Exemple #1
0
    def __init__(self, holder=None):
        SCObject.__init__(self)

        self.SerialNum = SCMenu.SerialNum
        SCMenu.SerialNum += 1

        node = hidden.attachNewNode('SCMenu%s' % self.SerialNum)
        NodePath.__init__(self, node)

        # if 'None', this menu is a top-level menu (it's not under anything)
        self.setHolder(holder)

        self.FinalizeTaskName = 'SCMenu%s_Finalize' % self.SerialNum
        self.ActiveMemberSwitchTaskName = ('SCMenu%s_SwitchActiveMember' %
                                           self.SerialNum)

        self.bg = loader.loadModel(self.BackgroundModelName)

        def findNodes(names, model=self.bg):
            results = []
            for name in names:
                # if name is a tuple we need to look for the first match
                for nm in makeTuple(name):
                    node = model.find('**/%s' % nm)
                    if not node.isEmpty():
                        results.append(node)
                        break
            return results

        # Maya doesn't allow nodes to be named 'top' so it's named
        # 'top1' in the Pirates model
        (self.bgTop, self.bgBottom, self.bgLeft, self.bgRight, self.bgMiddle,
         self.bgTopLeft, self.bgBottomLeft, self.bgTopRight,
         self.bgBottomRight) = findNodes([('top', 'top1'), 'bottom', 'left',
                                          'right', 'middle', 'topLeft',
                                          'bottomLeft', 'topRight',
                                          'bottomRight'])

        # give the bg frame a render order that puts it behind the rest
        # of our children
        self.bg.reparentTo(self, -1)

        # the member elements in this menu
        # note that our member list should be manipulated by applying
        # list operations to 'self'
        self.__members = []

        # Each menu can have a maximum of one 'active' member ('active'
        # being interpreted based on the member's element type; menu holders
        # show their menu when active, etc.)
        self.activeMember = None
        self.activeCandidate = None

        self.fadeIval = None

        # initialized; only used for horizonal centering
        self.width = 1

        # to prevent recursive invalidates from members
        self.inFinalize = 0
Exemple #2
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    def __init__(self, holder=None):
        SCObject.__init__(self)
        self.SerialNum = SCMenu.SerialNum
        SCMenu.SerialNum += 1
        node = hidden.attachNewNode('SCMenu%s' % self.SerialNum)
        NodePath.__init__(self, node)
        self.setHolder(holder)
        self.FinalizeTaskName = 'SCMenu%s_Finalize' % self.SerialNum
        self.ActiveMemberSwitchTaskName = 'SCMenu%s_SwitchActiveMember' % self.SerialNum
        self.bg = loader.loadModel(self.BackgroundModelName)

        def findNodes(names, model=self.bg):
            results = []
            for name in names:
                for nm in makeTuple(name):
                    node = model.find('**/%s' % nm)
                    if not node.isEmpty():
                        results.append(node)
                        break

            return results

        self.bgTop, self.bgBottom, self.bgLeft, self.bgRight, self.bgMiddle, self.bgTopLeft, self.bgBottomLeft, self.bgTopRight, self.bgBottomRight = findNodes(
            [('top', 'top1'), 'bottom', 'left', 'right', 'middle', 'topLeft',
             'bottomLeft', 'topRight', 'bottomRight'])
        self.bg.reparentTo(self, -1)
        self.__members = []
        self.activeMember = None
        self.activeCandidate = None
        self.fadeIval = None
        self.width = 1
        self.inFinalize = 0
Exemple #3
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    def enterVisible(self):
        SCObject.enterVisible(self)
        self.privScheduleFinalize()

        # tell our members that they're visible now
        for member in self:
            if member.isViewable():
                if not member.isVisible():
                    member.enterVisible()

