def exit_savegame(self):
     save = self.listbox.current_item()
     if save is None:
         return
     if not self._load_savegame(save):
         return
     raise constants.ExitDialog(True)
Esempio n. 2
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    def finish(self):
        if 0 <= self.listbox.list_pos < len(self.key_list):
            type = self.key_list[self.listbox.list_pos]
            name = self.text_field.text
            if not name:
                name = generate_base_name(self.parent.location, type)

            raise constants.ExitDialog((name, type))
Esempio n. 3
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    def save_game(self):
        self.savename_dialog.default_text = sv.default_savegame_name
        name = dialog.call_dialog(self.savename_dialog, self)
        if name:
            if sv.savegame_exists(name):
                yn = dialog.YesNoDialog(
                    self,
                    pos=(-.5, -.5),
                    size=(-.5, -.5),
                    anchor=constants.MID_CENTER,
                    text=_("A savegame with the same name exists.\n"
                           "Are you sure to overwrite the saved game ?"))
                overwrite = dialog.call_dialog(yn, self)
                if not overwrite:
                    return

            sv.create_savegame(name)
            raise constants.ExitDialog(False)
Esempio n. 4
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    def save_game(self):
        # If no savename was set yet, use current difficulty
        if not sv.last_savegame_name:
            sv.last_savegame_name = g.strip_hotkey(g.pl.difficulty.name)
        self.savename_dialog.default_text = sv.last_savegame_name
        self.savename_dialog.add_handler(constants.KEYUP, self.check_filename)
        self.savename_dialog.text_field.has_focus = True

        name = dialog.call_dialog(self.savename_dialog, self).strip()
        if name:
            if sv.savegame_exists(name):
                yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-.5),
                                        anchor=constants.MID_CENTER,
                                        text=_("A savegame with the same name exists.\n"
                                               "Are you sure to overwrite the saved game ?"))
                overwrite = dialog.call_dialog(yn, self)
                if not overwrite:
                    self.save_game()

            sv.create_savegame(name)
            raise constants.ExitDialog(False)
Esempio n. 5
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 def return_text(self, event=None):
     if event and event.type == pygame.KEYUP:
         return
     raise constants.ExitDialog(self.text_field.text)
Esempio n. 6
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 def return_nothing(self, event=None):
     if event and event.type == pygame.KEYUP:
         return
     raise constants.ExitDialog("")
Esempio n. 7
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 def load_game(self):
     did_load = dialog.call_dialog(self.load_dialog, self)
     if did_load:
         self._map_screen.force_update()
         raise constants.ExitDialog(False)
Esempio n. 8
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 def exit_dialog(self):
     """Closes the dialog with the given exit code."""
     if self.exit_code_func:
         raise constants.ExitDialog(self.exit_code_func())
     else:
         raise constants.ExitDialog(self.exit_code)