Exemple #1
0
    def __init__(self, inputfield, **params):
        self.inpField = inputfield

        self._count = 1

        title = gui.Label("Map Selector")

        t = gui.Table()

        t.tr()
        t.td(gui.Label('Select a map:'), colspan=2)

        t.tr()
        t.td(gui.Spacer(10, 20))

        t.tr()
        self.mapList = gui.List(width=200, height=140)
        t.td(self.mapList, colspan=2)

        t.tr()
        t.td(gui.Spacer(10, 20))

        t.tr()
        e = gui.Button('Choose map')
        e.connect(gui.CLICK, self.setInput, None)
        t.td(e)

        e = gui.Button('Cancel')
        e.connect(gui.CLICK, self.close, None)
        t.td(e)

        t.tr()
        t.td(gui.Spacer(10, 10))

        gui.Dialog.__init__(self, title, t)
Exemple #2
0
    def __init__(self, **params):
        gui.Table.__init__(self, **params)
        self.value = gui.Form()
        self.engine = None

        def btnLogin(btn):
            self.engine.doLogin()

        def btnRegister(btn):
            g.gameState = MENU_REGISTER

            if g.tcpConn is None:
                g.gameEngine.initConnection()

        self.tr()
        self.td(gui.Input(name="username", value="Username"))

        self.tr()
        self.td(gui.Password(name="password", value="password"))

        self.tr()
        self.td(gui.Spacer(0, 30))

        self.tr()
        btn = gui.Button("Login", width=120)
        btn.connect(gui.CLICK, btnLogin, None)
        self.td(btn)

        self.tr()
        self.td(gui.Spacer(0, 5))

        self.tr()
        btn = gui.Button("Register", width=120)
        btn.connect(gui.CLICK, btnRegister, None)
        self.td(btn)
Exemple #3
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    def __init__(self, **params):
        title = gui.Label(_("Exit Game"))

        t = gui.Table()

        t.tr()
        t.td(gui.Label(_("Are you sure you want to quit?")), colspan=2)

        t.tr()
        t.td(gui.Spacer(10, 20))

        def btnQuit(value):
            g.gameEngine.quitGame()

        t.tr()
        e = gui.Button(_("Quit"))
        e.connect(gui.CLICK, btnQuit, None)
        t.td(e)

        e = gui.Button(_("Cancel"))
        e.connect(gui.CLICK, self.close, None)
        t.td(e)

        t.tr()
        t.td(gui.Spacer(10, 10))

        gui.Dialog.__init__(self, title, t)
    def __init__(self, engine, **params):
        self.engine = engine

        self._count = 0

        title = gui.Label("Open Item")

        t = gui.Table()

        t.tr()
        t.td(gui.Label('Select an item:'), colspan=2)

        t.tr()
        t.td(gui.Spacer(10, 20))

        t.tr()
        self.itemList = gui.List(width=200, height=140)
        t.td(self.itemList, colspan=2)

        t.tr()
        t.td(gui.Spacer(10, 20))

        t.tr()
        e = gui.Button('Open item')
        e.connect(gui.CLICK, self.openItem, None)
        t.td(e)

        e = gui.Button('Cancel')
        e.connect(gui.CLICK, self.close, None)
        t.td(e)

        t.tr()
        t.td(gui.Spacer(10, 10))

        gui.Dialog.__init__(self, title, t)
    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.value = gui.Form()

        # item information
        self.itemNum = 0
        self.itemVal = 0

        # dialogs
        openItemDialog = OpenItemDialog(self)

        self.tr()
        e = gui.Button("Open item...", width=100)
        e.connect(gui.CLICK, openItemDialog.openDialog, None)
        self.td(e)

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.td(
            gui.Label('Select an item to spawn',
                      color=UI_FONT_COLOR,
                      name='lblItemName'))

        self.tr()
        self.td(gui.Spacer(10, 80))
Exemple #6
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    def __init__(self, pSize, pApp):
        tbl = gui.Table(width=pSize['w'], height=pSize['c_h'])

        # text on the left
        tbl2 = gui.Table()
        tbl2.tr()
        txt = _("To ckeck operation\n"
                "Aim gun sight at monitor\n"
                "Move gun within monitor boundary.\n"
                "Ensure IR point is visible\n"
                "to the gun when aimed\n"
                "at all areas of the screen.")