        # we are just becoming visible, so reset our child fade flag
        self.childHasFaded = 0

        # if a sibling menu has already faded in, don't fade in again
        alreadyFaded = 0
        parentMenu = None
        if self.holder is not None:
            if self.holder.parentMenu is not None:
                parentMenu = self.holder.parentMenu
                alreadyFaded = parentMenu.childHasFaded

        if SCMenu.WantFade:
            if alreadyFaded:
                self.fadeFunc(1.)
            else:
                self.stopFade()
                self.fadeIval = LerpFunctionInterval(
                    self.fadeFunc,
                    fromData=0.,
                    toData=1.,
                    duration=SCMenu.FadeDuration)
                self.fadeIval.play()
                if parentMenu is not None:
                    parentMenu.childHasFaded = 1
Exemple #4
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    def enterVisible(self):
        SCObject.enterVisible(self)
        self.privScheduleFinalize()
        for member in self:
            if member.isViewable():
                if not member.isVisible():
                    member.enterVisible()

        self.childHasFaded = 0
        alreadyFaded = 0
        parentMenu = None
        if self.holder is not None:
            if self.holder.parentMenu is not None:
                parentMenu = self.holder.parentMenu
                alreadyFaded = parentMenu.childHasFaded
        if SCMenu.WantFade:
            if alreadyFaded:
                self.fadeFunc(1.0)
            else:
                self.stopFade()
                self.fadeIval = LerpFunctionInterval(
                    self.fadeFunc,
                    fromData=0.0,
                    toData=1.0,
                    duration=SCMenu.FadeDuration)
                self.fadeIval.play()
                if parentMenu is not None:
                    parentMenu.childHasFaded = 1
 def invalidate(self):
     SCObject.invalidate(self)
     parentMenu = self.getParentMenu()
     if parentMenu is not None:
         if not parentMenu.isFinalizing():
             parentMenu.invalidate()
     return
 def destroy(self):
     if self.isActive():
         self.exitActive()
     SCObject.destroy(self)
     if hasattr(self, 'button'):
         self.button.destroy()
         del self.button
     self.parentMenu = None
     self.detachNode()
Exemple #7
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 def exitVisible(self):
     SCObject.exitVisible(self)
     self.stopFade()
     self.privCancelFinalize()
     self.__cancelActiveMemberSwitch()
     self.__setActiveMember(None)
     for member in self:
         if member.isVisible():
             member.exitVisible()
Exemple #8
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 def exitVisible(self):
     SCObject.exitVisible(self)
     self.stopFade()
     self.privCancelFinalize()
     self.__cancelActiveMemberSwitch()
     # if there is a member that is active, deactive it
     self.__setActiveMember(None)
     # tell all of our visible members that they're about to
     # not be visible anymore
     for member in self:
         if member.isVisible():
             member.exitVisible()
 def __init__(self, parentMenu = None):
     SCObject.__init__(self)
     self.SerialNum = SCElement.SerialNum
     SCElement.SerialNum += 1
     node = hidden.attachNewNode('SCElement%s' % self.SerialNum)
     NodePath.__init__(self, node)
     self.FinalizeTaskName = 'SCElement%s_Finalize' % self.SerialNum
     self.parentMenu = parentMenu
     self.__active = 0
     self.__viewable = 1
     self.lastWidth = 0
     self.lastHeight = 0
     self.setDimensions(0, 0)
     self.padX = 0.25
     self.padZ = 0.1
Exemple #10
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    def invalidate(self):
        """ Call this if something has changed and we should reconstruct
        ourselves:
        - member added
        - member removed
        - member visibility state change
        etc.
        """
        SCObject.invalidate(self)

