Esempio n. 1
0
	def __init__(self):
		self.page_widgets = {}
		self.dict_lt = {}
		self.dict_rt = {}
		self.widget = load_uh_widget(self.widget_xml, style=self.style)

		self.pickbelts_container_lt = self.widget.findChild(name="left_pickbelts")
		self.pickbelts_container_rt = self.widget.findChild(name="right_pickbelts")

		for i in range(len(self.sections)):
			self.page_widgets[i] = self.widget.findChild(name=self.sections[i][0])

		# Create the required pickbelts
		for side in ('lt', 'rt'):
			for i in range(len(self.sections)):
				pickbelt = ImageButton(is_focusable=False)
				pickbelt.name = self.sections[i][0] + '_' + side
				pickbelt.text = self.sections[i][1]
				pickbelt.font = "small_tooltip"
				pickbelt.position = (self.pickbelt_start_pos[0]+5*i, self.pickbelt_start_pos[1]+70*i)
				pickbelt.capture(Callback(self.update_view, i), event_name="mouseClicked")
				if side == 'lt':
					pickbelt.up_image='content/gui/images/background/pickbelt_l.png'
					self.pickbelts_container_lt.addChild(pickbelt)
					self.dict_lt[i] = pickbelt
				else:
					pickbelt.up_image='content/gui/images/background/pickbelt_r.png'
					self.pickbelts_container_rt.addChild(pickbelt)
					self.dict_rt[i] = pickbelt
		self.widget.show() # Hack to initially setup the pickbelts properly
		self.update_view()
		self.widget.hide() # Hack to initially setup the pickbelts properly
	def _create_build_buttons(self, building_id, container):
		level = Entities.buildings[building_id].settler_level

		# Check if the level of the building is lower or same as the settler level
		if level <= self.instance.owner.settler_level:
			# {{mode}} in double braces because it is replaced as a second step
			path = "content/gui/icons/buildmenu/{id:03d}{{mode}}.png".format(id=building_id)
			helptext = self.instance.session.db.get_building_tooltip(building_id)

			build_button = ImageButton(name="build{id}".format(id=building_id), \
			                             helptext=helptext)
			build_button.up_image = path.format(mode='')
			build_button.down_image = path.format(mode='_h')
			build_button.hover_image = path.format(mode='_h')
			build_button.capture(Callback(self.buildField, building_id))

			container.findChild(name="build_button_container").addChild(build_button)

			build_button_bg = Icon(image="content/gui/images/buttons/buildmenu_button_bg.png")
			container.findChild(name="build_button_bg_container").addChild(build_button_bg)

			return True
		else:
			# No button built
			return False
	def __init__(self):
		self.page_widgets = {}
		self.widget = load_uh_widget(self.widget_xml, center_widget=True)

		# Lists holding pickbelt ImageButtons, placed to the left/right of the book
		self.buttons = {'left': [], 'right': []}

		for i, (name, text) in enumerate(self.sections):
			self.page_widgets[i] = self.widget.findChild(name=name)

		# Create the required pickbelts
		for i, (name, text) in enumerate(self.sections):
			for side in self.buttons:
				pickbelt = ImageButton(is_focusable=False, text=text)
				pickbelt.name = name + '_' + side
				pickbelt.up_image = 'content/gui/images/background/pickbelt_%s.png' % side
				pickbelt.font = "small_tooltip"

				pickbelt.capture(Callback(self.update_view, i), event_name="mouseClicked")

				start_x, start_y = self.pickbelt_start_pos
				pickbelt.position = (start_x + 5*i, start_y + 70*i)

				container = self.widget.findChild(name="%s_pickbelts" % side)
				container.addChild(pickbelt)
				self.buttons[side].append(pickbelt)

		self.widget.show() # Hack to initially setup the pickbelts properly
		self.update_view()
		self.widget.hide() # Hack to initially setup the pickbelts properly
    def show_resource_menu(self, slot, entry):
        position = self.widgets.index(entry)
        if self.resource_menu_shown:
            self.hide_resource_menu()
        self.resource_menu_shown = True

        vbox = self._gui.findChild(name="resources")
        lbl = widgets.Label(name="select_res_label", text=_("Select a resource:"))
        vbox.addChild(lbl)

        scrollarea = widgets.ScrollArea(name="resources_scrollarea")
        res_box = widgets.VBox()
        scrollarea.addChild(res_box)
        vbox.addChild(scrollarea)

