/
itemWindow.py
455 lines (385 loc) · 15.9 KB
/
itemWindow.py
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#! /usr/bin/env python3
# -*- coding: utf-8 -*-
from enum import IntEnum
from itertools import zip_longest
from vb import *
from unitPanel import *
class TypeButton(SelectableRectButton):
TypeButtonIndex = IntEnum('TypeButtonIndex', '片手 両手 射撃 杖 鞭 爪 盾 鎧 獣装 法衣 道具 素材')
def __init__(self, typename, pos, window, screen, parent):
self.typename = typename
picPath = ('interface\slg_ui', 'rEquip_bt{:0>2}.png'.format(getattr(self.TypeButtonIndex, typename)+9))
self.ori_img = loadImg(picPath)
SelectableRectButton.__init__(self, splitImg(self.ori_img, 3), pos, window, screen, parent=parent)
self.mouse_on_index = 2
self.mouse_off_index = 0
self.index = 0
self.selected = False
def setSelect(self, bgd):
self.window.allItemArea.startLine = 0
self.window.allItemArea.set_itemLine_list(self.window.itemDict[self.typename])
self.window.allItemArea.scrollBar.setState()
self.window.allItemArea.show(bgd)
self.window.selectedTypeButton = self
self.selected = True
self.index = 1
self.show(bgd)
def leftClick(self):
selectedTypeButton = self.window.selectedTypeButton
if selectedTypeButton != self:
selectedTypeButton.selected = False
selectedTypeButton.index = 0
selectedTypeButton.show(self.window.bgd)
selectedTypeButton.show()
self.setSelect(self.window.bgd)
rect = self.window.allItemArea.rect
self.screen.blit(self.window.bgd.subsurface(rect), rect)
self.show()
class ItemDetailMixin():
itemDetailRect = Rect((5, 280), (275, 360))
name_font = pg.freetype.Font("msgothic.ttc", 24)
other_font = pg.freetype.Font("msgothic.ttc", 16)
attrColors = [(255, 0, 0), (255, 186, 0), (0, 255, 192), (0, 174, 255)]
def drawDetail(self):
bgd = self.window.bgd
item = self.item
self.name_font.render_to(bgd, (10, 300), item.name, (255, 255, 255))
self.other_font.render_to(bgd, (10, 345), '{} ランク:{}'.format(item.type, item.rare), (255, 255, 255))
bgd.blit(loadImg(item.getImg()), (10, 370))
if item.type == '素材':
pass
elif item.type == '消耗':
pass
else:
tempList = []
possession = self.window.gameData.item_possession[item]; limit = item.limit
color = (255, 0, 0) if possession == limit else (255, 255, 255)
tempList.append(self.other_font.render('所持:{}/{}'.format(possession, limit), color)[0])
tempList.append(self.other_font.render('装備:{}'.format(self.window.gameData.item_equipped[item]), (255, 255, 255))[0])
statusList = [self.other_font.render('{}:{}'.format(attr, item.add[index]), self.attrColors[index])[0]
for index, attr in enumerate(('攻撃', '防御', '速度', '知力'))]
skillList = [self.other_font.render(str(skill), (255, 255, 255))[0] for skill in item.skills]
bgd.blit(combineImg([combineImg(surfaceList, 1, interval=3) for surfaceList in (tempList, statusList, skillList)],
1, interval=10), (170, 345))
blit_sameRect(self.screen, bgd, self.itemDetailRect)
def clearDetail(self):
blit_sameRect(self.window.bgd, self.window.bgd_base, self.itemDetailRect)
blit_sameRect(self.screen, self.window.bgd_base, self.itemDetailRect)
class EquipBox(RectWidget, ItemDetailMixin):
def __init__(self, index, window, pos, screen, parent):
self.index = index
rect = Rect(pos, (48, 48))
RectWidget.__init__(self, rect, window, screen, parent)
self.equip = None
self.equipType = None
@property
def item(self):
return self.equip
def mouse_on(self, last_widget):
pg.draw.rect(self.screen, (255, 0, 0), self.rect, 1)
if self.equip:
self.drawDetail()
def mouse_off(self, widget):
self.clearDetail()
self.screen.blit(self.window.bgd.subsurface(self.rect), self.rect)
def show(self, screen):
if screen is None:
screen = self.screen
if self.equip is None:
blit_sameRect(screen, self.window.bgd_base, self.rect)
else:
screen.blit(pg.transform.smoothscale(loadImg(self.equip.getImg()), (48, 48)), self.pos)