        lines = txt.split("\n")
        for line in lines:
            tbl2.tr()
            tbl2.td(gui.Label(str(line)))

        txtTbl = gui.Table(height=pSize['ir_h'])
        txtTbl.tr()
        txtTbl.td(tbl2, style={'border':1})

        # legend
        tbl2 = gui.Table()
        tbl2.tr()
        tbl2.td(gui.Color(width=30,height=30, value=(255,0,0)))
        tbl2.td(gui.Label("   "+_('IR Good')), align=-1)
        tbl2.tr()
        tbl2.td(gui.Spacer(10,10))
        tbl2.tr()
        tbl2.td(gui.Color(width=30,height=30, value=(255,165,0)))
        tbl2.td(gui.Label("   "+_('IR Good but faint')), align=-1)
        tbl2.tr()
        tbl2.td(gui.Spacer(10,10))
        tbl2.tr()
        tbl2.td(gui.Color(width=30,height=30, value=(0,0,0)))
        tbl2.td(gui.Label("   "+_('IR Not visible')), align=-1)

        txtTbl.tr()
        txtTbl.td(gui.Spacer(10,10))
        txtTbl.tr()
        txtTbl.td(tbl2, style={'border':1})


        # test area
        self.tstArea = IrTest(width=pSize['ir_w'], height=pSize['ir_h'])

        # calibrate button
        btn = gui.Button(_('Calibrate'))
        btn.connect(gui.CLICK, pApp.startCal, None)

        tbl.tr()
        tbl.td(txtTbl)
        tbl.td(self.tstArea)

        tbl.tr()
        tbl.td(btn, colspan=2)

        self.widget = tbl
Exemple #7
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 def add_labels(self):
     self.tr()
     self.td(gui.Spacer(self.rect.w/2, 0))
     self.td(gui.Spacer(self.rect.w/2, 0))
     self._counter_col = 0
     self.add_counter(icons.GROATS_ICON, self.cash_counter)
     self.add_counter(icons.WOOD_ICON, self.wood_counter)
     self.add_counter(icons.CHKN_ICON, self.chicken_counter)
     self.add_counter(icons.EGG_ICON, self.egg_counter)
     self.add_counter(icons.KILLED_FOX, self.killed_foxes)
     self.add_counter(icons.DAY_ICON, self.day_counter)
     self.add_spacer(5)
Exemple #8
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    def __init__(self,**params):
        self.task = gui.Form() # widget values get added to this dict
        self.state = None
        title = gui.Label("Task Dialog")
        table = gui.Table(width=400)
        
        # Name input
        table.tr()
        table.td(gui.Label("Name:"), colspan=1)
        table.td(gui.Input(name="name"), colspan=3)
        table.tr()
        table.td(gui.Spacer(width=1,height=5))
        
        # Notes input
        table.tr()
        table.td(gui.Label("Notes:"), colspan=1)
        table.td(gui.Input(name="notes"), colspan=3)
        table.tr()
        table.td(gui.Spacer(width=1,height=5))
        
        # Due date input
        table.tr()
        table.td(gui.Label("Due Date:"), colspan=1)
        table.td(gui.Input(name="dueDate"), colspan=3)
        table.tr()
        table.td(gui.Spacer(width=1,height=5))
        
        # tags checkbox
        table.tr()
        table.td(gui.Label("Tags:"), colspan=4, align=0)
        
        tagGroup = gui.Group(name="tags")
        table.tr()
        table.td(gui.Label("School"), colspan=2, align=1)
        table.td(gui.Checkbox(tagGroup,value="school"))
        
        table.tr()
        table.td(gui.Label("Work"), colspan=2, align=1)
        table.td(gui.Checkbox(tagGroup,value="work"))
        
        table.tr()
        table.td(gui.Label("Health"), colspan=2, align=1)
        table.td(gui.Checkbox(tagGroup,value="health"))
        
        
        table.tr()
        table.td(gui.Spacer(width=1,height=10))
        table.tr()
        self.saveBtn = gui.Button("Add Task")
        self.saveBtn.connect(gui.CLICK,self.send,gui.CHANGE)
        table.td(self.saveBtn, colspan=4)

