubscribe(self._on_mine_empty)
        self.session.view.remove_change_listener(self._update_zoom)

        self.mainhud.mapEvents({
            'zoomIn': None,
            'zoomOut': None,
            'rotateRight': None,
            'rotateLeft': None,
            'destroy_tool': None,
            'build': None,
            'diplomacyButton': None,
            'gameMenuButton': None
        })
        self.mainhud.hide()
        self.mainhud = None

        self.windows.close_all()
        self.message_widget = None
        self.minimap = None
        self.resource_overview.end()
        self.resource_overview = None
        self.keylistener = None
        self.cityinfo.end()
        self.cityinfo = None
        self.hide_menu()

        if self.cursor:
            self.cursor.remove()
            self.cursor.end()
            self.cursor = None

        LastActivePlayerSettlementManager().remove()
        LastActivePlayerSettlementManager.destroy_instance()

        self.production_finished_icon_manager.end()
        self.production_finished_icon_manager = None
        self.status_icon_manager.end()
        self.status_icon_manager = None

        super(IngameGui, self).end()

    def show_select_savegame(self, mode):
        window = SelectSavegameDialog(mode, self.windows)
        return self.windows.show(window)

    def toggle_pause(self):
        self.windows.toggle(self.pausemenu)

    def toggle_help(self):
        self.windows.toggle(self.help_dialog)

    def minimap_to_front(self):
        """Make sure the full right top gui is visible and not covered by some dialog"""
        self.mainhud.hide()
        self.mainhud.show()

    def show_diplomacy_menu(self):
        # check if the menu is already shown
        if getattr(self.get_cur_menu(), 'name', None) == "diplomacy_widget":
            self.hide_menu()
            return

        if not DiplomacyTab.is_useable(self.session.world):
            self.windows.show_popup(
                _("No diplomacy possible"),
                _("Cannot do diplomacy as there are no other players."))
            return

        tab = DiplomacyTab(self, self.session.world)
        self.show_menu(tab)

    def show_multi_select_tab(self, instances):
        tab = TabWidget(self,
                        tabs=[SelectMultiTab(instances)],
                        name='select_multi')
        self.show_menu(tab)

    def show_build_menu(self, update=False):
        """
		@param update: set when build possibilities change (e.g. after inhabitant tier upgrade)
		"""
        # check if build menu is already shown
        if hasattr(self.get_cur_menu(), 'name') and self.get_cur_menu(
        ).name == "build_menu_tab_widget":
            self.hide_menu()

            if not update:  # this was only a toggle call, don't reshow
                return

        self.set_cursor()  # set default cursor for build menu
        self.deselect_all()

        if not any(settlement.owner.is_local_player
                   for settlement in self.session.world.settlements):
            # player has not built any settlements yet. Accessing the build menu at such a point
            # indicates a mistake in the mental model of the user. Display a hint.
            tab = TabWidget(
                self, tabs=[TabInterface(widget="buildtab_no_settlement.xml")])
        else:
            btabs = BuildTab.create_tabs(self.session, self._build)
            tab = TabWidget(self,
                            tabs=btabs,
                            name="build_menu_tab_widget",
                            active_tab=BuildTab.last_active_build_tab)
        self.show_menu(tab)

    def deselect_all(self):
        for instance in self.session.selected_instances:
            instance.get_component(SelectableComponent).deselect()
        self.session.selected_instances.clear()

    def _build(self, building_id, unit=None):
        """Calls the games buildingtool class for the building_id.
		@param building_id: int with the building id that is to be built.
		@param unit: weakref to the unit, that builds (e.g. ship for warehouse)"""
        self.hide_menu()
        self.deselect_all()
        cls = Entities.buildings[building_id]
        if hasattr(cls, 'show_build_menu'):
            cls.show_build_menu()
        self.set_cursor('building', cls, None if unit is None else unit())

    def toggle_road_tool(self):
        if not isinstance(self.cursor, mousetools.BuildingTool
                          ) or self.cursor._class.id != BUILDINGS.TRAIL:
            self._build(BUILDINGS.TRAIL)
        else:
            self.set_cursor()

    def get_cur_menu(self):
        """Returns menu that is currently displayed"""
        return self._old_menu

    def show_menu(self, menu):
        """Shows a menu
		@param menu: str with the guiname or pychan object.
		"""
        if self._old_menu is not None:
            if hasattr(self._old_menu, "remove_remove_listener"):
                self._old_menu.remove_remove_listener(
                    Callback(self.show_menu, None))
            self._old_menu.hide()

        self._old_menu = menu
        if self._old_menu is not None:
            if hasattr(self._old_menu, "add_remove_listener"):
                self._old_menu.add_remove_listener(
                    Callback(self.show_menu, None))
            self._old_menu.show()
            self.minimap_to_front()

        TabWidgetChanged.broadcast(self)

    def hide_menu(self):
        self.show_menu(None)

    def save(self, db):
        self.message_widget.save(db)
        self.logbook.save(db)
        self.resource_overview.save(db)
        LastActivePlayerSettlementManager().save(db)

    def load(self, db):
        self.message_widget.load(db)
        self.logbook.load(db)
        self.resource_overview.load(db)

        if self.session.is_game_loaded():
            LastActivePlayerSettlementManager().load(db)
            cur_settlement = LastActivePlayerSettlementManager(
            ).get_current_settlement()
            self.cityinfo.set_settlement(cur_settlement)

        self.minimap.draw()  # update minimap to new world

        self.current_cursor = 'default'
        self.cursor = mousetools.SelectionTool(self.session)
        # Set cursor correctly, menus might need to be opened.
        # Open menus later; they may need unit data not yet inited
        self.cursor.apply_select()

        if not self.session.is_game_loaded():
            # Fire a message for new world creation
            self.session.ingame_gui.message_widget.add('NEW_WORLD')

        # Show message when the relationship between players changed
        def notify_change(caller, old_state, new_state, a, b):
            player1 = u"%s" % a.name
            player2 = u"%s" % b.name

            data = {'player1': player1, 'player2': player2}

            string_id = 'DIPLOMACY_STATUS_{old}_{new}'.format(
                old=old_state.upper(), new=new_state.upper())
            self.message_widget.add(string_id=string_id, message_dict=data)

        self.session.world.diplomacy.add_diplomacy_status_changed_listener(
            notify_change)

    def show_change_name_dialog(self, instance):
        """Shows a dialog where the user can change the name of an object."""
        self.windows.show(self.change_name_dialog, instance=instance)

    def on_escape(self):
        if self.windows.visible:
            self.windows.on_escape()
        elif hasattr(self.cursor, 'on_escape'):
            self.cursor.on_escape()
        else:
            self.toggle_pause()

        return True

    def on_return(self):
        if self.windows.visible:
            self.windows.on_return()

        return True

    def _on_speed_changed(self, message):
        self._display_speed(message.new)

    def _display_speed(self, tps):
        text = u''
        up_icon = self.mainhud.findChild(name='speedUp')
        down_icon = self.mainhud.findChild(name='speedDown')
        if tps == 0:  # pause
            text = u'0x'
            up_icon.set_inactive()
            down_icon.set_inactive()
        else:
            if tps != GAME_SPEED.TICKS_PER_SECOND:
                text = unicode("%1gx" %
                               (tps * 1.0 / GAME_SPEED.TICKS_PER_SECOND))
                #%1g: displays 0.5x, but 2x instead of 2.0x
            index = GAME_SPEED.TICK_RATES.index(tps)
            if index + 1 >= len(GAME_SPEED.TICK_RATES):
                up_icon.set_inactive()
            else:
                up_icon.set_active()
            if index > 0:
                down_icon.set_active()
            else:
                down_icon.set_inactive()

        wdg = self.mainhud.findChild(name="speed_text")
        wdg.text = text
        wdg.resizeToContent()
        self.mainhud.show()

    def on_key_press(self, action, evt):
        """Handle a key press in-game.