def leftDoubleClick(self):
if self.equip is not None:
bgd = self.window.bgd
self.clearDetail()
self.window.gameData.item_equipped[self.equip] -= 1
itemArea = self.window.allItemArea.searchItem(self.equip)
if itemArea:
itemArea.show(bgd)
self.equip = None
self.show(bgd)
selectedUnit = self.window.selectedUnit
selectedUnit.unit.changeEquip(self.index, None)
selectedUnit.show(bgd)
self.window.bgd.blit(selectedUnit.mask_surface, selectedUnit.rect)
selectedUnit.clearDetail()
selectedUnit.drawDetail()
self.screen.blit(bgd, (0, 0))
def mouseDrop(self, dragging):
bgd = self.window.bgd
if (isinstance(dragging, ItemArea) and dragging and dragging.item.type == self.equipType and
dragging.available):
self.window.gameData.item_equipped[dragging.item] += 1
dragging.show(bgd)
if self.equip is not None:
self.window.gameData.item_equipped[self.equip] -= 1
itemArea = self.window.allItemArea.searchItem(self.equip)
if itemArea:
itemArea.show(bgd)
blit_sameRect(bgd, self.window.bgd_base, self.rect)
self.equip = dragging.item
self.show(bgd)
# 体现已装备数量的变化
self.clearDetail()
self.drawDetail()
selectedUnit = self.window.selectedUnit
selectedUnit.unit.changeEquip(self.index, dragging.item)
selectedUnit.show(bgd)
self.window.bgd.blit(selectedUnit.mask_surface, selectedUnit.rect)
selectedUnit.clearDetail()
selectedUnit.drawDetail()
self.screen.blit(bgd, (0, 0))
class UnitArea(UnitArea_):
mask_surface = pg.Surface((48, 63), SRCALPHA, 32)
mask_surface.fill((255, 255, 255, 100))
def __init__(self, window, index, screen, parent):
UnitArea_.__init__(self, window, index, screen, parent)
self.equip1_rect = Rect((self.pos[0]+4, self.pos[1]+44), (18, 18))
self.equip2_rect = Rect((self.pos[0]+26, self.pos[1]+44), (18, 18))
@property
def available(self):
return True
def show(self, screen=None):
if screen is None:
screen = self.screen
screen.fill((0, 0, 0), self.rect)
if self.unit is not None:
screen.blit(self.getImg(), self.pos)
equip = self.unit.unitBase.equip
# VBG的神兽啥的没装备
if equip[0]:
screen.blit(loadImg((r'interface\btl_ui', 'item_icon{}.png'.format(equip[0]))), (self.pos[0]+5, self.pos[1]+45))
screen.blit(loadImg((r'interface\btl_ui', 'item_icon{}.png'.format(equip[1]))), (self.pos[0]+27, self.pos[1]+45))
if self.unit.items[0]:
pg.draw.rect(screen, (255, 0, 0), self.equip1_rect, 2)
if self.unit.items[1]:
pg.draw.rect(screen, (255, 0, 0), self.equip2_rect, 2)
if not self.available:
screen.blit(self.mask_surface, self.rect)
def mouse_on(self, last_widget):
if self.unit is None:
return
pg.draw.rect(self.screen, (255, 0, 0), self.rect, 1)
if self.window.selectedUnit is not None and (not isinstance(last_widget, self.__class__) or last_widget.unit is None):
self.window.selectedUnit.clearDetail()
self.drawDetail()
def mouse_off(self, widget):
self.clearDetail()
if self.window.selectedUnit is not None and (not isinstance(widget, self.__class__) or widget.unit is None):
self.window.selectedUnit.drawDetail()
self.screen.blit(self.window.bgd.subsurface(self.rect), self.rect)
def leftClick(self):
if self != self.window.selectedUnit and self.unit:
for equipBox, item in zip(self.window.equipBoxList, self.unit.items):
blit_sameRect(self.window.bgd, self.window.bgd_base, equipBox.rect)
equipBox.equip = item
equipBox.show(self.window.bgd)
blit_sameRect(self.window.bgd, self.window.bgd_base, Rect((290, 345), (8, 298)))
for equip_, equipBox in zip(self.unit.unitBase.equip, self.window.equipBoxList):
if equip_ != '':
y = 345+25*(getattr(TypeButton.TypeButtonIndex, equip_)-1)
self.window.bgd.blit(loadImg(r'interface\slg_ui\targetline12s.png'), (290, y+6))
equipBox.equipType = equip_
self.reSelect()
if self.window.state != self.window.UnitSelectedState:
self.window.state = self.window.UnitSelectedState
else:
self.screen.blit(self.window.bgd, (0,0))