        gui.Dialog.__init__(self,title,table)
Exemple #9
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 def __init__(self,**params):
     fga = (255,25,0)
     title = gui.Label(u"游戏设置",font=psubfts)
     self.dfstr=[u'普  通',u'高  级',u'专  家',u'大  师']
     self.value=gui.Form()
     tab=gui.Table()
     tab.tr()
     tab.td(gui.Spacer(width=8,height=16))
     tab.tr()
     tab.td(gui.Label(u"难  度:",font=psubfts), align=1,valign=1)
     tt=gui.Table(width=200)
     sld=gui.HSlider(0,0,3,size=32,width=180,height=25,name='dif')
     dflb=gui.Label(self.dfstr[sld.value],width=180,font=psubfts,color=fga)
     sld.connect(gui.CHANGE, self.ajust,(sld,dflb))
     tt.tr()
     tt.td(dflb)
     tt.tr()
     tt.td(sld,align=0,width=240)
     tab.td(tt)
     
     tab.tr()
     tab.td(gui.Spacer(width=8,height=16))
    
     g = gui.Group(name='gstyle',value='style 1')
     tab.tr()
     tab.td(gui.Label(u"样  式:",font=psubfts),align=1)
     
     tt=gui.Table(width=200)
     tt.tr()
     tt.td(gui.Radio(g,value="style 1"),align=1)
     tt.td(gui.Image('data/s1.gif',width=36,height=36),align=-1)
     #tt.td(gui.Label(u"一",font=psubfts),align=-1)
     tt.td(gui.Radio(g,value="style 2"),align=1)
     tt.td(gui.Image('data/s2.gif',width=36,height=36),align=-1)
     tt.td(gui.Radio(g,value="style 3"),align=1)
     tt.td(gui.Image('data/s3.png',width=36,height=36),align=-1)
     tab.td(tt)
     
     tab.tr()
     tab.td(gui.Spacer(width=8,height=16))
     tab.tr()
     bv=gui.Label(u"确定",font=psubfts,color=fga)
     bt=gui.Button(bv)
     bt.connect(gui.CLICK, self.send, gui.CHANGE)
     tab.td(bt,width=120,align=1)
     bv=gui.Label(u"取消",font=psubfts,color=fga)
     bt=gui.Button(bv)
     bt.connect(gui.CLICK, self.close,None)
     tab.td(bt)
     tab.tr()
     tab.td(gui.Spacer(width=8,height=16))
     gui.Dialog.__init__(self, title, tab)
    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.value = gui.Form()

        self.tr()
        self.td(gui.Label("Map ID: ", color=UI_FONT_COLOR), colspan=2)

        self.tr()
        self.inpMapID = gui.Input('0', size=8, name='inpWarpMapID')
        self.td(self.inpMapID, colspan=2)

        # used for selecting the map - todo
        '''
        mapDialog = MapSelectorDialog(self.inpMapID)

        self.tr()
        e = gui.Button('Choose map...')
        e.connect(gui.CLICK, mapDialog.openDialog, None)
        self.td(e, colspan=2)
        '''

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.td(gui.Label("Warp-To Position", color=UI_FONT_COLOR), colspan=2)

        self.tr()
        self.td(gui.Label("X: ", color=UI_FONT_COLOR))
        self.td(gui.Input("0", size=4, name="inpWarpX"))

        self.tr()
        self.td(gui.Label("Y: ", color=UI_FONT_COLOR))
        self.td(gui.Input("0", size=4, name="inpWarpY"))

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        label = gui.Label("Left click to add warp", color=UI_FONT_COLOR)
        self.td(label, colspan=2)

        self.tr()
        label = gui.Label("Right click to remove warp", color=UI_FONT_COLOR)
        self.td(label, colspan=2)

        # initialize the alert dialog
        self.alertDialog = EmptyFieldAlertDialog()
Exemple #11
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    def setup_sliders(self):
        table = gui.Table()
        table.tr()
        table.td(gui.Label('Двигатели:', font=self.font), align=-1)
        self.left_engine_slider = gui.VSlider(value=0,
                                              min=-100,
                                              max=100,
                                              size=10,
                                              width=16,
                                              height=200)
        self.right_engine_slider = gui.VSlider(value=0,
                                               min=-100,
                                               max=100,
                                               size=10,
                                               width=16,
                                               height=200)

        table.tr()
        container = gui.Container()
        table.td(container)

        left_input = gui.Input('0', font=self.font, size=4)
        right_input = gui.Input('0', font=self.font, size=4)

        def sliders_changed():
            left_input.value = str(-self.left_engine_slider.value)
            right_input.value = str(-self.right_engine_slider.value)
            self.change_engine_power(-self.left_engine_slider.value,
                                     -self.right_engine_slider.value)