		Returns True if the key was acted upon.
		"""
        _Actions = KeyConfig._Actions
        keyval = evt.getKey().getValue()

        if action == _Actions.ESCAPE:
            return self.on_escape()
        elif keyval == fife.Key.ENTER:
            return self.on_return()

        if action == _Actions.GRID:
            gridrenderer = self.session.view.renderer['GridRenderer']
            gridrenderer.setEnabled(not gridrenderer.isEnabled())
        elif action == _Actions.COORD_TOOLTIP:
            self.coordinates_tooltip.toggle()
        elif action == _Actions.DESTROY_TOOL:
            self.toggle_destroy_tool()
        elif action == _Actions.REMOVE_SELECTED:
            self.session.remove_selected()
        elif action == _Actions.ROAD_TOOL:
            self.toggle_road_tool()
        elif action == _Actions.SPEED_UP:
            SpeedUpCommand().execute(self.session)
        elif action == _Actions.SPEED_DOWN:
            SpeedDownCommand().execute(self.session)
        elif action == _Actions.PAUSE:
            TogglePauseCommand().execute(self.session)
        elif action == _Actions.PLAYERS_OVERVIEW:
            self.logbook.toggle_stats_visibility(widget='players')
        elif action == _Actions.SETTLEMENTS_OVERVIEW:
            self.logbook.toggle_stats_visibility(widget='settlements')
        elif action == _Actions.SHIPS_OVERVIEW:
            self.logbook.toggle_stats_visibility(widget='ships')
        elif action == _Actions.LOGBOOK:
            self.windows.toggle(self.logbook)
        elif action == _Actions.DEBUG and VERSION.IS_DEV_VERSION:
            import pdb
            pdb.set_trace()
        elif action == _Actions.BUILD_TOOL:
            self.show_build_menu()
        elif action == _Actions.ROTATE_RIGHT:
            if hasattr(self.cursor, "rotate_right"):
                # used in e.g. build preview to rotate building instead of map
                self.cursor.rotate_right()
            else:
                self.session.view.rotate_right()
                self.minimap.rotate_right()
        elif action == _Actions.ROTATE_LEFT:
            if hasattr(self.cursor, "rotate_left"):
                self.cursor.rotate_left()
            else:
                self.session.view.rotate_left()
                self.minimap.rotate_left()
        elif action == _Actions.CHAT:
            self.windows.show(self.chat_dialog)
        elif action == _Actions.TRANSLUCENCY:
            self.session.world.toggle_translucency()
        elif action == _Actions.TILE_OWNER_HIGHLIGHT:
            self.session.world.toggle_owner_highlight()
        elif keyval in (fife.Key.NUM_0, fife.Key.NUM_1, fife.Key.NUM_2,
                        fife.Key.NUM_3, fife.Key.NUM_4, fife.Key.NUM_5,
                        fife.Key.NUM_6, fife.Key.NUM_7, fife.Key.NUM_8,
                        fife.Key.NUM_9):
            num = int(keyval - fife.Key.NUM_0)
            if evt.isControlPressed():
                # create new group (only consider units owned by the player)
                self.session.selection_groups[num] = \
                    set(filter(lambda unit : unit.owner.is_local_player,
                               self.session.selected_instances))
                # drop units of the new group from all other groups
                for group in self.session.selection_groups:
                    if group is not self.session.selection_groups[num]:
                        group -= self.session.selection_groups[num]
            else:
                # deselect
                # we need to make sure to have a cursor capable of selection (for apply_select())
                # this handles deselection implicitly in the destructor
                self.set_cursor('selection')

                # apply new selection
                for instance in self.session.selection_groups[num]:
                    instance.get_component(SelectableComponent).select(
                        reset_cam=True)
                # assign copy since it will be randomly changed, the unit should only be changed on ctrl-events
                self.session.selected_instances = self.session.selection_groups[
                    num].copy()
                # show menu depending on the entities selected
                if self.session.selected_instances:
                    self.cursor.apply_select()
                else:
                    # nothing is selected here, we need to hide the menu since apply_select doesn't handle that case
                    self.show_menu(None)
        elif action == _Actions.QUICKSAVE:
            self.session.quicksave(
            )  # load is only handled by the MainListener
        elif action == _Actions.PIPETTE:
            # copy mode: pipette tool
            self.toggle_cursor('pipette')
        elif action == _Actions.HEALTH_BAR:
            # shows health bar of every instance with an health component
            self.session.world.toggle_health_for_all_health_instances()
        elif action == _Actions.SHOW_SELECTED:
            if self.session.selected_instances:
                # scroll to first one, we can never guarantee to display all selected units
                instance = iter(self.session.selected_instances).next()
                self.session.view.center(*instance.position.center.to_tuple())
                for instance in self.session.selected_instances:
                    if hasattr(instance,
                               "path") and instance.owner.is_local_player:
                        self.minimap.show_unit_path(instance)
        elif action == _Actions.HELP:
            self.toggle_help()
        else:
            return False

        return True

    def toggle_cursor(self, which, *args, **kwargs):
        """Alternate between the cursor which and default.
		args and kwargs are used to construct which."""
        if self.current_cursor == which:
            self.set_cursor()
        else:
            self.set_cursor(which, *args, **kwargs)

    def set_cursor(self, which='default', *args, **kwargs):
        """Sets the mousetool (i.e. cursor).
		This is done here for encapsulation and control over destructors.
		Further arguments are passed to the mouse tool constructor."""
        self.cursor.remove()
        self.current_cursor = which
        klass = {
            'default': mousetools.SelectionTool,
            'selection': mousetools.SelectionTool,
            'tearing': mousetools.TearingTool,
            'pipette': mousetools.PipetteTool,
            'attacking': mousetools.AttackingTool,
            'building': mousetools.BuildingTool,
        }[which]
        self.cursor = klass(self.session, *args, **kwargs)

    def toggle_destroy_tool(self):
        """Initiate the destroy tool"""
        self.toggle_cursor('tearing')

    def _update_zoom(self):
        """Enable/disable zoom buttons"""
        zoom = self.session.view.get_zoom()
        in_icon = self.mainhud.findChild(name='zoomIn')
        out_icon = self.mainhud.findChild(name='zoomOut')
        if zoom == VIEW.ZOOM_MIN:
            out_icon.set_inactive()
        else:
            out_icon.set_active()
        if zoom == VIEW.ZOOM_MAX:
            in_icon.set_inactive()
        else:
            in_icon.set_active()

    def _on_new_disaster(self, message):
        """Called when a building is 'infected' with a disaster."""
        if message.building.owner.is_local_player and len(
                message.disaster._affected_buildings) == 1:
            pos = message.building.position.center
            self.message_widget.add(
                point=pos, string_id=message.disaster_class.NOTIFICATION_TYPE)

    def _on_new_settlement(self, message):
        player = message.settlement.owner
        self.message_widget.add(string_id='NEW_SETTLEMENT',
                                point=message.warehouse_position,
                                message_dict={'player': player.name},
                                play_sound=player.is_local_player)

    def _on_player_level_upgrade(self, message):
        """Called when a player's population reaches a new level."""
        if not message.sender.is_local_player:
            return

        # show notification
        self.message_widget.add(point=message.building.position.center,
                                string_id='SETTLER_LEVEL_UP',
                                message_dict={'level': message.level + 1})

        # update build menu to show new buildings
        menu = self.get_cur_menu()
        if hasattr(menu, "name") and menu.name == "build_menu_tab_widget":
            self.show_build_menu(update=True)