def reSelect(self):
lastSelectedUnit = self.window.selectedUnit
self.window.selectedUnit = self
if lastSelectedUnit is not None:
lastSelectedUnit.show(self.window.bgd)
self.window.bgd.blit(self.mask_surface, self.rect)
class DummySelected(UnitArea):
def __init__(self, window, index, unit, screen):
self.window = window
self.index = index
self.unit = unit
self.screen = screen
self.rect = Rect((0, 0), (0, 0))
def show(self, screen=None):
pass
class AllUnitArea(AllUnitArea_):
class UnitSelectedState(Monoheight_VScrollArea.DefaultState):
def wheelUp(self, lineCount=1):
startLine_before = self.startLine
unit = self.window.selectedUnit.unit
Monoheight_VScrollArea.DefaultState.wheelUp(self, lineCount)
n = startLine_before-self.startLine
if n:
i, j = self.window.selectedUnit.index
if 0<=i+n<6:
self.unitAreaLine_list[i+n].unitAreaList[j].reSelect()
else:
self.window.selectedUnit = DummySelected(self.window, (i+n, j), unit, self.screen)
self.screen.blit(self.window.bgd.subsurface(self.rect), self.rect)
widget = self.window.widgetList.findArea(pg.mouse.get_pos())
widget.mouse_on(None)
def wheelDown(self, lineCount=1):
startLine_before = self.startLine
unit = self.window.selectedUnit.unit
Monoheight_VScrollArea.DefaultState.wheelDown(self, lineCount)
n = startLine_before-self.startLine
if n:
i, j = self.window.selectedUnit.index
if 0<=i+n<6:
self.unitAreaLine_list[i+n].unitAreaList[j].reSelect()
else:
self.window.selectedUnit = DummySelected(self.window, (i+n, j), unit, self.screen)
self.screen.blit(self.window.bgd.subsurface(self.rect), self.rect)
widget = self.window.widgetList.findArea(pg.mouse.get_pos())
widget.mouse_on(None)
class ItemArea(RectWidget, ItemDetailMixin):
def __init__(self, window, index, screen, parent):
self.index = index
i, j = index
pos = (375+50*j, 345+50*i)
rect = Rect(pos, (48, 48))
RectWidget.__init__(self, rect, window, screen, parent)
self.item = None
def __bool__(self):
return self.item is not None
@property
def available(self):
return self.window.gameData.item_left(self.item) > 0
def show(self, screen):
if screen is None:
screen = self.screen
blit_sameRect(screen, self.window.bgd_base, self.rect)
if self.item is not None:
try:
screen.blit(pg.transform.smoothscale(loadImg(self.item.getImg()), (48, 48)), self.pos)
item_left = self.window.gameData.item_left(self.item)
color = (255, 255, 255) if item_left else(255, 0, 0)
surface, rect = self.other_font.render(str(item_left), color, size=15)
blit_topright(screen, surface, (self.pos[0]+43, self.pos[1]+32))
except FileNotFoundError:
self.item = None
def mouse_on(self, last_widget):
if self.item is None:
return
pg.draw.rect(self.screen, (255, 0, 0), self.rect, 1)
self.drawDetail()
def mouse_off(self, widget):
self.clearDetail()
self.screen.blit(self.window.bgd.subsurface(self.rect), self.rect)
def mouseDrag(self):
if (self.item and self.window.selectedUnit and self.available and
self.item.type in self.window.selectedUnit.unit.unitBase.equip):
itemImg = pg.transform.smoothscale(loadImg(self.item.getImg()), (48, 48))
self.screen.blit(self.window.bgd, (0, 0))
widget = self.window.widgetList.findArea(pg.mouse.get_pos())
if isinstance(widget, EquipBox):
pg.draw.rect(self.screen, (255, 0, 0), widget.rect, 1)
self.screen.blit(itemImg, pg.mouse.get_pos())
class ItemAreaLine(Line_of_VScrollArea):
def __init__(self, rect, window, screen, parent):
Line_of_VScrollArea.__init__(self, rect, window, screen, parent)
def __iter__(self):
return self.itemAreaList.__iter__()
def __getitem__(self, key):
return self.itemAreaList[key]
class AllItemArea(Monoheight_VScrollArea):
def __init__(self, rect, window, screen, parent):
Monoheight_VScrollArea.__init__(self, rect, window, screen, parent)
self.scrollBar = VScrollBar((255, 255, 255), Rect((675, 345), (3, 298)), window, screen, self)