        def inputs_changed():
            try:
                left = int(left_input.value)
                right = int(right_input.value)
                if abs(left) <= 100 and abs(right) <= 100:
                    self.left_engine_slider.value = -left
                    self.right_engine_slider.value = -right
                    self.change_engine_power(left, right)
            except:
                pass

        self.left_engine_slider.connect(gui.CHANGE, sliders_changed)
        self.right_engine_slider.connect(gui.CHANGE, sliders_changed)
        left_input.connect(gui.KEYDOWN, inputs_changed)
        right_input.connect(gui.KEYDOWN, inputs_changed)

        lt = gui.Table(width=35)
        lt.tr()
        lt.td(left_input, align=1)
        gt = gui.Table()
        gt.tr()
        gt.td(right_input, align=-1)
        container.add(left_input, 20, 90)
        container.add(self.left_engine_slider, 70, 0)
        container.add(self.right_engine_slider, 120, 0)
        container.add(right_input, 140, 90)

        table.tr()
        table.td(gui.Spacer(height=20, width=0))
        return table
Exemple #12
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    def genCardTbl(self, cards):
        # create a talbe(widget) to place all cards
        tbl = gui.Table(name='table')
        self.cardsGroup = gui.Group(value=None)
        # generate all cards included in the input argument stacks
        # and place them on the table
        amountCards = len(cards)
        if amountCards > 0:
            card = [None] * amountCards
            vcard = [None] * amountCards

            for i in range(amountCards):
                vcard[i] = general.genVcard(cards[i])
                tbl.td(gui.Tool(self.cardsGroup, vcard[i], value=i))
                tbl.td(gui.Spacer(width=10, height=20))
            # monitor the event whether the selection change
            self.selected = False
            self.cardsGroup.send(gui.CHANGE)

            def getGv(self):
                print(cards[self.cardsGroup.value].getName(), ' is selected')
                self.selected = True
                self._click.play()

            self.cardsGroup.connect(gui.CHANGE, getGv, self)
        return tbl
Exemple #13
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    def open_dialog(self, widget, x=None, y=None, close_callback=None):
        """Open a dialog for the given widget. Add close button."""
        tbl = gui.Table()

        def close_dialog():
            self.disp.close(tbl)
            if close_callback is not None:
                close_callback()

        close_button = gui.Button("Close")
        close_button.connect(gui.CLICK, close_dialog)

        tbl = gui.Table()
        tbl.tr()
        tbl.td(widget, colspan=2)
        tbl.tr()
        tbl.td(gui.Spacer(100, 0))
        tbl.td(close_button, align=1)

        if x:
            offset = (self.disp.rect.center[0] + x,
                      self.disp.rect.center[1] + y)
        else:
            offset = None
        self.disp.open(tbl, pos=offset)
        return tbl
Exemple #14
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    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.value = gui.Form()

        self.tr()
        self.td(gui.Label("Map ID: ", color=UI_FONT_COLOR), colspan=2)

        self.tr()
        self.inpMapID = gui.Input('', size=8, name='inpWarpMapID')
        self.td(self.inpMapID, colspan=2)

        # used for selecting the map
        mapDialog = MapSelectorDialog(self.inpMapID)

        self.tr()
        e = gui.Button('Choose map...')
        e.connect(gui.CLICK, mapDialog.openDialog, None)
        self.td(e, colspan=2)

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.td(gui.Label("Warp-To Position", color=UI_FONT_COLOR), colspan=2)

        self.tr()
        self.td(gui.Label("X: ", color=UI_FONT_COLOR))
        self.td(gui.Input("0", size=4, name="inpWarpX"))

        self.tr()
        self.td(gui.Label("Y: ", color=UI_FONT_COLOR))
        self.td(gui.Input("0", size=4, name="inpWarpY"))
    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.tr()
        self.lblItemNum = gui.Label(_('Item: 0'), color=UI_FONT_COLOR)
        self.td(self.lblItemNum)

        self.tr()
        self.sliItemNum = gui.HSlider(value=0,
                                      min=0,
                                      max=99,
                                      size=10,
                                      width=120,
                                      name='selDataItemNum')
        self.sliItemNum.connect(gui.CHANGE, self.updateLabelItemNum,
                                self.sliItemNum)
        self.td(self.sliItemNum)