        # TODO: use create_resource_selection_dialog from util/gui.py

        # hardcoded for 5 works better than vbox.width / button_width
        amount_per_line = 5

        current_hbox = widgets.HBox(max_size="326,46")
        index = 1

        settlement = entry.settlement()
        inventory = settlement.get_component(StorageComponent).inventory if settlement else None
        from horizons.gui.widgets.imagefillstatusbutton import ImageFillStatusButton

        for res_id in sorted(self.icon_for_resource):
            if (
                res_id in self.instance.route.waypoints[position]["resource_list"]
                and slot.findChild(name="button").up_image.source is not self.icon_for_resource[res_id]
            ):
                continue
            cb = Callback(self.add_resource, slot, res_id, entry)
            if res_id == 0 or inventory is None:  # no fillbar e.g. on dead settlement (shouldn't happen) or dummy slot
                button = ImageButton(size=(46, 46))
                icon = self.icon_for_resource[res_id]
                button.up_image, button.down_image, button.hover_image = icon, icon, icon
                button.capture(cb)
            else:  # button with fillbar
                amount = inventory[res_id]
                filled = int(float(inventory[res_id]) / float(inventory.get_limit(res_id)) * 100.0)
                button = ImageFillStatusButton.init_for_res(
                    self.session.db, res_id, amount=amount, filled=filled, use_inactive_icon=False
                )
                button.button.capture(cb)

            current_hbox.addChild(button)
            if index >= amount_per_line:
                index -= amount_per_line
                res_box.addChild(current_hbox)
                current_hbox = widgets.HBox(max_size="326,26")
            index += 1
        current_hbox.addSpacer(widgets.Spacer())
        # TODO this spacer does absolutely nothing.
        res_box.addChild(current_hbox)

        self._gui.adaptLayout()
        self._resource_selection_area_layout_hack_fix()
Esempio n. 5
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def create_resource_selection_dialog(
    on_click, inventory, db, widget="select_trade_resource.xml", res_filter=None, amount_per_line=None
):
    """Returns a container containing resource icons.
	@param on_click: called with resource id as parameter on clicks
	@param inventory: to determine fill status of resource slots
	@param db: main db instance
	@param widget: which xml file to use as a template. Default: tabwidget. Required
	               since the resource bar also uses this code (no tabs there though).
	@param res_filter: callback to decide which icons to use. Default: show all
	@param amount_per_line: how many resource icons per line. Default: try to fit layout
	"""
    from horizons.gui.widgets.imagefillstatusbutton import ImageFillStatusButton

    dummy_icon_path = "content/gui/icons/resources/none_gray.png"

    dlg = load_uh_widget(widget)

    button_width = ImageFillStatusButton.CELL_SIZE[0]  # used for dummy button
    vbox = dlg.findChild(name="resources")
    amount_per_line = amount_per_line or vbox.width // button_width
    # Add the zero element to the beginning that allows to remove the currently
    # sold/bought resource:
    resources = [0] + db.get_res(only_tradeable=True)
    current_hbox = HBox(name="hbox_0", padding=0)
    index = 1
    for res_id in resources:
        # don't show resources that are already in the list
        if res_filter is not None and not res_filter(res_id):
            continue
            # create button (dummy one or real one)
        if res_id == 0 or inventory is None:
            button = ImageButton(size=(button_width, button_width), name="resource_icon_00")
            button.up_image, button.down_image, button.hover_image = (dummy_icon_path,) * 3
        else:
            amount = inventory[res_id]
            filled = int(float(inventory[res_id]) / float(inventory.get_limit(res_id)) * 100.0)
            button = ImageFillStatusButton.init_for_res(
                db, res_id, amount=amount, filled=filled, uncached=True, use_inactive_icon=False
            )
            # on click: add this res
        cb = Callback(on_click, res_id)
        if hasattr(button, "button"):  # for imagefillstatusbuttons
            button.button.capture(cb)
            button.button.name = "resource_%d" % res_id
        else:
            button.capture(cb)
            button.name = "resource_%d" % res_id

        current_hbox.addChild(button)
        if index % amount_per_line == 0:
            vbox.addChild(current_hbox)
            box_id = index // amount_per_line
            current_hbox = HBox(name="hbox_%s" % box_id, padding=0)
        index += 1
    vbox.addChild(current_hbox)
    vbox.adaptLayout()