        # TODO: Use a better measure then first tab
        # Quite fragile, makes sure the tablist in the mainsquare menu is updated
        if hasattr(menu, '_tabs') and isinstance(menu._tabs[0],
                                                 MainSquareOverviewTab):
            instance = list(self.session.selected_instances)[0]
            instance.get_component(SelectableComponent).show_menu(
                jump_to_tabclass=type(menu.current_tab))

    def _on_mine_empty(self, message):
        self.message_widget.add(point=message.mine.position.center,
                                string_id='MINE_EMPTY')
Exemple #2
0
class Gui(object):
	"""This class handles all the out of game menu, like the main and pause menu, etc.
	"""
	log = logging.getLogger("gui")

	def __init__(self):
		self.mainlistener = MainListener(self)

		self.windows = WindowManager()
		# temporary aliases for compatibility with rest of the code
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		self._background = Icon(image=self._get_random_background(),
		                        position_technique='center:center')
		self._background.show()

		self.subscribe()

		self.singleplayermenu = SingleplayerMenu(self.windows)
		self.multiplayermenu = MultiplayerMenu(self, self.windows)
		self.help_dialog = HelpDialog(self.windows)
		self.loadingscreen = LoadingScreen()
		self.settings_dialog = SettingsDialog(self.windows)
		self.mainmenu = MainMenu(self, self.windows)
		self.fps_display = FPSDisplay()

	def subscribe(self):
		"""Subscribe to the necessary messages."""
		GuiAction.subscribe(self._on_gui_action)

	def unsubscribe(self):
		GuiAction.unsubscribe(self._on_gui_action)

	def show_main(self):
		"""Shows the main menu """
		if not self._background.isVisible():
			self._background.show()

		self.windows.show(self.mainmenu)

	def show_select_savegame(self, mode):
		window = SelectSavegameDialog(mode, self.windows)
		return self.windows.show(window)

	def load_game(self):
		saved_game = self.show_select_savegame(mode='load')
		if saved_game is None:
			return False # user aborted dialog

		options = StartGameOptions(saved_game)
		horizons.main.start_singleplayer(options)
		return True

	def on_help(self):
		self.windows.toggle(self.help_dialog)

	def show_credits(self):
		"""Shows the credits dialog. """
		window = CreditsPickbeltWidget(self.windows)
		self.windows.show(window)

	def on_escape(self):
		self.windows.on_escape()

	def close_all(self):
		self.windows.close_all()
		self._background.hide()

	def show_loading_screen(self):
		if not self._background.isVisible():
			self._background.show()
		self.windows.show(self.loadingscreen)

	def randomize_background(self):
		"""Randomly select a background image to use. This function is triggered by
		change background button from main menu."""
		self._background.image = self._get_random_background()

	def _get_random_background(self):
		"""Randomly select a background image to use through out the game menu."""
		available_images = glob.glob('content/gui/images/background/mainmenu/bg_*.png')
		#get latest background
		latest_background = horizons.globals.fife.get_uh_setting("LatestBackground")
		#if there is a latest background then remove it from available list
		if latest_background is not None:
			available_images.remove(latest_background)
		background_choice = random.choice(available_images)
		#save current background choice
		horizons.globals.fife.set_uh_setting("LatestBackground", background_choice)
		horizons.globals.fife.save_settings()
		return background_choice

	def _on_gui_action(self, msg):
		AmbientSoundComponent.play_special('click')

	def show_editor_start_menu(self):
		editor_start_menu = EditorStartMenu(self.windows)
		self.windows.show(editor_start_menu)
class IngameGui(LivingObject):
	"""Class handling all the ingame gui events.
	Assumes that only 1 instance is used (class variables)"""

	message_widget = livingProperty()
	minimap = livingProperty()
	keylistener = livingProperty()

	def __init__(self, session):
		super(IngameGui, self).__init__()
		self.session = session
		assert isinstance(self.session, horizons.session.Session)
		self.settlement = None
		self._old_menu = None

		self.cursor = None
		self.coordinates_tooltip = None

		self.keylistener = IngameKeyListener(self.session)

		self.cityinfo = CityInfo(self)
		LastActivePlayerSettlementManager.create_instance(self.session)

		self.message_widget = MessageWidget(self.session)

		# Windows
		self.windows = WindowManager()
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		self.logbook = LogBook(self.session, self.windows)
		self.players_overview = PlayersOverview(self.session)
		self.players_settlements = PlayersSettlements(self.session)
		self.players_ships = PlayersShips(self.session)

		self.chat_dialog = ChatDialog(self.windows, self.session)
		self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
		self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
		self.help_dialog = HelpDialog(self.windows, session=self.session)

		# Icon manager
		self.status_icon_manager = StatusIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)
		self.production_finished_icon_manager = ProductionFinishedIconManager(
			renderer=self.session.view.renderer['GenericRenderer'],
			layer=self.session.view.layers[LAYERS.OBJECTS]
		)

		# 'minimap' is the guichan gui around the actual minimap, which is saved
		# in self.minimap
		self.mainhud = load_uh_widget('minimap.xml')
		self.mainhud.position_technique = "right:top"

		icon = self.mainhud.findChild(name="minimap")
		self.minimap = Minimap(icon,
		                       targetrenderer=horizons.globals.fife.targetrenderer,
		                       imagemanager=horizons.globals.fife.imagemanager,
		                       session=self.session,
		                       view=self.session.view)

		def speed_up():
			SpeedUpCommand().execute(self.session)

		def speed_down():
			SpeedDownCommand().execute(self.session)

		self.mainhud.mapEvents({
			'zoomIn' : self.session.view.zoom_in,
			'zoomOut' : self.session.view.zoom_out,
			'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
			'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
			'speedUp' : speed_up,
			'speedDown' : speed_down,
			'destroy_tool' : self.toggle_destroy_tool,
			'build' : self.show_build_menu,
			'diplomacyButton' : self.show_diplomacy_menu,
			'gameMenuButton' : self.toggle_pause,
			'logbook' : lambda: self.windows.toggle(self.logbook)
		})
		self.mainhud.show()

		hotkey_replacements = {
			'rotateRight': 'ROTATE_RIGHT',
			'rotateLeft': 'ROTATE_LEFT',
			'speedUp': 'SPEED_UP',
			'speedDown': 'SPEED_DOWN',
			'destroy_tool': 'DESTROY_TOOL',
			'build': 'BUILD_TOOL',
			'gameMenuButton': 'ESCAPE',
			'logbook': 'LOGBOOK',
		}
		for (widgetname, action) in hotkey_replacements.iteritems():
			widget = self.mainhud.findChild(name=widgetname)
			keys = horizons.globals.fife.get_keys_for_action(action)
			# No `.upper()` here: "Pause" looks better than "PAUSE".
			keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
			widget.helptext = widget.helptext.format(key=keyname)

		self.resource_overview = ResourceOverviewBar(self.session)

		# Register for messages
		SpeedChanged.subscribe(self._on_speed_changed)
		NewDisaster.subscribe(self._on_new_disaster)
		NewSettlement.subscribe(self._on_new_settlement)
		PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
		MineEmpty.subscribe(self._on_mine_empty)
		ZoomChanged.subscribe(self._update_zoom)

		self._display_speed(self.session.timer.ticks_per_second)

	def end(self):
		# unsubscribe early, to avoid messages coming in while we're shutting down
		SpeedChanged.unsubscribe(self._on_speed_changed)
		NewDisaster.unsubscribe(self._on_new_disaster)
		NewSettlement.unsubscribe(self._on_new_settlement)
		PlayerLevelUpgrade.unsubscribe(self._on_player_level_upgrade)
		MineEmpty.unsubscribe(self._on_mine_empty)
		ZoomChanged.unsubscribe(self._update_zoom)

		self.mainhud.mapEvents({
			'zoomIn' : None,
			'zoomOut' : None,
			'rotateRight' : None,
			'rotateLeft': None,

			'destroy_tool' : None,
			'build' : None,
			'diplomacyButton' : None,
			'gameMenuButton' : None
		})
		self.mainhud.hide()
		self.mainhud = None

		self.windows.close_all()
		self.message_widget = None
		self.minimap = None
		self.resource_overview.end()
		self.resource_overview = None
		self.keylistener = None
		self.cityinfo.end()
		self.cityinfo = None
		self.hide_menu()

		if self.cursor:
			self.cursor.remove()
			self.cursor.end()
			self.cursor = None