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.lblStr = gui.Label(_('Item Value: 0'), color=UI_FONT_COLOR)
        self.td(self.lblStr)

        self.tr()
        e = gui.HSlider(value=0,
                        min=0,
                        max=99,
                        size=10,
                        width=120,
                        name='selDataItemVal')
        e.connect(gui.CHANGE, self.updateLabelStr, e)
        self.td(e)
    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.tr()
        self.lblDur = gui.Label('Durability: 0', color=UI_FONT_COLOR)
        self.td(self.lblDur)

        self.tr()
        e = gui.HSlider(value=0,
                        min=0,
                        max=99,
                        size=10,
                        width=120,
                        name='selDataDur')
        e.connect(gui.CHANGE, self.updateLabelDur, e)
        self.td(e)

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.lblStr = gui.Label('Strength: 0', color=UI_FONT_COLOR)
        self.td(self.lblStr)

        self.tr()
        e = gui.HSlider(value=0,
                        min=0,
                        max=99,
                        size=10,
                        width=120,
                        name='selDataStr')
        e.connect(gui.CHANGE, self.updateLabelStr, e)
        self.td(e)
Exemple #17
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    def __init__(self, bckg="None", port=None, **params):
        self.bckg = bckg
        self.port = port

        title = gui.Label("Setting sensor for port %d" % int(self.port))
        self.value = gui.Form()

        self.container = gui.Container()

        table = gui.Table()
        table.tr()
        
        self.sensors_img = gui.Image(p('icons/sensors.jpg'))
        table.td(self.sensors_img, cellspan=3)

        spacer = gui.Spacer(200, 100)
        self.box = gui.ScrollArea(spacer)
        table.tr()
        table.td(self.box, style={'border': 1})

        save = gui.Button('Save')
        save.connect(gui.CLICK, self.send, gui.CHANGE)

        table.tr()
        table.td(save, align=1)

        self.container.add(table, 0, 0)

        self.init_ports()
        self.change()
        gui.Dialog.__init__(self, title, self.container)
    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.value = gui.Form()
        '''self.content = gui.Table()
        self.scrollArea = gui.ScrollArea(self.content, width=270, height=372, hscrollbar=False)

        self.tr()
        self.td(self.scrollArea)

        self.tr()
        g = gui.Group(name="grpTileType")

        self.content.td(gui.Label("Ground", color=UI_FONT_COLOR))
        self.content.td(gui.Spacer(10, 0))
        e = gui.Radio(g, value=1)
        e.click()
        self.content.td(e)

        self.content.tr()
        self.content.td(gui.Label("Fringe", color=UI_FONT_COLOR))
        self.content.td(gui.Spacer(10, 0))
        self.content.td(gui.Radio(g, value=2))

        '''

        self.tr()
        g = gui.Group(name="grpTileType")

        self.td(gui.Label("Ground", color=UI_FONT_COLOR))
        self.td(gui.Spacer(10, 0))
        e = gui.Radio(g, value=1)
        e.click()
        self.td(e)

        self.tr()
        self.td(gui.Label("Fringe", color=UI_FONT_COLOR))
        self.td(gui.Spacer(10, 0))
        self.td(gui.Radio(g, value=2))

        e = gui.Select(name='selTileType')
        e.add('Layer 1', 0)
        e.add('Layer 2', 1)
        e.add('Layer 3', 2)
        e.add('Fringe', 3)
        e.value = 0
        self.td(e)
Exemple #19
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    def __init__(self, title, message, **params):
        title = gui.Label(title)

        body = gui.Table()
        body.tr()
        body.td(gui.Label(message), colspan=3)
        body.tr()
        body.td(gui.Spacer(0, 15), colspan=3)

        ok_button = gui.Button("Ok")
        ok_button.connect(gui.CLICK, self.clicked)

        body.tr()
        body.td(gui.Spacer(0, 0), colspan=2)
        body.td(ok_button, align=-1)

        gui.Dialog.__init__(self, title, body, **params)
Exemple #20
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    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.value = gui.Form()

        self.tr()
        g = gui.Group(name="grpTileType")

        self.td(gui.Label("Ground", color=UI_FONT_COLOR))
        self.td(gui.Spacer(10, 0))
        e = gui.Radio(g, value=1)
        e.click()
        self.td(e)

        self.tr()
        self.td(gui.Label("Fringe", color=UI_FONT_COLOR))
        self.td(gui.Spacer(10, 0))
        self.td(gui.Radio(g, value=2))
Exemple #21
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def alertMessageDialog(msg='', title=''):
    # show an alert message
    if title is '':
        title = gui.Label('Alert Message')
    else:
        title = gui.Label(title)

    mainTable = gui.Table()

    mainTable.tr()
    mainTable.td(gui.Spacer(10, 10))

    mainTable.tr()
    mainTable.td(gui.Label(msg))

    mainTable.tr()
    mainTable.td(gui.Spacer(10, 20))

    d = gui.Dialog(title, mainTable)