        # If we're visible, we need to spawn a task to rebuild our menu
        # before we render. We could rebuild the menu immediately, but
        # that would get expensive if there are many consecutive member
        # adds and/or removes.
        if self.isVisible():
            self.privScheduleFinalize()
 def finalize(self, dbArgs={}):
     if not self.isDirty():
         return
     SCObject.finalize(self)
     if hasattr(self, 'button'):
         self.button.destroy()
         del self.button
     halfHeight = self.height / 2.0
     textX = 0
     if dbArgs.has_key('text_align'):
         if dbArgs['text_align'] == TextNode.ACenter:
             textX = self.width / 2.0
     args = {
         'text': self.getDisplayText(),
         'frameColor': (0, 0, 0, 0),
         'rolloverColor': self.getColorScheme().getRolloverColor() + (1, ),
         'pressedColor': self.getColorScheme().getPressedColor() + (1, ),
         'text_font': OTPGlobals.getInterfaceFont(),
         'text_align': TextNode.ALeft,
         'text_fg': self.getColorScheme().getTextColor() + (1, ),
         'text_pos': (textX, -.25 - halfHeight, 0),
         'relief': DGG.FLAT,
         'pressEffect': 0
     }
     args.update(dbArgs)
     rolloverColor = args['rolloverColor']
     pressedColor = args['pressedColor']
     del args['rolloverColor']
     del args['pressedColor']
     btn = DirectButton(parent=self,
                        frameSize=(0, self.width, -self.height, 0),
                        **args)
     btn.frameStyle[DGG.BUTTON_ROLLOVER_STATE].setColor(*rolloverColor)
     btn.frameStyle[DGG.BUTTON_DEPRESSED_STATE].setColor(*pressedColor)
     btn.updateFrameStyle()
     btn.bind(DGG.ENTER, self.onMouseEnter)
     btn.bind(DGG.EXIT, self.onMouseLeave)
     btn.bind(DGG.B1PRESS, self.onMouseClick)
     self.button = btn
     self.lastWidth = self.width
     self.lastHeight = self.height
     self.validate()
Exemple #12
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    def destroy(self):
        self.stopFade()
        SCObject.destroy(self)
        del self.bgTop
        del self.bgBottom
        del self.bgLeft
        del self.bgRight
        del self.bgMiddle
        del self.bgBottomLeft
        del self.bgTopRight
        del self.bgBottomRight
        self.bg.removeNode()
        del self.bg
        self.holder = None
        for member in self.__members:
            member.destroy()

        del self.__members
        self.removeNode()
        taskMgr.remove(self.FinalizeTaskName)
        taskMgr.remove(self.ActiveMemberSwitchTaskName)
Exemple #13
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 def invalidateAll(self):
     SCObject.invalidateAll(self)
     if self.menu is not None:
         self.menu.invalidateAll()
 def exitVisible(self):
     SCObject.exitVisible(self)
     self.privCancelFinalize()
 def enterVisible(self):
     SCObject.enterVisible(self)
     self.privScheduleFinalize()
Exemple #16
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 def finalizeAll(self):
     SCObject.finalizeAll(self)
     for member in self:
         member.finalizeAll()
Exemple #17
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 def invalidateAll(self):
     SCObject.invalidateAll(self)
     for member in self:
         member.invalidateAll()
Exemple #18
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 def privSetSettingsRef(self, settingsRef):
     SCObject.privSetSettingsRef(self, settingsRef)
     for member in self:
         member.privSetSettingsRef(settingsRef)
Exemple #19
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 def privSetSettingsRef(self, settingsRef):
     SCObject.privSetSettingsRef(self, settingsRef)
     # propogate the settings reference to our children
     for member in self:
         member.privSetSettingsRef(settingsRef)
Exemple #20
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    def finalize(self):
        if not self.isDirty():
            return

        self.inFinalize = 1

        SCObject.finalize(self)

        if __debug__:
            # make sure all of our members know that we are their parent menu
            # (who's yo daddy?)
            for member in self:
                assert member.getParentMenu() is self

        # we aren't interested in members that aren't viewable.
        # build a list of viewable members. Also parent viewable
        # members to us, parent non-viewable members to hidden.
        visibleMembers = []
        for member in self:
            if member.isViewable():
                visibleMembers.append(member)
                member.reparentTo(self)
            else:
                member.reparentTo(hidden)
                # if this is the active member, deactivate it
                if self.activeMember is member:
                    self.__setActiveMember(None)