		LastActivePlayerSettlementManager().remove()
		LastActivePlayerSettlementManager.destroy_instance()

		self.production_finished_icon_manager.end()
		self.production_finished_icon_manager = None
		self.status_icon_manager.end()
		self.status_icon_manager = None

		super(IngameGui, self).end()

	def show_select_savegame(self, mode):
		window = SelectSavegameDialog(mode, self.windows)
		return self.windows.show(window)

	def toggle_pause(self):
		self.windows.toggle(self.pausemenu)

	def toggle_help(self):
		self.windows.toggle(self.help_dialog)

	def minimap_to_front(self):
		"""Make sure the full right top gui is visible and not covered by some dialog"""
		self.mainhud.hide()
		self.mainhud.show()

	def show_diplomacy_menu(self):
		# check if the menu is already shown
		if getattr(self.get_cur_menu(), 'name', None) == "diplomacy_widget":
			self.hide_menu()
			return

		if not DiplomacyTab.is_useable(self.session.world):
			self.windows.show_popup(_("No diplomacy possible"),
			                        _("Cannot do diplomacy as there are no other players."))
			return

		tab = DiplomacyTab(self, self.session.world)
		self.show_menu(tab)

	def show_multi_select_tab(self, instances):
		tab = TabWidget(self, tabs=[SelectMultiTab(instances)], name='select_multi')
		self.show_menu(tab)

	def show_build_menu(self, update=False):
		"""
		@param update: set when build possibilities change (e.g. after inhabitant tier upgrade)
		"""
		# check if build menu is already shown
		if hasattr(self.get_cur_menu(), 'name') and self.get_cur_menu().name == "build_menu_tab_widget":
			self.hide_menu()

			if not update: # this was only a toggle call, don't reshow
				return

		self.set_cursor() # set default cursor for build menu
		self.deselect_all()

		if not any( settlement.owner.is_local_player for settlement in self.session.world.settlements):
			# player has not built any settlements yet. Accessing the build menu at such a point
			# indicates a mistake in the mental model of the user. Display a hint.
			tab = TabWidget(self, tabs=[ TabInterface(widget="buildtab_no_settlement.xml") ])
		else:
			btabs = BuildTab.create_tabs(self.session, self._build)
			tab = TabWidget(self, tabs=btabs, name="build_menu_tab_widget",
											active_tab=BuildTab.last_active_build_tab)
		self.show_menu(tab)

	def deselect_all(self):
		for instance in self.session.selected_instances:
			instance.get_component(SelectableComponent).deselect()
		self.session.selected_instances.clear()

	def _build(self, building_id, unit=None):
		"""Calls the games buildingtool class for the building_id.
		@param building_id: int with the building id that is to be built.
		@param unit: weakref to the unit, that builds (e.g. ship for warehouse)"""
		self.hide_menu()
		self.deselect_all()
		cls = Entities.buildings[building_id]
		if hasattr(cls, 'show_build_menu'):
			cls.show_build_menu()
		self.set_cursor('building', cls, None if unit is None else unit())

	def toggle_road_tool(self):
		if not isinstance(self.cursor, mousetools.BuildingTool) or self.cursor._class.id != BUILDINGS.TRAIL:
			self._build(BUILDINGS.TRAIL)
		else:
			self.set_cursor()

	def get_cur_menu(self):
		"""Returns menu that is currently displayed"""
		return self._old_menu

	def show_menu(self, menu):
		"""Shows a menu
		@param menu: str with the guiname or pychan object.
		"""
		if self._old_menu is not None:
			if hasattr(self._old_menu, "remove_remove_listener"):
				self._old_menu.remove_remove_listener( Callback(self.show_menu, None) )
			self._old_menu.hide()

		self._old_menu = menu
		if self._old_menu is not None:
			if hasattr(self._old_menu, "add_remove_listener"):
				self._old_menu.add_remove_listener( Callback(self.show_menu, None) )
			self._old_menu.show()
			self.minimap_to_front()

		TabWidgetChanged.broadcast(self)

	def hide_menu(self):
		self.show_menu(None)

	def save(self, db):
		self.message_widget.save(db)
		self.logbook.save(db)
		self.resource_overview.save(db)
		LastActivePlayerSettlementManager().save(db)
		self.save_selection(db)

	def save_selection(self, db):
		# Store instances that are selected right now.
		for instance in self.session.selected_instances:
			db("INSERT INTO selected (`group`, id) VALUES (NULL, ?)", instance.worldid)

		# If a single instance is selected, also store the currently displayed tab.
		# (Else, upon restoring, we display a multi-selection tab.)
		tabname = None
		if len(self.session.selected_instances) == 1:
			tabclass = self.get_cur_menu().current_tab
			tabname = tabclass.__class__.__name__
		db("INSERT INTO metadata (name, value) VALUES (?, ?)", 'selected_tab', tabname)

		# Store user defined unit selection groups (Ctrl+number)
		for (number, group) in enumerate(self.session.selection_groups):
			for instance in group:
				db("INSERT INTO selected (`group`, id) VALUES (?, ?)", number, instance.worldid)

	def load(self, db):
		self.message_widget.load(db)
		self.logbook.load(db)
		self.resource_overview.load(db)

		if self.session.is_game_loaded():
			LastActivePlayerSettlementManager().load(db)
			cur_settlement = LastActivePlayerSettlementManager().get_current_settlement()
			self.cityinfo.set_settlement(cur_settlement)

		self.minimap.draw() # update minimap to new world

		self.current_cursor = 'default'
		self.cursor = mousetools.SelectionTool(self.session)
		# Set cursor correctly, menus might need to be opened.
		# Open menus later; they may need unit data not yet inited
		self.cursor.apply_select()

		self.load_selection(db)

		if not self.session.is_game_loaded():
			# Fire a message for new world creation
			self.message_widget.add('NEW_WORLD')

		# Show message when the relationship between players changed
		def notify_change(caller, old_state, new_state, a, b):
			player1 = u"%s" % a.name
			player2 = u"%s" % b.name

			data = {'player1' : player1, 'player2' : player2}

			string_id = 'DIPLOMACY_STATUS_{old}_{new}'.format(old=old_state.upper(),
			                                                  new=new_state.upper())
			self.message_widget.add(string_id=string_id, message_dict=data)

		self.session.world.diplomacy.add_diplomacy_status_changed_listener(notify_change)

	def load_selection(self, db):
		# Re-select old selected instance
		for (instance_id, ) in db("SELECT id FROM selected WHERE `group` IS NULL"):
			obj = WorldObject.get_object_by_id(instance_id)
			self.session.selected_instances.add(obj)
			obj.get_component(SelectableComponent).select()

		# Re-show old tab (if there was one) or multiselection
		if len(self.session.selected_instances) == 1:
			tabname = db("SELECT value FROM metadata WHERE name = ?",
			             'selected_tab')[0][0]
			# This can still be None due to old savegames not storing the information
			tabclass = None if tabname is None else resolve_tab(tabname)
			obj.get_component(SelectableComponent).show_menu(jump_to_tabclass=tabclass)
		elif self.session.selected_instances:
			self.show_multi_select_tab(self.session.selected_instances)

		# Load user defined unit selection groups (Ctrl+number)
		for (num, group) in enumerate(self.session.selection_groups):
			for (instance_id, ) in db("SELECT id FROM selected WHERE `group` = ?", num):
				obj = WorldObject.get_object_by_id(instance_id)
				group.add(obj)

	def show_change_name_dialog(self, instance):
		"""Shows a dialog where the user can change the name of an object."""
		self.windows.show(self.change_name_dialog, instance=instance)

	def on_escape(self):
		if self.windows.visible:
			self.windows.on_escape()
		elif hasattr(self.cursor, 'on_escape'):
			self.cursor.on_escape()
		else:
			self.toggle_pause()

		return True

	def on_return(self):
		if self.windows.visible:
			self.windows.on_return()

		return True

	def _on_speed_changed(self, message):
		self._display_speed(message.new)

	def _display_speed(self, tps):
		text = u''
		up_icon = self.mainhud.findChild(name='speedUp')
		down_icon = self.mainhud.findChild(name='speedDown')
		if tps == 0: # pause
			text = u'0x'
			up_icon.set_inactive()
			down_icon.set_inactive()
		else:
			if tps != GAME_SPEED.TICKS_PER_SECOND:
				text = u"%1gx" % (tps * 1.0/GAME_SPEED.TICKS_PER_SECOND)
				#%1g: displays 0.5x, but 2x instead of 2.0x
			index = GAME_SPEED.TICK_RATES.index(tps)
			if index + 1 >= len(GAME_SPEED.TICK_RATES):
				up_icon.set_inactive()
			else:
				up_icon.set_active()
			if index > 0:
				down_icon.set_active()
			else:
				down_icon.set_inactive()

		wdg = self.mainhud.findChild(name="speed_text")
		wdg.text = text
		wdg.resizeToContent()
		self.mainhud.show()

	def on_key_press(self, action, evt):
		"""Handle a key press in-game.