    # handle alert messages differently on some alerts
    if msg == 'Your account has been created!':

        def btnAccountCreated(btn):
            g.gameEngine.setState(MENU_LOGIN)
            d.close()

        btn = gui.Button('OK', width=120)
        btn.connect(gui.CLICK, btnAccountCreated, None)

    else:
        # simple close button
        def btnOk(btn):
            d.close()

        btn = gui.Button('OK', width=120)
        btn.connect(gui.CLICK, btnOk, None)

    # add button to alert message
    mainTable.tr()
    mainTable.td(btn)

    # show the message
    d.open()
    def __init__(self, **params):
        gui.Table.__init__(self, **params)

        self.value = gui.Form()

        # dialogs
        openNpcDialog = OpenNPCDialog(self)

        self.tr()
        self.td(gui.Spacer(10, 70))

        self.tr()
        e = gui.Button("Open NPC...", width=100)
        e.connect(gui.CLICK, openNpcDialog.openDialog, None)
        self.td(e, colspan=2)

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.td(gui.Label('Name:', color=UI_FONT_COLOR), colspan=2)
        self.tr()
        self.td(gui.Input('', size=26, name='inpNpcName'),
                colspan=2,
                valign=-1)

        self.tr()
        self.td(gui.Spacer(10, 20))

        self.tr()
        self.td(gui.Label('Behaviour:', color=UI_FONT_COLOR), colspan=2)
        self.tr()
        e = gui.Select(name='selBehaviour')
        e.add('Attack on sight', 0)
        e.add('Attack when attacked', 1)
        e.add('Friendly', 2)
        e.add('Shopkeeper', 3)
        e.add('Guard', 4)
        e.value = 0
        #e.connect(gui.CHANGE, self.updateType, None)
        self.td(e, colspan=2)
Exemple #23
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    def display_worlds(optionchange=False):
        worldtable.clear()
        x = 0
        for w in worlds:
            if x % cache["columns"] == 0:
                worldtable.tr()
            wtab = gui.Table()
            wtab.td(w.info, colspan=2)
            wtab.tr()
            if thumbsize:
                wtab.td(w.image, colspan=2)
            else:
                wtab.td(gui.Spacer(1, 20))
            wtab.tr()
            wtab.td(gui.Spacer(pad, pad))
            wtab.tr()

            wtab.td(gui.Spacer(420, 25), colspan=2)
            wtab.tr()

            worldtable.td(gui.Spacer(pad, 1))
            worldtable.td(wtab)

            x += 1
        if x % cache["columns"] == 0:
            worldtable.tr()

        worldtable.td(gui.Spacer(12, 12))
        if app.widget:
            print("Window Reset!")
            app.resize()
            app.repaint()
            size = pygame.display.get_surface().get_size()
            data = {
                "size": size,
                "w": size[0],
                "h": size[1],
                "reload": True if optionchange else False
            }

            pygame.event.post(pygame.event.Event(pygame.VIDEORESIZE, data))
Exemple #24
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    def __init__(self, title_txt, button_txt, allow_new, cls="dialog"):
        self.value = None
        self.save_folder = config.config.save_folder

        self.save_games = {}
        self._populate_save_games()

        if allow_new:
            self.name_input = gui.Input()
        else:
            self.name_input = None

        td_style = {
            'padding_left': 4,
            'padding_right': 4,
            'padding_top': 2,
            'padding_bottom': 2,
        }

        self.save_list = gui.List(width=350, height=250)
        games = self.save_games.keys()
        games.sort()
        for name in games:
            self.save_list.add(name, value=name)
        self.save_list.set_vertical_scroll(0)
        self.save_list.connect(gui.CHANGE, self._save_list_change)

        self.image_container = gui.Container()

        button_ok = gui.Button(button_txt)
        button_ok.connect(gui.CLICK, self._click_ok)

        button_cancel = gui.Button("Cancel")
        button_cancel.connect(gui.CLICK, self._click_cancel)