    return dlg
	def _create_build_buttons(self, building_id, container):
		# {{mode}} in double braces because it is replaced as a second step
		path = "content/gui/icons/buildmenu/{id:03d}{{mode}}.png".format(id=building_id)
		helptext = self.instance.session.db.get_building_tooltip(building_id)
		build_button = ImageButton(name="build{id}".format(id=building_id), helptext=helptext)
		build_button.up_image = path.format(mode='')
		build_button.down_image = build_button.hover_image = path.format(mode='_h')
		build_button.capture(Callback(self.build_related, building_id))
		return build_button
Esempio n. 7
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def create_resource_selection_dialog(on_click, inventory, db, widget="select_trade_resource.xml", res_filter=None):
    """Returns a container containing resource icons
	@param on_click: called with resource id as parameter on clicks
	@param inventory: to determine fill status of resource slots
	@param db: main db instance
	@param widget: which xml file to use as a template. Default: tabwidget. Required
	               since the resource bar also uses this code (no tabs there though).
	@param res_filter: callback to decide which icons to use. Default: show all
	"""
    from horizons.gui.widgets.imagefillstatusbutton import ImageFillStatusButton
    from fife.extensions.pychan.widgets import ImageButton

    dummy_icon_path = "content/gui/icons/resources/none_gray.png"

    dlg = load_uh_widget(widget)

    button_width = ImageFillStatusButton.DEFAULT_BUTTON_SIZE[0]  # used for dummy button
    vbox = dlg.findChild(name="resources")
    amount_per_line = vbox.width / button_width
    current_hbox = pychan.widgets.HBox(name="hbox_0", padding=0)
    index = 1
    resources = db.get_res(True)

    # Add the zero element to the beginning that allows to remove the currently
    # sold/bought resource
    for res_id in [0] + list(resources):
        # don't show resources that are already in the list
        if res_filter is not None and not res_filter(res_id):
            continue
            # create button (dummy one or real one)
        if res_id == 0:
            button = ImageButton(size=(button_width, button_width), name="resource_icon_00")
            button.up_image, button.down_image, button.hover_image = (dummy_icon_path,) * 3
        else:
            amount = inventory[res_id]
            filled = int(float(inventory[res_id]) / float(inventory.get_limit(res_id)) * 100.0)
            button = ImageFillStatusButton.init_for_res(
                db, res_id, amount=amount, filled=filled, use_inactive_icon=False
            )

            # on click: add this res
        cb = Callback(on_click, res_id)
        if hasattr(button, "button"):  # for imagefillstatusbuttons
            button.button.capture(cb)
        else:
            button.capture(cb)

        current_hbox.addChild(button)
        if index % amount_per_line == 0 and index is not 0:
            vbox.addChild(current_hbox)
            current_hbox = pychan.widgets.HBox(name="hbox_%s" % (index / amount_per_line), padding=0)
        index += 1
        # 	current_hbox.addSpacer(pychan.widgets.layout.Spacer) #TODO: proper alignment
    vbox.addChild(current_hbox)
    vbox.adaptLayout()

    return dlg
Esempio n. 8
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def create_resource_selection_dialog(on_click, inventory, db,
		widget='select_trade_resource.xml', res_filter=None, amount_per_line=None):
	"""Returns a container containing resource icons.
	@param on_click: called with resource id as parameter on clicks
	@param inventory: to determine fill status of resource slots
	@param db: main db instance
	@param widget: which xml file to use as a template. Default: tabwidget. Required
	               since the resource bar also uses this code (no tabs there though).
	@param res_filter: callback to decide which icons to use. Default: show all
	@param amount_per_line: how many resource icons per line. Default: try to fit layout
	"""
	from horizons.gui.widgets.imagefillstatusbutton import ImageFillStatusButton
	dummy_icon_path = "content/gui/icons/resources/none_gray.png"

	dlg = load_uh_widget(widget)