		Returns True if the key was acted upon.
		"""
		_Actions = KeyConfig._Actions
		keyval = evt.getKey().getValue()

		if action == _Actions.ESCAPE:
			return self.on_escape()		
		elif keyval == fife.Key.ENTER:
			return self.on_return()

		if action == _Actions.GRID:
			gridrenderer = self.session.view.renderer['GridRenderer']
			gridrenderer.setEnabled( not gridrenderer.isEnabled() )
		elif action == _Actions.COORD_TOOLTIP:
			self.coordinates_tooltip.toggle()
		elif action == _Actions.DESTROY_TOOL:
			self.toggle_destroy_tool()
		elif action == _Actions.REMOVE_SELECTED:
			message = _(u"Are you sure you want to delete these objects?")
			if self.windows.show_popup(_(u"Delete"), message, show_cancel_button=True):
				self.session.remove_selected()
			else:
				self.deselect_all()
		elif action == _Actions.ROAD_TOOL:
			self.toggle_road_tool()
		elif action == _Actions.SPEED_UP:
			SpeedUpCommand().execute(self.session)
		elif action == _Actions.SPEED_DOWN:
			SpeedDownCommand().execute(self.session)
		elif action == _Actions.PAUSE:
			TogglePauseCommand().execute(self.session)
		elif action == _Actions.PLAYERS_OVERVIEW:
			self.logbook.toggle_stats_visibility(widget='players')
		elif action == _Actions.SETTLEMENTS_OVERVIEW:
			self.logbook.toggle_stats_visibility(widget='settlements')
		elif action == _Actions.SHIPS_OVERVIEW:
			self.logbook.toggle_stats_visibility(widget='ships')
		elif action == _Actions.LOGBOOK:
			self.windows.toggle(self.logbook)
		elif action == _Actions.DEBUG and VERSION.IS_DEV_VERSION:
			import pdb; pdb.set_trace()
		elif action == _Actions.BUILD_TOOL:
			self.show_build_menu()
		elif action == _Actions.ROTATE_RIGHT:
			if hasattr(self.cursor, "rotate_right"):
				# used in e.g. build preview to rotate building instead of map
				self.cursor.rotate_right()
			else:
				self.session.view.rotate_right()
				self.minimap.rotate_right()
		elif action == _Actions.ROTATE_LEFT:
			if hasattr(self.cursor, "rotate_left"):
				self.cursor.rotate_left()
			else:
				self.session.view.rotate_left()
				self.minimap.rotate_left()
		elif action == _Actions.CHAT:
			self.windows.show(self.chat_dialog)
		elif action == _Actions.TRANSLUCENCY:
			self.session.world.toggle_translucency()
		elif action == _Actions.TILE_OWNER_HIGHLIGHT:
			self.session.world.toggle_owner_highlight()
		elif fife.Key.NUM_0 <= keyval <= fife.Key.NUM_9:
			num = int(keyval - fife.Key.NUM_0)
			self.handle_selection_group(num, evt.isControlPressed())
		elif action == _Actions.QUICKSAVE:
			self.session.quicksave()
		# Quickload is only handled by the MainListener.
		elif action == _Actions.PIPETTE:
			# Mode that allows copying buildings.
			self.toggle_cursor('pipette')
		elif action == _Actions.HEALTH_BAR:
			# Show health bar of every instance with a health component.
			self.session.world.toggle_health_for_all_health_instances()
		elif action == _Actions.SHOW_SELECTED:
			if self.session.selected_instances:
				# Scroll to first one, we can never guarantee to display all selected units.
				instance = iter(self.session.selected_instances).next()
				self.session.view.center( * instance.position.center.to_tuple())
				for instance in self.session.selected_instances:
					if hasattr(instance, "path") and instance.owner.is_local_player:
						self.minimap.show_unit_path(instance)
		elif action == _Actions.HELP:
			self.toggle_help()
		else:
			return False

		return True

	def handle_selection_group(self, num, ctrl_pressed):
		"""Select existing or assign new unit selection group.

		Ctrl+number creates or overwrites the group of number `num`
		with the currently selected units.
		Pressing the associated key selects a group and centers the
		camera around these units.
		"""
		if ctrl_pressed:
			# Only consider units owned by the player.
			units = set(u for u in self.session.selected_instances
			            if u.owner.is_local_player)
			self.session.selection_groups[num] = units
			# Drop units of the new group from all other groups.
			for group in self.session.selection_groups:
				current_group = self.session.selection_groups[num]
				if group != current_group:
					group -= current_group
		else:
			# We need to make sure to have a cursor capable of selection
			# for apply_select() to work.
			# This handles deselection implicitly in the destructor.
			self.set_cursor('selection')
			# Apply new selection.
			for instance in self.session.selection_groups[num]:
				instance.get_component(SelectableComponent).select(reset_cam=True)
			# Assign copy since it will be randomly changed in selection code.
			# The unit group itself should only be changed on Ctrl events.
			self.session.selected_instances = self.session.selection_groups[num].copy()
			# Show correct tabs depending on what's selected.
			if self.session.selected_instances:
				self.cursor.apply_select()
			else:
				# Nothing is selected here. Hide the menu since apply_select
				# doesn't handle that case.
				self.show_menu(None)

	def toggle_cursor(self, which):
		"""Alternate between the cursor *which* and the default cursor."""
		if which == self.current_cursor:
			self.set_cursor()
		else:
			self.set_cursor(which)

	def set_cursor(self, which='default', *args, **kwargs):
		"""Sets the mousetool (i.e. cursor).
		This is done here for encapsulation and control over destructors.
		Further arguments are passed to the mouse tool constructor."""
		self.cursor.remove()
		self.current_cursor = which
		klass = {
			'default'        : mousetools.SelectionTool,
			'selection'      : mousetools.SelectionTool,
			'tearing'        : mousetools.TearingTool,
			'pipette'        : mousetools.PipetteTool,
			'attacking'      : mousetools.AttackingTool,
			'building'       : mousetools.BuildingTool,
		}[which]
		self.cursor = klass(self.session, *args, **kwargs)

	def toggle_destroy_tool(self):
		"""Initiate the destroy tool"""
		self.toggle_cursor('tearing')

	def _update_zoom(self, message):
		"""Enable/disable zoom buttons"""
		in_icon = self.mainhud.findChild(name='zoomIn')
		out_icon = self.mainhud.findChild(name='zoomOut')
		if message.zoom == VIEW.ZOOM_MIN:
			out_icon.set_inactive()
		else:
			out_icon.set_active()
		if message.zoom == VIEW.ZOOM_MAX:
			in_icon.set_inactive()
		else:
			in_icon.set_active()

	def _on_new_disaster(self, message):
		"""Called when a building is 'infected' with a disaster."""
		if message.building.owner.is_local_player and len(message.disaster._affected_buildings) == 1:
			pos = message.building.position.center
			self.message_widget.add(point=pos, string_id=message.disaster_class.NOTIFICATION_TYPE)

	def _on_new_settlement(self, message):
		player = message.settlement.owner
		self.message_widget.add(
			string_id='NEW_SETTLEMENT',
			point=message.warehouse_position,
			message_dict={'player': player.name},
			play_sound=player.is_local_player
		)

	def _on_player_level_upgrade(self, message):
		"""Called when a player's population reaches a new level."""
		if not message.sender.is_local_player:
			return

