Exemple #1
0
class StateSetup(State):
    def __init__(self, context):
        super(StateSetup, self).__init__(context)

        players = context.database.get_players()

        self._menu = Menu()
        self._menu.add_entry("Show ranking", self.on_show_ranking)

        for p in players:
            self._menu.add_entry(str(p.id) + p.nick)

    # Base
    def on_input(self, key_code):
        self._menu.on_input(key_code)

    def on_update(self, dt):
        pass

    def on_render(self, screen):
        self._menu.on_render(screen)

    # Event handlers
    def on_show_ranking(self, data):
        pass

    def on_add_player(self, data):
        pass

    def on_show_games(self, data):
        pass

    def on_quit(self, data):
        self.pop_this_state()
Exemple #2
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class StateMain(State):
    def __init__(self, context):
        super(StateMain, self).__init__(context)

        self._menu = Menu()
        self._menu.add_entry("Show ranking", self.on_show_ranking)
        self._menu.add_entry("Show games", self.on_show_games)
        self._menu.add_entry("Show players", self.on_show_players)
        self._menu.add_entry("Add players", self.on_add_player)
        self._menu.add_entry("")
        self._menu.add_entry("Quit", self.on_quit)

    # Base
    def on_input(self, key_code):
        self._menu.on_input(key_code)

    def on_update(self, dt):
        pass

    def on_render(self, screen):
        self._menu.on_render(screen)

    # Event handlers
    def on_show_ranking(self, data):
        self._context.main_screen.put_string(2, 10, 'X')

    def on_add_player(self, data):
        pass

    def on_show_games(self, data):
        pass

    def on_show_players(self, data):
        self._context.state_machine.req_push_state('SHOW_PLAYERS')

    def on_quit(self, data):
        self.pop_this_state()
Exemple #3
0
class StateDialog(State):
    # Options
    OPTION_OK = 1
    OPTION_CANCEL = 1 << 1

    OPTION_OK_CANCEL = OPTION_OK | OPTION_CANCEL

    def __init__(self, context, layout, callback):
        super(StateDialog, self).__init__(context)

        # Settings
        self._size = (context.main_screen.get_maxsize()[0] - 1, 40)

        # Outside function to handle input data on confirm
        self._return_handler_func = callback

        # Menu
        self._menu = Menu()
        self._menu.set_position(2, 2)

        if layout['options'] & StateDialog.OPTION_OK:
            self._menu.add_entry('OK', self.on_option_selected,
                                 StateDialog.OPTION_OK)
        if layout['options'] & StateDialog.OPTION_CANCEL:
            self._menu.add_entry('Cancel', self.on_option_selected,
                                 StateDialog.OPTION_CANCEL)

        # Setup
        self._header = ['', '', '']
        self.__spawn_layout(layout)

    # Base
    def on_input(self, key_code):
        self._menu.on_input(key_code)

    def on_update(self, dt):
        pass

    def on_render(self, screen):
        # Frame
        screen.put_string(0, 0, self._header[0])
        screen.put_string(1, 0, self._header[1])
        screen.put_string(self._size[0] - 1, 0, self._header[2])

        for i in range(2, self._size[0] - 1):
            screen.put_string(i, 0, '│')
            screen.put_string(i, self._size[1] - 1, '│')

        # Menu
        self._menu.on_render(screen)

    # On event
    def on_option_selected(self, option):
        self.pop_this_state()
        self._return_handler_func(option)

    def __spawn_layout(self, layout):
        self._header[0] = '│ {} │'.format(layout['title'].ljust(self._size[1] -
                                                                4))
        self._header[1] = '├' + ('─' * (self._size[1] - 2)) + '┤'
        self._header[2] = '└' + ('─' * (self._size[1] - 2)) + '┘'