        body = gui.Table()
        body.tr()
        body.td(self.save_list, style=td_style, colspan=2)
        body.td(self.image_container, style=td_style, colspan=2)
        body.tr()
        if self.name_input:
            body.td(gui.Label("Save as:"), style=td_style, align=1)
            body.td(self.name_input, style=td_style)
        else:
            body.td(gui.Spacer(0, 0), style=td_style, colspan=2)
        body.td(button_ok, style=td_style, align=1)
        body.td(button_cancel, style=td_style, align=1)

        title = gui.Label(title_txt, cls=cls + ".title.label")
        gui.Dialog.__init__(self, title, body)

        if games:
            self.save_list.group.value = games[0]
    def __init__(self, **params):
        gui.Table.__init__(self, **params)
        self.value = gui.Form()
        self.engine = None

        def btnNextChar(btn):
            self.engine.charIndex += 1
            self.engine.updateCharSelection()

        def btnPrevChar(btn):
            self.engine.charIndex -= 1
            self.engine.updateCharSelection()

        def btnUseChar(btn):
            if self.lblPlayerName.value != 'Create a new character':
                g.tcpConn.sendUseChar(self.engine.charIndex - 1)
                g.gameState = MENU_INGAME
            else:
                # new char
                g.tcpConn.sendGetClasses()
                g.gameState = MENU_NEWCHAR

        def btnDelChar(btn):
            print "lawl"

        self.tr()
        self.lblPlayerName = gui.Label('PLAYER NAME', color=(255, 0, 0))
        self.td(self.lblPlayerName, colspan=3, valign=1)

        self.tr()
        self.lblPlayerExtra = gui.Label('PLAYER LEVEL/CLASS',
                                        color=(255, 0, 0))
        self.td(self.lblPlayerExtra, colspan=3)

        self.tr()
        btn = gui.Button("Previous", width=160, height=40)
        btn.connect(gui.CLICK, btnPrevChar, None)
        self.td(btn)
        self.td(gui.Spacer(300, 160))
        btn = gui.Button("Next", width=160, height=40)
        btn.connect(gui.CLICK, btnNextChar, None)
        self.td(btn)

        self.tr()
        self.td(gui.Spacer(0, 0))
        self.btnSelChar = gui.Button("Use Character", width=160, height=30)
        self.btnSelChar.connect(gui.CLICK, btnUseChar, None)
        self.td(self.btnSelChar)
        self.td(gui.Spacer(0, 0))

        self.tr()
        self.td(gui.Spacer(0, 20))

        self.tr()
        self.td(gui.Spacer(0, 0))
        btn = gui.Button("Delete Character", width=160, height=30)
        btn.connect(gui.CLICK, btnDelChar, None)
        self.td(btn)
        self.td(gui.Spacer(0, 0))
Exemple #26
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    def __init__(self, **params):
        title = gui.Label("Alert")

        t = gui.Table()

        t.tr()
        t.td(
            gui.Label(
                "Your name and password must be at least three characters in length!"
            ))

        t.tr()
        t.td(gui.Spacer(10, 20))

        e = gui.Button("OK")
        e.connect(gui.CLICK, self.close, None)
        t.td(e)

        t.tr()
        t.td(gui.Spacer(10, 10))

        gui.Dialog.__init__(self, title, t)
Exemple #27
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    def __init__(self, **params):
        gui.Table.__init__(self, **params)
        self.value = gui.Form()
        self.engine = None

        def btnNextClass(btn):
            self.engine.classIndex += 1
            self.engine.updateClassSelection()

        def btnPrevClass(btn):
            self.engine.classIndex -= 1
            self.engine.updateClassSelection()

        def btnCreateChar(btn):
            self.engine.createCharacter()

        def btnCancel(btn):
            g.gameState = MENU_CHAR

        self.tr()
        self.lblCharName = gui.Label(_('Character Name'),
                                     color=(255, 255, 255))
        self.td(self.lblCharName, colspan=3, valign=1)

        self.tr()
        self.inpCharName = gui.Input(name='inpCharName', value='')
        self.td(self.inpCharName, colspan=3)

        self.tr()
        self.lblClassName = gui.Label(_('CLASS NAME'), color=(255, 255, 255))
        self.td(self.lblClassName, colspan=3, valign=1)

        self.tr()
        btn = gui.Button(_("Previous"), width=160, height=40)
        btn.connect(gui.CLICK, btnPrevClass, None)
        self.td(btn)
        self.td(gui.Spacer(300, 160))
        btn = gui.Button(_("Next"), width=160, height=40)
        btn.connect(gui.CLICK, btnNextClass, None)
        self.td(btn)