		# show notification
		self.message_widget.add(
			point=message.building.position.center,
			string_id='SETTLER_LEVEL_UP',
			message_dict={'level': message.level + 1}
		)

		# update build menu to show new buildings
		menu = self.get_cur_menu()
		if hasattr(menu, "name") and menu.name == "build_menu_tab_widget":
			self.show_build_menu(update=True)

		# TODO: Use a better measure then first tab
		# Quite fragile, makes sure the tablist in the mainsquare menu is updated
		if hasattr(menu, '_tabs') and isinstance(menu._tabs[0], MainSquareOverviewTab):
			instance = list(self.session.selected_instances)[0]
			instance.get_component(SelectableComponent).show_menu(jump_to_tabclass=type(menu.current_tab))

	def _on_mine_empty(self, message):
		self.message_widget.add(point=message.mine.position.center, string_id='MINE_EMPTY')
Exemple #4
0
class Gui(object):
	"""This class handles all the out of game menu, like the main and pause menu, etc.
	"""
	log = logging.getLogger("gui")

	def __init__(self):
		self.mainlistener = MainListener(self)

		self.windows = WindowManager()
		# temporary aliases for compatibility with rest of the code
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		# Main menu background image setup.
		available_images = glob.glob('content/gui/images/background/mainmenu/bg_*.png')
		self.bg_images = deque(available_images)

		latest_bg = horizons.globals.fife.get_uh_setting("LatestBackground")
		try:
			# If we know the current background from an earlier session,
			# show all other available ones before picking that one again.
			self.bg_images.remove(latest_bg)
			self.bg_images.append(latest_bg)
		except ValueError:
			pass
		self._background = Icon(position_technique='center:center')
		self.rotate_background()
		self._background.show()

		self.singleplayermenu = SingleplayerMenu(self.windows)
		self.multiplayermenu = MultiplayerMenu(self, self.windows)
		self.help_dialog = HelpDialog(self.windows)
		self.loadingscreen = LoadingScreen()
		self.settings_dialog = SettingsDialog(self.windows)
		self.mainmenu = MainMenu(self, self.windows)
		self.fps_display = FPSDisplay()

	def show_main(self):
		"""Shows the main menu """
		GuiAction.subscribe(self._on_gui_action)

		if not self._background.isVisible():
			self._background.show()

		self.windows.show(self.mainmenu)

	def show_select_savegame(self, mode):
		window = SelectSavegameDialog(mode, self.windows)
		return self.windows.show(window)

	def load_game(self):
		saved_game = self.show_select_savegame(mode='load')
		if saved_game is None:
			return False # user aborted dialog

		options = StartGameOptions(saved_game)
		horizons.main.start_singleplayer(options)
		return True

	def on_help(self):
		self.windows.toggle(self.help_dialog)

	def show_credits(self):
		"""Shows the credits dialog. """
		window = CreditsPickbeltWidget(self.windows)
		self.windows.show(window)

	def on_escape(self):
		self.windows.on_escape()

	def on_return(self):
		self.windows.on_return()

	def close_all(self):
		GuiAction.discard(self._on_gui_action)
		self.windows.close_all()
		self._background.hide()

	def show_loading_screen(self):
		if not self._background.isVisible():
			self._background.show()
		self.windows.show(self.loadingscreen)

	def rotate_background(self):
		"""Select next background image to use in the game menu.

		Triggered by the "Change background" main menu button.
		"""
		# Note: bg_images is a deque.
		self.bg_images.rotate()
		self._background.image = self.bg_images[0]
		# Save current background choice to settings.
		# This keeps the background image consistent between sessions.
		horizons.globals.fife.set_uh_setting("LatestBackground", self.bg_images[0])
		horizons.globals.fife.save_settings()

	def _on_gui_action(self, msg):
		AmbientSoundComponent.play_special('click')

	def show_editor_start_menu(self):
		editor_start_menu = EditorStartMenu(self.windows)
		self.windows.show(editor_start_menu)
Exemple #5
0
class Gui(object):
	"""This class handles all the out of game menu, like the main and pause menu, etc.
	"""
	log = logging.getLogger("gui")

	def __init__(self):
		self.mainlistener = MainListener(self)

		self.windows = WindowManager()
		# temporary aliases for compatibility with rest of the code
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		self._background = Icon(image=self._get_random_background(),
		                        position_technique='center:center')
		self._background.show()

		self.singleplayermenu = SingleplayerMenu(self.windows)
		self.multiplayermenu = MultiplayerMenu(self, self.windows)
		self.help_dialog = HelpDialog(self.windows)
		self.loadingscreen = LoadingScreen()
		self.settings_dialog = SettingsDialog(self.windows)
		self.mainmenu = MainMenu(self, self.windows)
		self.fps_display = FPSDisplay()

	def show_main(self):
		"""Shows the main menu """
		GuiAction.subscribe(self._on_gui_action)

		if not self._background.isVisible():
			self._background.show()

		self.windows.show(self.mainmenu)

	def show_select_savegame(self, mode):
		window = SelectSavegameDialog(mode, self.windows)
		return self.windows.show(window)

	def load_game(self):
		saved_game = self.show_select_savegame(mode='load')
		if saved_game is None:
			return False # user aborted dialog

		options = StartGameOptions(saved_game)
		horizons.main.start_singleplayer(options)
		return True

	def on_help(self):
		self.windows.toggle(self.help_dialog)

	def show_credits(self):
		"""Shows the credits dialog. """
		window = CreditsPickbeltWidget(self.windows)
		self.windows.show(window)

	def on_escape(self):
		self.windows.on_escape()

	def on_return(self):
		self.windows.on_return()

	def close_all(self):
		GuiAction.discard(self._on_gui_action)
		self.windows.close_all()
		self._background.hide()

	def show_loading_screen(self):
		if not self._background.isVisible():
			self._background.show()
		self.windows.show(self.loadingscreen)

	def randomize_background(self):
		"""Randomly select a background image to use. This function is triggered by
		change background button from main menu."""
		self._background.image = self._get_random_background()

	def _get_random_background(self):
		"""Randomly select a background image to use through out the game menu."""
		available_images = glob.glob('content/gui/images/background/mainmenu/bg_*.png')
		#get latest background
		latest_background = horizons.globals.fife.get_uh_setting("LatestBackground")
		#if there is a latest background then remove it from available list
		if latest_background is not None:
			available_images.remove(latest_background)
		background_choice = random.choice(available_images)
		#save current background choice
		horizons.globals.fife.set_uh_setting("LatestBackground", background_choice)
		horizons.globals.fife.save_settings()
		return background_choice

	def _on_gui_action(self, msg):
		AmbientSoundComponent.play_special('click')

	def show_editor_start_menu(self):
		editor_start_menu = EditorStartMenu(self.windows)
		self.windows.show(editor_start_menu)
class TestWindowManager(unittest.TestCase):

	def setUp(self):
		self.windows = WindowManager()

	def test_trivial(self):
		assert not self.windows.visible

	def test_show_hide(self):
		window1 = DummyWindow(self.windows)
		self.windows.show(window1)
		assert self.windows.visible
		assert window1.visible

		window2 = DummyWindow(self.windows)
		self.windows.show(window2)
		assert self.windows.visible
		assert not window1.visible
		assert window2.visible

	def test_close(self):
		window1 = DummyWindow(self.windows)
		window2 = DummyWindow(self.windows)
		self.windows.show(window1)
		self.windows.show(window2)
		assert not window1.visible
		assert window2.visible