	button_width = ImageFillStatusButton.CELL_SIZE[0] # used for dummy button
	vbox = dlg.findChild(name="resources")
	amount_per_line = amount_per_line or vbox.width // button_width
	# Add the zero element to the beginning that allows to remove the currently
	# sold/bought resource:
	resources = [0] + db.get_res(only_tradeable=True)
	current_hbox = HBox(name="hbox_0", padding=0)
	index = 1
	for res_id in resources:
		# don't show resources that are already in the list
		if res_filter is not None and not res_filter(res_id):
			continue
		# create button (dummy one or real one)
		if res_id == 0 or inventory is None:
			button = ImageButton( size=(button_width, button_width), name="resource_icon_00")
			button.up_image, button.down_image, button.hover_image = (dummy_icon_path,)*3
		else:
			amount = inventory[res_id]
			filled = int(float(inventory[res_id]) / float(inventory.get_limit(res_id)) * 100.0)
			button = ImageFillStatusButton.init_for_res(db, res_id,
			                                            amount=amount, filled=filled, uncached=True,
			                                            use_inactive_icon=False)
		# on click: add this res
		cb = Callback(on_click, res_id)
		if hasattr(button, "button"): # for imagefillstatusbuttons
			button.button.capture( cb )
		else:
			button.capture( cb )

		current_hbox.addChild(button)
		if index % amount_per_line == 0:
			vbox.addChild(current_hbox)
			box_id = index // amount_per_line
			current_hbox = HBox(name="hbox_%s" % box_id, padding=0)
		index += 1
	vbox.addChild(current_hbox)
	vbox.adaptLayout()

	return dlg
 def _create_build_buttons(self, building_id, container):
     # {{mode}} in double braces because it is replaced as a second step
     path = "content/gui/icons/buildmenu/{id:03d}{{mode}}.png".format(
         id=building_id)
     helptext = self.instance.session.db.get_building_tooltip(building_id)
     build_button = ImageButton(name="build{id}".format(id=building_id),
                                helptext=helptext)
     build_button.up_image = path.format(mode='')
     build_button.down_image = build_button.hover_image = path.format(
         mode='_h')
     build_button.capture(Callback(self.build_related, building_id))
     return build_button
	def _add_line_to_gui(self, ship, sequence_number):
		sequence_number_label = widgets.Label(name = 'sequence_number_%d' % ship.worldid)
		sequence_number_label.text = unicode(sequence_number)
		sequence_number_label.min_size = sequence_number_label.max_size = (15, 20)

		ship_name = widgets.Label(name = 'ship_name_%d' % ship.worldid)
		ship_name.text = ship.get_component(NamedComponent).name
		ship_name.min_size = ship_name.max_size = (100, 20)

		rename_icon = ImageButton(name = 'rename_%d' % ship.worldid)
		rename_icon.up_image = "content/gui/images/background/rename_feather_20.png"
		rename_icon.hover_image = "content/gui/images/background/rename_feather_20_h.png"
		rename_icon.helptext = _("Click to change the name of this ship")
		rename_icon.max_size = (20, 20) # (width, height)

		ship_type = widgets.Label(name = 'ship_type_%d' % ship.worldid)
		ship_type.text = ship.classname
		ship_type.min_size = ship_type.max_size = (60, 20)

		weapons = widgets.Label(name = 'weapons_%d' % ship.worldid)
		if isinstance(ship, FightingShip):
			weapon_list = []
			for weapon_id, amount in sorted(ship.get_weapon_storage()):
				weapon_list.append('%d %s' % (amount, self.session.db.get_res_name(weapon_id)))
			if weapon_list:
				weapons.text = u', '.join(weapon_list)
			else:
				#i18n There are no weapons equipped at the moment.
				weapons.text = _('None')
		else:
			weapons.text = _('N/A')
		weapons.min_size = weapons.max_size = (60, 20)

		health = widgets.Label(name = 'health_%d' % ship.worldid)
		health_component = ship.get_component(HealthComponent)
		health.text = u'%d/%d' % (health_component.health, health_component.max_health)
		health.min_size = health.max_size = (65, 20)

		status = widgets.Label(name = 'status_%d' % ship.worldid)
		status.text, status_position = ship.get_status()
		status.min_size = status.max_size = (320, 20)

		hbox = widgets.HBox()
		hbox.addChild(sequence_number_label)
		hbox.addChild(ship_name)
		hbox.addChild(rename_icon)
		hbox.addChild(ship_type)
		hbox.addChild(weapons)
		hbox.addChild(health)
		hbox.addChild(status)
		self._content_vbox.addChild(hbox)
		return (ship_name, rename_icon, status, status_position)
Esempio n. 11
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    def _init_tabs(self):
        """Add enough tabbuttons for all widgets."""
        def on_tab_removal(tabwidget):
            # called when a tab is being removed (via weakref since tabs shouldn't have references to the parent tabwidget)
            # If one tab is removed, the whole tabwidget will die..
            # This is easy usually the desired behaviour.
            if tabwidget():
                tabwidget().on_remove()