def __iter__(self):
return self.itemAreaLine_list.__iter__()
def __len__(self):
return 6
def __getitem__(self, key):
return self.itemAreaLine_list[key]
def searchItem(self, item):
for itemAreaLine in self:
for itemArea in itemAreaLine:
if itemArea.item == item:
return itemArea
return None
def set_itemLine_list(self, itemList):
self.itemLine_list = []
index = 0
while index < len(itemList):
self.itemLine_list.append(itemList[index: index+6])
index += 6
def show(self, screen=None):
if screen is None:
screen = self.screen
startLine = self.startLine
for itemLine, itemAreaLine in zip_longest(self.itemLine_list[startLine: startLine+6], self, fillvalue=[None]*6):
for item, itemArea in zip_longest(itemLine, itemAreaLine):
itemArea.item = item
itemArea.show(screen)
self.scrollBar.show(screen)
class FullWidget(Widget):
def __init__(self, window):
Widget.__init__(self, window)
class DefaultState(Widget.DefaultState):
default = True
def mouseDrop(self, dragging):
self.window.screen.blit(self.window.bgd, (0, 0))
class ItemWindow(VB_Window, UnitPanelMixin):
typeButtonOrder = '片手 両手 射撃 杖 鞭 爪 盾 鎧 獣装 法衣 道具 素材'.split()
class UnitSelectedState(VB_Window.NormalState):
def __setup__(self):
VB_Window.NormalState.__setup__(self)
self.allUnitArea.state = self.allUnitArea.UnitSelectedState
def __init__(self, gameData, screen, itemDict):
self.fullWidget = FullWidget(self)
VB_Window.__init__(self, screen, gameData)
self.itemDict = itemDict
self.hiredUnitList = gameData.hiredUnitList
self.selectedTypeButton = None
self.selectedUnit = None
self.set_root_pnl(screen)
self.root_bt_list = [self.bt_nextTurn, self.bt_campaign, self.bt_organizeTeam, self.bt_hire]
self.bt_item.index = 1
self.equipBoxList = [EquipBox(i, self, (545+70*i, 285), screen, self.fullWidget) for i in range(2)]
self.typeButtonList = [TypeButton(typename, (300, 345+25*i), self, screen, self.fullWidget)
for (i, typename) in enumerate(self.typeButtonOrder)]
self.allItemArea = AllItemArea(Rect((375, 345), (303, 298)), self, screen, self.fullWidget)
self.allItemArea.itemAreaLine_list = [ItemAreaLine(Rect((375, 345+50*i), (50*6-2, 48)), self, screen,
self.allItemArea) for i in range(6)]
for i, itemAreaLine in enumerate(self.allItemArea.itemAreaLine_list):
itemAreaList = []
for j in range(6):
itemAreaList.append(ItemArea(self, (i, j), screen, itemAreaLine))
itemAreaLine.itemAreaList = itemAreaList
self.setAllUnitArea(UnitArea, AllUnitArea)
self.widgetList_normal = WidgetList(self, [self.allItemArea, self.allUnitArea]+
self.typeButtonList+self.root_bt_list)
self.widgetList_selected = WidgetList(self, [self.allItemArea, self.allUnitArea]+self.equipBoxList+
self.typeButtonList+self.root_bt_list)
self.backgroundImg = loadImg(r'event\cg_ye_24c.bmp')
self.set_bgd_base()
self._bgd_normal = None
self._bgd_selected = None
self.bgd_dict.update({self.NormalState: 'bgd_normal',
self.UnitSelectedState: 'bgd_selected',
})
self.widgetList_dict.update({self.NormalState: 'widgetList_normal',
self.UnitSelectedState: 'widgetList_selected',
})
self.bFullScreen = False
def set_bgd_base(self):
bgd = self.backgroundImg.copy()
bgd.blit(loadImg(r'interface\slg_ui\rORG_bg01.png'), (0, 0))
bgd.blit(loadImg(r'interface\slg_ui\rEquip_bg01.png'), (0, 200))
bgd.blit(loadImg(r'interface\slg_ui\rORG_bg03a.png'), (700, 200))
bgd.blit(loadImg(r'interface\slg_ui\root_ui.png'), (0, 0))
self.draw_root_pnl(bgd)
for typeButton in self.typeButtonList:
typeButton.show(bgd)
self.bgd_base = bgd
def set_bgd_normal(self):
self._bgd_normal = self.bgd_base.copy()
self.typeButtonList[0].setSelect(self._bgd_normal)
self.setUnit()
def set_bgd_selected(self):
self._bgd_selected = self.bgd_normal.copy()
@property
def bgd_selected(self):
if self._bgd_selected is None:
self.set_bgd_selected()
return self._bgd_selected