def __init__(self, fill_color): Eye.__init__(self, fill_color) self._pixbufs = [] self._pixbufs.append(svg_str_to_pixbuf(lefteye_svg())) self._pixbufs.append(svg_str_to_pixbuf(centereye_svg())) self._pixbufs.append(svg_str_to_pixbuf(righteye_svg())) self._which_eye = 1
def __init__(self, fill_color): Eye.__init__(self, fill_color) self._pixbufs = [] self._pixbufs.append(svg_str_to_pixbuf(lefteye_svg())) self._pixbufs.append(svg_str_to_pixbuf(centereye_svg())) self._pixbufs.append(svg_str_to_pixbuf(righteye_svg())) self._which_eye = 2
def highlight_graphic(sprites, scale=1.0): return [Sprite(sprites, -100, 0, svg_str_to_pixbuf( generate_corners(0, 0.125 * scale))), Sprite(sprites, -100, 0, svg_str_to_pixbuf( generate_corners(1, 0.125 * scale))), Sprite(sprites, -100, 0, svg_str_to_pixbuf( generate_corners(2, 0.125 * scale))), Sprite(sprites, -100, 0, svg_str_to_pixbuf( generate_corners(3, 0.125 * scale)))]
def highlight_graphic(sprites, scale=1.0): return [ Sprite(sprites, -100, 0, svg_str_to_pixbuf(generate_corners(0, 0.125 * scale))), Sprite(sprites, -100, 0, svg_str_to_pixbuf(generate_corners(1, 0.125 * scale))), Sprite(sprites, -100, 0, svg_str_to_pixbuf(generate_corners(2, 0.125 * scale))), Sprite(sprites, -100, 0, svg_str_to_pixbuf(generate_corners(3, 0.125 * scale))) ]
def __init__(self, sprites, svg, svgs, tile_type='tile', number=0): self.spr = Sprite(sprites, 0, 0, svg_str_to_pixbuf(svg)) self.highlight = [self.spr.images[0]] for s in svgs: self.highlight.append(svg_str_to_pixbuf(s)) self.paths = [] # [[N, E, S, W], [N, E, S, W]] self.shape = None self.orientation = 0 self.type = tile_type self.number = number self.value = 1 self.spr.set_label_color('#FF0000')
def _genblanks(self, colors): ''' Need to cache these ''' self._title_pixbuf = svg_str_to_pixbuf( genblank(self._width, int(TITLEH * self._scale), colors)) self._preview_pixbuf = svg_str_to_pixbuf( genblank(int(PREVIEWW * self._scale), int(PREVIEWH * self._scale), colors)) self._desc_pixbuf = svg_str_to_pixbuf( genblank(int(self._width - (2 * DESCRIPTIONX * self._scale)), int(DESCRIPTIONH * self._scale), colors)) self._canvas_pixbuf = svg_str_to_pixbuf( genblank(self._width, self._height, (colors[0], colors[0])))
def __init__(self, sprites, svg, svgs, tile_type='tile', number=0): self.highlight = [svg_str_to_pixbuf(svg)] self.spr = Sprite(sprites, 0, 0, self.highlight[0]) for s in svgs: self.highlight.append(svg_str_to_pixbuf(s)) self.paths = [] # [[N, E, S, W], [N, E, S, W]] self.shape = None self.orientation = 0 self.type = tile_type self.number = number self.value = 1 self.spr.set_label_color('#FF0000')
def _show_thumb(self, i, x, y, w, h): ''' Display a preview image and title as a thumbnail. ''' pixbuf = self.slides[i].pixbuf if pixbuf is not None: pixbuf_thumb = pixbuf.scale_simple( int(w), int(h), gtk.gdk.INTERP_TILES) else: pixbuf_thumb = svg_str_to_pixbuf( genblank(int(w), int(h), self.slides[i].colors)) # Create a Sprite for this thumbnail self._thumbs.append([Sprite(self._sprites, x, y, pixbuf_thumb), x, y, i]) self._thumbs[i][0].set_image( svg_str_to_pixbuf(svg_rectangle(int(w), int(h), self.slides[i].colors)), i=1) self._thumbs[i][0].set_layer(TOP)