		self.windows.close()
		assert window1.visible
		assert not window2.visible

		self.windows.close()
		assert not window1.visible
		assert not window2.visible
		assert not self.windows.visible

	def test_toggle_single_window(self):
		window1 = DummyWindow(self.windows)
		assert not window1.visible

		self.windows.toggle(window1)
		assert window1.visible
		self.windows.toggle(window1)
		assert not window1.visible

	def test_toggle_multiple(self):
		"""
		Alternately toggle two windows and make sure we have only
		once instance of each window in the stack.
		"""
		window1 = DummyWindow(self.windows)
		window2 = DummyWindow(self.windows)
		assert not window1.visible
		assert not window2.visible

		self.windows.toggle(window1)
		assert window1.visible
		assert not window2.visible

		self.windows.toggle(window2)
		assert not window1.visible
		assert window2.visible

		self.windows.toggle(window1)
		assert window1.visible
		assert not window2.visible

		self.windows.close()
		self.windows.close()
		assert not self.windows.visible
Exemple #7
0
class IngameGui(LivingObject):
    minimap = livingProperty()
    keylistener = livingProperty()
    message_widget = livingProperty()

    def __init__(self, session):
        self.session = session

        self.cursor = None
        self.coordinates_tooltip = None
        self.keylistener = IngameKeyListener(self.session)
        # used by NavigationTool
        LastActivePlayerSettlementManager.create_instance(self.session)

        # Mocks needed to act like the real IngameGui
        self.show_menu = Dummy
        self.hide_menu = Dummy
        # a logbook Dummy is necessary for message_widget to work
        self.logbook = Dummy

        self.mainhud = load_uh_widget('minimap.xml')
        self.mainhud.position_technique = "right+0:top+0"

        icon = self.mainhud.findChild(name="minimap")
        self.minimap = Minimap(
            icon,
            targetrenderer=horizons.globals.fife.targetrenderer,
            imagemanager=horizons.globals.fife.imagemanager,
            session=self.session,
            view=self.session.view)

        self.mainhud.mapEvents({
            'zoomIn':
            self.session.view.zoom_in,
            'zoomOut':
            self.session.view.zoom_out,
            'rotateRight':
            Callback.ChainedCallbacks(self.session.view.rotate_right,
                                      self.minimap.rotate_right),
            'rotateLeft':
            Callback.ChainedCallbacks(self.session.view.rotate_left,
                                      self.minimap.rotate_left),
            'gameMenuButton':
            self.toggle_pause,
        })

        self.mainhud.show()
        ZoomChanged.subscribe(self._update_zoom)

        # Hide unnecessary buttons in hud
        for widget in ("build", "speedUp", "speedDown", "destroy_tool",
                       "diplomacyButton", "logbook"):
            self.mainhud.findChild(name=widget).hide()

        self.windows = WindowManager()
        self.message_widget = MessageWidget(self.session)
        self.pausemenu = PauseMenu(self.session,
                                   self,
                                   self.windows,
                                   in_editor_mode=True)
        self.help_dialog = HelpDialog(self.windows, session=self.session)

    def end(self):
        self.mainhud.mapEvents({
            'zoomIn': None,
            'zoomOut': None,
            'rotateRight': None,
            'rotateLeft': None,
            'gameMenuButton': None
        })
        self.mainhud.hide()
        self.mainhud = None
        self._settings_tab.hide()
        self._settings_tab = None

        self.windows.close_all()
        self.minimap = None
        self.keylistener = None
        LastActivePlayerSettlementManager().remove()
        LastActivePlayerSettlementManager.destroy_instance()
        ZoomChanged.unsubscribe(self._update_zoom)

        if self.cursor:
            self.cursor.remove()
            self.cursor.end()
            self.cursor = None

        super(IngameGui, self).end()

    def handle_selection_group(self, num, ctrl_pressed):
        # Someday, maybe cool stuff will be possible here.
        # That day is not today, I'm afraid.
        pass

    def toggle_pause(self):
        self.windows.toggle(self.pausemenu)

    def toggle_help(self):
        self.windows.toggle(self.help_dialog)

    def load(self, savegame):
        self.minimap.draw()

        self.cursor = SelectionTool(self.session)

    def setup(self):
        """Called after the world editor was initialized."""
        self._settings_tab = TabWidget(
            self, tabs=[SettingsTab(self.session.world_editor, self)])
        self._settings_tab.show()

    def minimap_to_front(self):
        """Make sure the full right top gui is visible and not covered by some dialog"""
        self.mainhud.hide()
        self.mainhud.show()

    def show_save_map_dialog(self):
        """Shows a dialog where the user can set the name of the saved map."""
        window = SelectSavegameDialog('editor-save', self.windows)
        savegamename = self.windows.show(window)
        if savegamename is None:
            return False  # user aborted dialog
        success = self.session.save(savegamename)
        if success:
            self.message_widget.add('SAVED_GAME')

    def on_escape(self):
        pass

    def on_key_press(self, action, evt):
        _Actions = KeyConfig._Actions
        if action == _Actions.QUICKSAVE:
            self.session.quicksave()
        if action == _Actions.ESCAPE:
            if self.windows.visible:
                self.windows.on_escape()
            elif hasattr(self.cursor, 'on_escape'):
                self.cursor.on_escape()
            else:
                self.toggle_pause()
        elif action == _Actions.HELP:
            self.toggle_help()
        else:
            return False
        return True

    def set_cursor(self, which='default', *args, **kwargs):
        """Sets the mousetool (i.e. cursor).
		This is done here for encapsulation and control over destructors.
		Further arguments are passed to the mouse tool constructor.
		"""
        self.cursor.remove()
        klass = {'default': SelectionTool, 'tile_layer': TileLayingTool}[which]
        self.cursor = klass(self.session, *args, **kwargs)

    def _update_zoom(self, message):
        """Enable/disable zoom buttons"""
        in_icon = self.mainhud.findChild(name='zoomIn')
        out_icon = self.mainhud.findChild(name='zoomOut')
        if message.zoom == VIEW.ZOOM_MIN:
            out_icon.set_inactive()
        else:
            out_icon.set_active()
        if message.zoom == VIEW.ZOOM_MAX:
            in_icon.set_inactive()
        else:
            in_icon.set_active()
Exemple #8
0
class IngameGui(LivingObject):
	minimap = livingProperty()
	keylistener = livingProperty()
	message_widget = livingProperty()

	def __init__(self, session, main_gui):
		self.session = session
		self.main_gui = main_gui

		self.cursor = None
		self.coordinates_tooltip = None
		self.keylistener = IngameKeyListener(self.session)
		# used by NavigationTool
		LastActivePlayerSettlementManager.create_instance(self.session)

		# Mocks needed to act like the real IngameGui
		self.show_menu = Dummy
		self.hide_menu = Dummy
		# a logbook Dummy is necessary for message_widget to work
		self.logbook = Dummy

		self.mainhud = load_uh_widget('minimap.xml')
		self.mainhud.position_technique = "right+0:top+0"

		icon = self.mainhud.findChild(name="minimap")
		self.minimap = Minimap(icon,
		                       targetrenderer=horizons.globals.fife.targetrenderer,
		                       imagemanager=horizons.globals.fife.imagemanager,
		                       session=self.session,
		                       view=self.session.view)

		self.mainhud.mapEvents({
			'zoomIn': self.session.view.zoom_in,
			'zoomOut': self.session.view.zoom_out,
			'rotateRight': Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
			'rotateLeft': Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
			'gameMenuButton': self.toggle_pause,
		})

		self.mainhud.show()
		self.session.view.add_change_listener(self._update_zoom)