        # Load buttons
        for index, tab in enumerate(self._tabs):
            # don't add a reference to the
            tab.add_remove_listener(Callback(on_tab_removal,
                                             weakref.ref(self)))
            container = Container(name="container_%s" % index)
            background = Icon(name="bg_%s" % index)
            button = ImageButton(name=str(index))
            if self.current_tab is tab:
                background.image = tab.button_background_image_active
                button.up_image = tab.button_active_image
            else:
                background.image = tab.button_background_image
                button.up_image = tab.button_up_image
            button.down_image = tab.button_down_image
            button.hover_image = tab.button_hover_image
            button.is_focusable = False
            button.size = (50, 50)
            button.capture(Callback(self._show_tab, index))
            if hasattr(tab, 'helptext') and tab.helptext is not None:
                button.helptext = tab.helptext
            container.size = background.size
            container.addChild(background)
            container.addChild(button)
            self.content.addChild(container)
        self.widget.size = (50, 55 * len(self._tabs))
        self.widget.adaptLayout()

        self._apply_layout_hack()
Esempio n. 12
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    def __init__(self):
        self.page_widgets = {}
        self.dict_lt = {}
        self.dict_rt = {}
        self.widget = load_uh_widget(self.widget_xml, style=self.style)

        self.pickbelts_container_lt = self.widget.findChild(
            name="left_pickbelts")
        self.pickbelts_container_rt = self.widget.findChild(
            name="right_pickbelts")

        for i in range(len(self.sections)):
            self.page_widgets[i] = self.widget.findChild(
                name=self.sections[i][0])

        # Create the required pickbelts
        for side in ('lt', 'rt'):
            for i in range(len(self.sections)):
                pickbelt = ImageButton(is_focusable=False)
                pickbelt.name = self.sections[i][0] + '_' + side
                pickbelt.text = self.sections[i][1]
                pickbelt.font = "small_tooltip"
                pickbelt.position = (self.pickbelt_start_pos[0] + 5 * i,
                                     self.pickbelt_start_pos[1] + 70 * i)
                pickbelt.capture(Callback(self.update_view, i),
                                 event_name="mouseClicked")
                if side == 'lt':
                    pickbelt.up_image = 'content/gui/images/background/pickbelt_l.png'
                    self.pickbelts_container_lt.addChild(pickbelt)
                    self.dict_lt[i] = pickbelt
                else:
                    pickbelt.up_image = 'content/gui/images/background/pickbelt_r.png'
                    self.pickbelts_container_rt.addChild(pickbelt)
                    self.dict_rt[i] = pickbelt
        self.widget.show()  # Hack to initially setup the pickbelts properly
        self.update_view()
        self.widget.hide()  # Hack to initially setup the pickbelts properly
Esempio n. 13
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	def _init_tabs(self):
		"""Add enough tabbuttons for all widgets."""
		def on_tab_removal(tabwidget):
			# called when a tab is being removed (via weakref since tabs shouldn't have references to the parent tabwidget)
			# If one tab is removed, the whole tabwidget will die..
			# This is easy usually the desired behaviour.
			if tabwidget():
				tabwidget().on_remove()

		# Load buttons
		for index, tab in enumerate(self._tabs):
			# don't add a reference to the
			tab.add_remove_listener(Callback(on_tab_removal, weakref.ref(self)))
			container = Container(name="container_%s" % index)
			background = Icon(name="bg_%s" % index)
			button = ImageButton(name=str(index))
			if self.current_tab is tab:
				background.image = tab.button_background_image_active
				button.up_image = tab.button_active_image
			else:
				background.image = tab.button_background_image
				button.up_image = tab.button_up_image
			button.down_image = tab.button_down_image
			button.hover_image = tab.button_hover_image
			button.is_focusable = False
			button.size = (50, 50)
			button.capture(Callback(self._show_tab, index))
			if hasattr(tab, 'helptext') and tab.helptext is not None:
				button.helptext = tab.helptext
			container.size = background.size
			container.addChild(background)
			container.addChild(button)
			self.content.addChild(container)
		self.widget.size = (50, 55*len(self._tabs))
		self.widget.adaptLayout()