def _setup_toolbars(self, have_toolbox): """ Setup the toolbars. """ self.max_participants = MAX_HANDS if have_toolbox: toolbox = ToolbarBox() # Activity toolbar activity_button = ActivityToolbarButton(self) toolbox.toolbar.insert(activity_button, 0) activity_button.show() self.set_toolbar_box(toolbox) toolbox.show() self.toolbar = toolbox.toolbar else: # Use pre-0.86 toolbar design games_toolbar = gtk.Toolbar() toolbox = activity.ActivityToolbox(self) self.set_toolbox(toolbox) toolbox.add_toolbar(_('Game'), games_toolbar) toolbox.show() toolbox.set_current_toolbar(1) self.toolbar = games_toolbar self._new_game_button = _button_factory( 'new-game', _('Start a new game.'), self._new_game_cb, self.toolbar) self.robot_button = _button_factory( 'robot-off', _('Play with the robot.'), self._robot_cb, self.toolbar) self.player = _image_factory( svg_str_to_pixbuf(generate_xo(scale=0.8, colors=['#303030', '#303030'])), self.toolbar, tooltip=self.nick) self.dialog_button = _button_factory('go-next', _('Turn complete'), self._dialog_cb, self.toolbar) self.status = _label_factory('', self.toolbar) self.hint_button = _button_factory('help-toolbar', _('Help'), self._hint_cb, self.toolbar) self.score = _label_factory(_('Score: ') + '0', self.toolbar) if _have_toolbox: _separator_factory(toolbox.toolbar, False, True) stop_button = StopButton(self) stop_button.props.accelerator = '<Ctrl>q' toolbox.toolbar.insert(stop_button, -1) stop_button.show()
def _setup_toolbars(self, have_toolbox): """ Setup the toolbars. """ self.max_participants = MAX_HANDS if have_toolbox: toolbox = ToolbarBox() # Activity toolbar activity_button = ActivityToolbarButton(self) toolbox.toolbar.insert(activity_button, 0) activity_button.show() self.set_toolbar_box(toolbox) toolbox.show() self.toolbar = toolbox.toolbar else: # Use pre-0.86 toolbar design games_toolbar = gtk.Toolbar() toolbox = activity.ActivityToolbox(self) self.set_toolbox(toolbox) toolbox.add_toolbar(_('Game'), games_toolbar) toolbox.show() toolbox.set_current_toolbar(1) self.toolbar = games_toolbar self._new_game_button = button_factory( 'new-game', self.toolbar, self._new_game_cb, tooltip=_('Start a new game.')) self.robot_button = button_factory( 'robot-off', self.toolbar, self._robot_cb, tooltip= _('Play with the robot.')) self.player = image_factory( svg_str_to_pixbuf(generate_xo(scale=0.8, colors=['#303030', '#303030'])), self.toolbar, tooltip=self.nick) self.dialog_button = button_factory( 'go-next', self.toolbar, self._dialog_cb, tooltip=_('Turn complete')) self.status = label_factory(self.toolbar, '') self.hint_button = button_factory( 'help-toolbar', self.toolbar, self._hint_cb, tooltip=_('Help')) self.score = label_factory(self.toolbar, _('Score: ') + '0') if _have_toolbox: separator_factory(toolbox.toolbar, True, False) stop_button = StopButton(self) stop_button.props.accelerator = '<Ctrl>q' toolbox.toolbar.insert(stop_button, -1) stop_button.show()
def _append_player(self, nick, colors): ''' Keep a list of players, their colors, and an XO pixbuf ''' if not nick in self._game.buddies: self._game.buddies.append(nick) self._player_colors.append(colors) self._player_pixbuf.append( svg_str_to_pixbuf(generate_xo(scale=0.8, colors=colors)))
def _append_player(self, nick, colors): ''' Keep a list of players, their colors, and an XO pixbuf ''' if not nick in self._game.buddies: self._game.buddies.append(nick) self._player_colors.append(colors) self._player_pixbuf.append(svg_str_to_pixbuf( generate_xo(scale=0.8, colors=colors)))
def _setup_toolbars(self): """ Setup the toolbars. """ self.max_participants = MAX_HANDS toolbox = ToolbarBox() # Activity toolbar activity_button = ActivityToolbarButton(self) toolbox.toolbar.insert(activity_button, 0) activity_button.show() self.set_toolbar_box(toolbox) toolbox.show() self.toolbar = toolbox.toolbar self._new_game_button = button_factory('new-game', self.toolbar, self._new_game_cb, tooltip=_('Start a new game.')) self.robot_button = button_factory('robot-off', self.toolbar, self._robot_cb, tooltip=_('Play with the robot.')) self.player = image_factory(svg_str_to_pixbuf( generate_xo(scale=0.8, colors=['#303030', '#303030'])), self.toolbar, tooltip=self.nick) self.dialog_button = button_factory('go-next', self.toolbar, self._dialog_cb, tooltip=_('Turn complete')) self.status = label_factory(self.toolbar, '') self.hint_button = button_factory('help-toolbar', self.toolbar, self._hint_cb, tooltip=_('Help')) self.score = label_factory(self.toolbar, _('Score: ') + '0') separator_factory(toolbox.toolbar, True, False) stop_button = StopButton(self) stop_button.props.accelerator = '<Ctrl>q' toolbox.toolbar.insert(stop_button, -1) stop_button.show()