        # survey the members to find out their ideal dimensions, and
        # determine the maximum dimensions
        maxWidth = 0.
        maxHeight = 0.
        for member in visibleMembers:
            width, height = member.getMinDimensions()
            maxWidth = max(maxWidth, width)
            maxHeight = max(maxHeight, height)

        # make sure that we cover our parent menu all the way out past its
        # right edge
        holder = self.getHolder()
        if holder is not None:
            # how wide do we need to be to cover our parent menu?
            widthToCover = holder.getMinSubmenuWidth()
            maxWidth = max(maxWidth, widthToCover)

        # all of the menu members will be at least as big as the biggest
        # member, in each dimension
        memberWidth, memberHeight = maxWidth, maxHeight
        # Store this so that we can do horizonal centering
        self.width = maxWidth

        # put the members in the right place, and tell them what size
        # they should be
        for i in range(len(visibleMembers)):
            member = visibleMembers[i]
            member.setPos(0, 0, -i * maxHeight)
            member.setDimensions(memberWidth, memberHeight)
            member.finalize()

        if len(visibleMembers) > 0:
            z1 = visibleMembers[0].getZ(aspect2d)
            visibleMembers[0].setZ(-maxHeight)
            z2 = visibleMembers[0].getZ(aspect2d)
            visibleMembers[0].setZ(0)

            actualHeight = (z2 - z1) * len(visibleMembers)

            # keep the menu from going off the bottom of the screen
            bottomZ = self.getZ(aspect2d) + actualHeight
            if bottomZ < -1.:
                overlap = bottomZ - (-1.)
                self.setZ(aspect2d, self.getZ(aspect2d) - overlap)
            # keep the menu from going off the top of the screen
            if self.getZ(aspect2d) > 1.:
                self.setZ(aspect2d, 1.)

        # set up the background frame
        sX = memberWidth
        sZ = memberHeight * len(visibleMembers)
        self.bgMiddle.setScale(sX, 1, sZ)
        self.bgTop.setScale(sX, 1, 1)
        self.bgBottom.setScale(sX, 1, 1)
        self.bgLeft.setScale(1, 1, sZ)
        self.bgRight.setScale(1, 1, sZ)
        self.bgBottomLeft.setZ(-sZ)
        self.bgBottom.setZ(-sZ)
        self.bgTopRight.setX(sX)
        self.bgRight.setX(sX)
        self.bgBottomRight.setX(sX)
        self.bgBottomRight.setZ(-sZ)
        # scale the border wrt aspect2d
        # note: changing the Y-scale from literal '1' wrt parent
        # is not necessary and was causing visibility problems
        sB = .15
        self.bgTopLeft.setSx(aspect2d, sB)
        self.bgTopLeft.setSz(aspect2d, sB)
        self.bgBottomRight.setSx(aspect2d, sB)
        self.bgBottomRight.setSz(aspect2d, sB)
        self.bgBottomLeft.setSx(aspect2d, sB)
        self.bgBottomLeft.setSz(aspect2d, sB)
        self.bgTopRight.setSx(aspect2d, sB)
        self.bgTopRight.setSz(aspect2d, sB)
        self.bgTop.setSz(aspect2d, sB)
        self.bgBottom.setSz(aspect2d, sB)
        self.bgLeft.setSx(aspect2d, sB)
        self.bgRight.setSx(aspect2d, sB)

        r, g, b = self.getColorScheme().getFrameColor()
        a = self.getColorScheme().getAlpha()
        self.bg.setColorScale(r, g, b, a)