		self._apply_layout_hack()
	def _add_line_to_gui(self, settlement, sequence_number):
		sequence_number_label = widgets.Label(name = 'sequence_number_%d' % settlement.worldid)
		sequence_number_label.text = unicode(sequence_number)
		sequence_number_label.min_size = sequence_number_label.max_size = (15, 20)

		name = widgets.Label(name = 'name_%d' % settlement.worldid)
		name.text = settlement.get_component(NamedComponent).name
		name.min_size = name.max_size = (175, 20)

		rename_icon = ImageButton(name = 'rename_%d' % settlement.worldid)
		rename_icon.up_image = "content/gui/images/background/rename_feather_20.png"
		rename_icon.hover_image = "content/gui/images/background/rename_feather_20_h.png"
		rename_icon.helptext = _("Click to change the name of your settlement")
		rename_icon.max_size = (20, 20) # (width, height)

		self._add_generic_line_to_gui(settlement.worldid, [sequence_number_label, name, rename_icon],
			settlement.inhabitants, settlement.cumulative_taxes, settlement.cumulative_running_costs)
		return name, rename_icon
Esempio n. 15
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    def draw_widget(self):
        """
		Updates whole messagewidget (all messages): draw icons.
		Inactive messages need their icon hovered to display their text again
		"""
        button_space = self.widget.findChild(name="button_space")
        button_space.removeAllChildren()  # Remove old buttons
        for index, message in enumerate(self.active_messages):
            if (self.item + index) >= len(self.active_messages):
                # Only display most recent notifications
                continue
            button = ImageButton()
            button.name = str(index)
            button.up_image = message.up_image
            button.hover_image = message.hover_image
            button.down_image = message.down_image
            button.is_focusable = False
            # show text on hover
            events = {
                button.name + "/mouseEntered": Callback(self.show_text, index),
                button.name + "/mouseExited": self.hide_text,
            }
            # init callback to something callable to improve robustness
            callback = Callback(lambda: None)
            if message.x is not None and message.y is not None:
                # move camera to source of event on click, if there is a source
                callback = Callback.ChainedCallbacks(
                    callback,  # this makes it so the order of callback assignment doesn't matter
                    Callback(self.session.view.center, message.x, message.y),
                    Callback(self.session.ingame_gui.minimap.highlight,
                             (message.x, message.y)))
            if message.type == "logbook":
                # open logbook to relevant page
                callback = Callback.ChainedCallbacks(
                    callback,  # this makes it so the order of callback assignment doesn't matter
                    Callback(self.session.ingame_gui.logbook.show,
                             message.created))
            if callback:
                events[button.name] = callback

            button.mapEvents(events)
            button_space.addChild(button)
        button_space.resizeToContent()
        self.widget.size = button_space.size
Esempio n. 16
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	def draw_widget(self):
		"""
		Updates whole messagewidget (all messages): draw icons.
		Inactive messages need their icon hovered to display their text again
		"""
		button_space = self.widget.findChild(name="button_space")
		button_space.removeAllChildren() # Remove old buttons
		for index, message in enumerate(self.active_messages):
			if (self.item + index) >= len(self.active_messages):
				# Only display most recent notifications
				continue
			button = ImageButton()
			button.name = str(index)
			button.up_image = message.up_image
			button.hover_image = message.hover_image
			button.down_image = message.down_image
			button.is_focusable = False
			# show text on hover
			events = {
				button.name + "/mouseEntered": Callback(self.show_text, index),
				button.name + "/mouseExited": self.hide_text,
			}
			# init callback to something callable to improve robustness
			callback = Callback(lambda: None)
			if message.x is not None and message.y is not None:
				# move camera to source of event on click, if there is a source
				callback = Callback.ChainedCallbacks(
					   callback, # this makes it so the order of callback assignment doesn't matter
					   Callback(self.session.view.center, message.x, message.y),
					   Callback(self.session.ingame_gui.minimap.highlight, (message.x, message.y) )
				   )
			if message.type == "logbook":
				# open logbook to relevant page
				callback = Callback.ChainedCallbacks(
					   callback, # this makes it so the order of callback assignment doesn't matter
					   Callback(self.session.ingame_gui.logbook.show, message.created)
				)
			if callback:
				events[button.name] = callback

			button.mapEvents(events)
			button_space.addChild(button)
		button_space.resizeToContent()
		self.widget.size = button_space.size