		# Hide unnecessary buttons in hud
		for widget in ("build", "speedUp", "speedDown", "destroy_tool", "diplomacyButton", "logbook"):
			self.mainhud.findChild(name=widget).hide()

		self.windows = WindowManager()
		self.message_widget = MessageWidget(self.session)
		self.save_map_dialog = SaveMapDialog(self.session, self.windows)
		self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=True)
		self.help_dialog = HelpDialog(self.windows, session=self.session)

	def end(self):
		self.mainhud.mapEvents({
			'zoomIn': None,
			'zoomOut': None,
			'rotateRight': None,
			'rotateLeft': None,
			'gameMenuButton': None
		})
		self.mainhud.hide()
		self.mainhud = None
		self._settings_tab.hide()
		self._settings_tab = None

		self.windows.close_all()
		self.minimap = None
		self.keylistener = None
		LastActivePlayerSettlementManager().remove()
		LastActivePlayerSettlementManager.destroy_instance()
		self.session.view.remove_change_listener(self._update_zoom)

		if self.cursor:
			self.cursor.remove()
			self.cursor.end()
			self.cursor = None

		super(IngameGui, self).end()

	def toggle_pause(self):
		self.windows.toggle(self.pausemenu)

	def toggle_help(self):
		self.windows.toggle(self.help_dialog)

	def load(self, savegame):
		self.minimap.draw()

		self.cursor = SelectionTool(self.session)

	def setup(self):
		"""Called after the world editor was initialized."""
		self._settings_tab = TabWidget(self, tabs=[SettingsTab(self.session.world_editor, self)])
		self._settings_tab.show()

	def minimap_to_front(self):
		"""Make sure the full right top gui is visible and not covered by some dialog"""
		self.mainhud.hide()
		self.mainhud.show()

	def show_save_map_dialog(self):
		"""Shows a dialog where the user can set the name of the saved map."""
		self.windows.show(self.save_map_dialog)

	def on_escape(self):
		pass

	def on_key_press(self, action, evt):
		_Actions = KeyConfig._Actions
		if action == _Actions.QUICKSAVE:
			self.session.quicksave()
		if action == _Actions.ESCAPE:
			if self.windows.visible:
				self.windows.on_escape()
			elif not isinstance(self.cursor, SelectionTool):
				self.cursor.on_escape()
			else:
				self.toggle_pause()
		elif action == _Actions.HELP:
			self.toggle_help()
		else:
			return False
		return True

	def set_cursor(self, which='default', *args, **kwargs):
		"""Sets the mousetool (i.e. cursor).
		This is done here for encapsulation and control over destructors.
		Further arguments are passed to the mouse tool constructor.
		"""
		self.cursor.remove()
		klass = {
			'default': SelectionTool,
			'tile_layer': TileLayingTool
		}[which]
		self.cursor = klass(self.session, *args, **kwargs)

	def _update_zoom(self):
		"""Enable/disable zoom buttons"""
		zoom = self.session.view.get_zoom()
		in_icon = self.mainhud.findChild(name='zoomIn')
		out_icon = self.mainhud.findChild(name='zoomOut')
		if zoom == VIEW.ZOOM_MIN:
			out_icon.set_inactive()
		else:
			out_icon.set_active()
		if zoom == VIEW.ZOOM_MAX:
			in_icon.set_inactive()
		else:
			in_icon.set_active()
Exemple #9
0
class Gui(object):
	"""This class handles all the out of game menu, like the main and pause menu, etc.
	"""
	log = logging.getLogger("gui")

	def __init__(self):
		self.mainlistener = MainListener(self)

		self.windows = WindowManager()
		# temporary aliases for compatibility with rest of the code
		self.show_popup = self.windows.show_popup
		self.show_error_popup = self.windows.show_error_popup

		# Main menu background image setup.
		available_images = glob.glob('content/gui/images/background/mainmenu/bg_*.png')
		self.bg_images = deque(available_images)

		latest_bg = horizons.globals.fife.get_uh_setting("LatestBackground")
		try:
			# If we know the current background from an earlier session,
			# show all other available ones before picking that one again.
			self.bg_images.remove(latest_bg)
			self.bg_images.append(latest_bg)
		except ValueError:
			pass
		self._background = Icon(position_technique='center:center')
		self.rotate_background()
		self._background.show()

		# Initialize menu dialogs and widgets that are accessed from `gui`.
		self.singleplayermenu = SingleplayerMenu(self.windows)
		self.multiplayermenu = MultiplayerMenu(self, self.windows)
		self.help_dialog = HelpDialog(self.windows)
		self.loadingscreen = LoadingScreen()
		self.settings_dialog = SettingsDialog(self.windows)
		self.mainmenu = MainMenu(self, self.windows)
		self.fps_display = FPSDisplay()

	def show_main(self):
		"""Shows the main menu """
		GuiAction.subscribe(self._on_gui_action)

		if not self._background.isVisible():
			self._background.show()

		self.windows.show(self.mainmenu)

	def show_select_savegame(self, mode):
		window = SelectSavegameDialog(mode, self.windows)
		return self.windows.show(window)

	def load_game(self):
		saved_game = self.show_select_savegame(mode='load')
		if saved_game is None:
			return False # user aborted dialog

		options = StartGameOptions(saved_game)
		horizons.main.start_singleplayer(options)
		return True

	def on_help(self):
		self.windows.toggle(self.help_dialog)

	def show_credits(self):
		"""Shows the credits dialog. """
		window = CreditsPickbeltWidget(self.windows)
		self.windows.show(window)

	def on_escape(self):
		self.windows.on_escape()

	def on_return(self):
		self.windows.on_return()

	def close_all(self):
		GuiAction.discard(self._on_gui_action)
		self.windows.close_all()
		self._background.hide()

	def show_loading_screen(self):
		if not self._background.isVisible():
			self._background.show()
		self.windows.show(self.loadingscreen)

	def rotate_background(self):
		"""Select next background image to use in the game menu.

		Triggered by the "Change background" main menu button.
		"""
		# Note: bg_images is a deque.
		self.bg_images.rotate(1)
		self._background.image = self.bg_images[0]
		# Save current background choice to settings.
		# This keeps the background image consistent between sessions.
		horizons.globals.fife.set_uh_setting("LatestBackground", self.bg_images[0])
		horizons.globals.fife.save_settings()

	def _on_gui_action(self, msg):
		AmbientSoundComponent.play_special('click')

	def show_editor_start_menu(self):
		editor_start_menu = EditorStartMenu(self.windows)
		self.windows.show(editor_start_menu)
Exemple #10
0
class TestWindowManager(unittest.TestCase):
    def setUp(self):
        self.windows = WindowManager()

    def test_trivial(self):
        assert not self.windows.visible

    def test_show_hide(self):
        window1 = DummyWindow(self.windows)
        self.windows.show(window1)
        assert self.windows.visible
        assert window1.visible

        window2 = DummyWindow(self.windows)
        self.windows.show(window2)
        assert self.windows.visible
        assert not window1.visible
        assert window2.visible

    def test_close(self):
        window1 = DummyWindow(self.windows)
        window2 = DummyWindow(self.windows)
        self.windows.show(window1)
        self.windows.show(window2)
        assert not window1.visible
        assert window2.visible

        self.windows.close()
        assert window1.visible
        assert not window2.visible

        self.windows.close()
        assert not window1.visible
        assert not window2.visible
        assert not self.windows.visible

    def test_toggle_single_window(self):
        window1 = DummyWindow(self.windows)
        assert not window1.visible

        self.windows.toggle(window1)
        assert window1.visible
        self.windows.toggle(window1)
        assert not window1.visible

    def test_toggle_multiple(self):
        """
		Alternately toggle two windows and make sure we have only
		once instance of each window in the stack.
		"""
        window1 = DummyWindow(self.windows)
        window2 = DummyWindow(self.windows)
        assert not window1.visible
        assert not window2.visible

        self.windows.toggle(window1)
        assert window1.visible
        assert not window2.visible

        self.windows.toggle(window2)
        assert not window1.visible
        assert window2.visible

        self.windows.toggle(window1)
        assert window1.visible
        assert not window2.visible

        self.windows.close()
        self.windows.close()
        assert not self.windows.visible