        # if we have an active member, reparent it to us, so that
        # it and its children show up over the rest of the menu elements
        if self.activeMember is not None:
            self.activeMember.reparentTo(self)

        self.validate()

        self.inFinalize = 0
Exemple #21
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 def privSetSettingsRef(self, settingsRef):
     SCObject.privSetSettingsRef(self, settingsRef)
     if self.menu is not None:
         self.menu.privSetSettingsRef(settingsRef)
Exemple #22
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 def invalidate(self):
     SCObject.invalidate(self)
     if self.isVisible():
         self.privScheduleFinalize()
Exemple #23
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 def finalizeAll(self):
     SCObject.finalizeAll(self)
     if self.menu is not None:
         self.menu.finalizeAll()
Exemple #24
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    def finalize(self):
        if not self.isDirty():
            return
        self.inFinalize = 1
        SCObject.finalize(self)
        visibleMembers = []
        for member in self:
            if member.isViewable():
                visibleMembers.append(member)
                member.reparentTo(self)
            else:
                member.reparentTo(hidden)
                if self.activeMember is member:
                    self.__setActiveMember(None)

        maxWidth = 0.0
        maxHeight = 0.0
        for member in visibleMembers:
            width, height = member.getMinDimensions()
            maxWidth = max(maxWidth, width)
            maxHeight = max(maxHeight, height)

        holder = self.getHolder()
        if holder is not None:
            widthToCover = holder.getMinSubmenuWidth()
            maxWidth = max(maxWidth, widthToCover)
        memberWidth, memberHeight = maxWidth, maxHeight
        self.width = maxWidth
        for i in xrange(len(visibleMembers)):
            member = visibleMembers[i]
            member.setPos(0, 0, -i * maxHeight)
            member.setDimensions(memberWidth, memberHeight)
            member.finalize()

        if len(visibleMembers) > 0:
            z1 = visibleMembers[0].getZ(aspect2d)
            visibleMembers[0].setZ(-maxHeight)
            z2 = visibleMembers[0].getZ(aspect2d)
            visibleMembers[0].setZ(0)
            actualHeight = (z2 - z1) * len(visibleMembers)
            bottomZ = self.getZ(aspect2d) + actualHeight
            if bottomZ < -1.0:
                overlap = bottomZ - -1.0
                self.setZ(aspect2d, self.getZ(aspect2d) - overlap)
            if self.getZ(aspect2d) > 1.0:
                self.setZ(aspect2d, 1.0)
        sX = memberWidth
        sZ = memberHeight * len(visibleMembers)
        self.bgMiddle.setScale(sX, 1, sZ)
        self.bgTop.setScale(sX, 1, 1)
        self.bgBottom.setScale(sX, 1, 1)
        self.bgLeft.setScale(1, 1, sZ)
        self.bgRight.setScale(1, 1, sZ)
        self.bgBottomLeft.setZ(-sZ)
        self.bgBottom.setZ(-sZ)
        self.bgTopRight.setX(sX)
        self.bgRight.setX(sX)
        self.bgBottomRight.setX(sX)
        self.bgBottomRight.setZ(-sZ)
        sB = 0.15
        self.bgTopLeft.setSx(aspect2d, sB)
        self.bgTopLeft.setSz(aspect2d, sB)
        self.bgBottomRight.setSx(aspect2d, sB)
        self.bgBottomRight.setSz(aspect2d, sB)
        self.bgBottomLeft.setSx(aspect2d, sB)
        self.bgBottomLeft.setSz(aspect2d, sB)
        self.bgTopRight.setSx(aspect2d, sB)
        self.bgTopRight.setSz(aspect2d, sB)
        self.bgTop.setSz(aspect2d, sB)
        self.bgBottom.setSz(aspect2d, sB)
        self.bgLeft.setSx(aspect2d, sB)
        self.bgRight.setSx(aspect2d, sB)
        r, g, b = self.getColorScheme().getFrameColor()
        a = self.getColorScheme().getAlpha()
        self.bg.setColorScale(r, g, b, a)
        if self.activeMember is not None:
            self.activeMember.reparentTo(self)
        self.validate()
        self.inFinalize = 0