def _setup_presence_service(self): """ Setup the Presence Service. """ self.pservice = presenceservice.get_instance() self.initiating = None # sharing (True) or joining (False) owner = self.pservice.get_owner() self.owner = owner self._game.buddies.append(self.nick) self._player_colors = [self.colors] self._player_pixbuf = [svg_str_to_pixbuf( generate_xo(scale=0.8, colors=self.colors))] self._share = "" self.connect('shared', self._shared_cb) self.connect('joined', self._joined_cb)
def __init__(self, fill_color): Eye.__init__(self, fill_color) self._pixbuf = svg_str_to_pixbuf(eye_svg())
def __init__(self, fill_color): Eye.__init__(self, fill_color) self._pixbuf = svg_str_to_pixbuf(eyelashes_svg())
def _setup_workspace(self): ''' Prepare to render the datastore entries. ''' self._colors = profile.get_color().to_string().split(',') # Use the lighter color for the text background if lighter_color(self._colors) == 0: tmp = self._colors[0] self._colors[0] = self._colors[1] self._colors[1] = tmp self._width = gtk.gdk.screen_width() self._height = gtk.gdk.screen_height() self._scale = gtk.gdk.screen_height() / 900. if self._hw[0:2] == 'xo': titlef = 18 descriptionf = 12 else: titlef = 36 descriptionf = 24 # Generate the sprites we'll need... self._sprites = Sprites(self._canvas) self._title = Sprite( self._sprites, 0, 0, svg_str_to_pixbuf( genblank(self._width, int(TITLEH * self._scale), self._colors))) self._title.set_label_attributes(int(titlef * self._scale), rescale=False) self._preview = Sprite( self._sprites, int( (self._width - int(PREVIEWW * self._scale)) / 2), int(PREVIEWY * self._scale), svg_str_to_pixbuf( genblank(int(PREVIEWW * self._scale), int(PREVIEWH * self._scale), self._colors))) self._full_screen = Sprite( self._sprites, int((self._width - int(FULLW * self._scale)) / 2), int(PREVIEWY * self._scale), svg_str_to_pixbuf( genblank(int(FULLW * self._scale), int(FULLH * self._scale), self._colors))) self._description = Sprite( self._sprites, int(DESCRIPTIONX * self._scale), int(DESCRIPTIONY * self._scale), svg_str_to_pixbuf( genblank(int(self._width - (2 * DESCRIPTIONX * self._scale)), int(DESCRIPTIONH * self._scale), self._colors))) self._description.set_label_attributes(int(descriptionf * self._scale)) self._description2 = Sprite( self._sprites, int(SHORTX * self._scale), int(SHORTY * self._scale), svg_str_to_pixbuf( genblank(int(self._width - (2 * SHORTX * self._scale)), int(SHORTH * self._scale), self._colors))) self._description2.set_label_attributes(int(descriptionf * self._scale)) self._my_canvas = Sprite( self._sprites, 0, 0, gtk.gdk.Pixmap(self._canvas.window, self._width, self._height, -1)) self._my_gc = self._my_canvas.images[0].new_gc() self._my_canvas.set_layer(BOTTOM) self._clear_screen() self._find_starred() self.i = 0 self._show_slide() self._playing = False self._rate = 10
def blank_tile(sprites, scale=1.0, color='#80FF80'): return Sprite(sprites, 0, 0, svg_str_to_pixbuf(generate_blank(scale, color)))
def error_graphic(sprites, scale=1.0): return Sprite(sprites, -100, 0, svg_str_to_pixbuf(generate_x(0.5 * scale)))
def board_card(sprites, scale=1.0): return Sprite(sprites, 0, 0, svg_str_to_pixbuf(generate_board(scale)))
def blank_tile(sprites, scale=1.0, color='#80FF80'): return Sprite(sprites, 0, 0, svg_str_to_pixbuf( generate_blank(scale, color)))