        self.tr()
        self.td(gui.Spacer(0, 0))
        self.btnSelChar = gui.Button(_("Create Character"),
                                     width=160,
                                     height=30)
        self.btnSelChar.connect(gui.CLICK, btnCreateChar, None)
        self.td(self.btnSelChar)
        self.td(gui.Spacer(0, 0))

        self.tr()
        self.td(gui.Spacer(0, 20))

        self.tr()
        self.td(gui.Spacer(0, 0))
        btn = gui.Button("Cancel", width=160, height=30)
        btn.connect(gui.CLICK, btnCancel, None)
        self.td(btn)
        self.td(gui.Spacer(0, 0))
Exemple #28
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def renderView(view, states, width, height, EventHandler):
    container = gui.Table(width=width, vpadding=0, hpadding=0, cls="desktop")
    for entity in view.attributes["entity_id"]:
        if entity in states:
            state = states[entity]
            if state.domain == "group":
                row = renderGroup(state, states, width, height, EventHandler)
                container.td(row)
                container.tr()
                container.td(gui.Spacer(cls="desktop", width=width, height=5))
                container.tr()
            else:
                row = renderEntity(state, states, width, height, EventHandler)
                if row:
                    container.td(row)
                    container.td(gui.Spacer(cls="desktop",
                                            width=width, height=20))
                    container.tr()
                    container.tr()
        else:
            log.info("Cannot find any state for {}. Skipping".format(entity))
    return container
Exemple #29
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    def __init__(self, **params):
        gui.Table.__init__(self, **params)
        self.value = gui.Form()
        self.engine = None

        def btnNextChar(btn):
            self.engine.charIndex += 1
            self.engine.updateCharSelection()

        def btnPrevChar(btn):
            self.engine.charIndex -= 1
            self.engine.updateCharSelection()

        def btnUseChar(btn=None):
            if self.lblPlayerName.value != 'Empty':
                g.tcpConn.sendUseChar(self.engine.charIndex-1)
                g.gameEngine.setState(MENU_INGAME)
            else:
                # new char
                g.tcpConn.sendGetClasses()
                g.gameEngine.setState(MENU_NEWCHAR)

        def btnDelChar(btn):
            print ("not yet implemented")

        self.tr()
        self.lblPlayerName = gui.Label('#PLAYER_NAME', antialias=1, color=UI_NAME_FONT_COLOR, font=g.charSelFont)
        self.td(self.lblPlayerName, colspan=3, valign=1, align=0)

        self.tr()
        self.lblPlayerExtra = gui.Label('#PLAYER_LEVEL_CLASS', antialias=1, color=UI_NAME_FONT_COLOR, font=g.charSelFont, name='lblExtra')
        self.td(self.lblPlayerExtra, colspan=3, align=0)

        self.tr()
        btn = gui.Button(_("Previous"), width=160, height=40)
        btn.connect(gui.CLICK, btnPrevChar, None)
        self.td(btn)
        self.td(gui.Spacer(300, 160))
        btn = gui.Button(_("Next"), width=160, height=40)
        btn.connect(gui.CLICK, btnNextChar, None)
        self.td(btn)

        self.tr()
        self.td(gui.Spacer(0, 0))
        self.btnSelChar = gui.Button(_("Use Character"), width=160, height=30)
        self.btnSelChar.connect(gui.CLICK, btnUseChar, None)
        self.td(self.btnSelChar)
        self.td(gui.Spacer(0, 0))

        self.tr()
        self.td(gui.Spacer(0, 20))

        self.tr()
        self.td(gui.Spacer(0, 0))
        btn = gui.Button(_("Delete Character"), width=160, height=30)
        btn.connect(gui.CLICK, btnDelChar, None)
        self.td(btn)
        self.td(gui.Spacer(0, 0))
Exemple #30
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 def paintRevealedCard(revealCard):
     table = gui.Table()
     table.tr()
     # create the player name part as a button
     nameBlock = gui.Button(revealCard[0], width=70, height=25)
     table = tbl.td(nameBlock)
     table = tbl.tr()
     table = tbl.td(gui.Spacer(width=1, height=5))
     table = tr()
     # create the card part as a table
     group = gui.Group(value=None)
     cardBlock = createCardView(revealCard[1])
     table.td(gui.Tool(group, cardBlock, None))
     return table