def gen_gui(self): #get theme, language and end process function from omnitool API from omnitool.shared import lang, theme, exit_prog, exit_prog from omnitool.pgu_override import Quitbutton #initilize pygame renderer pygame.display.init() #set window title to Flatworld, from language file pygame.display.set_caption(lang.flat) #application interface app = gui.Desktop(theme=theme) #main container, table main = gui.Table(width=800) #connect the QUIT event with Omnitool API exit_prog app.connect(gui.QUIT, exit_prog, None) #add label size to table main.td(gui.Label(lang.fw_size)) #size drop down selection size = gui.Select(width=300) size.add(lang.fw_tiny, 4) size.add(lang.fw_small, 0) size.add(lang.fw_medium, 1) size.add(lang.fw_large, 2) size.add(lang.fw_square, 3) size.value = 0 #add it to the table main.td(size) #surface label main.td(gui.Label(lang.fw_surf)) surf = [ "Grass Block", "Corrupt Grass Block", "Jungle Grass Block", "Mushroom Grass Block", "Hallowed Grass Block" ] #surface drop down menu sur = gui.Select(width=300) sur.add("None", None) for grass in surf: sur.add(grass, tiles.index(grass)) sur.value = None #add surface selection to table main.td(sur) #go to next line in table main.tr() #add tile label to table main.td(gui.Label(lang.fw_tile)) #create tile list tiles_ = gui.List(300, 150) for tile in tiles: if tiles.index(tile) not in multitiles: tiles_.add(gui.Label(tile), value=tiles.index(tile)) #add tile list to table main.td(tiles_) #add wall label to table main.td(gui.Label(lang.fw_wall)) #create wall list guiwalls = gui.List(300, 150) for wall in walls: guiwalls.add(gui.Label(wall), value=walls.index(wall)) #add wall list to table main.td(guiwalls) #next row main.tr() #Generate! button main.td(Quitbutton(app, lang.pt_start), colspan=4) #run the application and open the window app.run(main) #when it's done, instruct pygame to clean up pygame.display.quit() #attach data to plugin, to be used in run() self.surface = sur.value self.wall = guiwalls.value self.tile = tiles_.value self.size = size.value if self.wall == 0: self.wall = None
def __init__(self): #do any initialization stuff self.tile_id = tiles.index("Grave Marker") #we grab the ID of tombstone from database
def gen_gui(self): #get theme, language and end process function from omnitool API from omnitool.shared import lang, theme, exit_prog, exit_prog from omnitool.pgu_override import Quitbutton #initilize pygame renderer pygame.display.init() #set window title to Flatworld, from language file pygame.display.set_caption(lang.flat) #application interface app = gui.Desktop(theme=theme) #main container, table main = gui.Table(width=800) #connect the QUIT event with Omnitool API exit_prog app.connect(gui.QUIT, exit_prog, None) #add label size to table main.td(gui.Label(lang.fw_size)) #size drop down selection size = gui.Select(width=300) size.add(lang.fw_tiny, 4) size.add(lang.fw_small, 0) size.add(lang.fw_medium, 1) size.add(lang.fw_large, 2) size.add(lang.fw_square, 3) size.value = 0 #add it to the table main.td(size) #surface label main.td(gui.Label(lang.fw_surf)) surf = ["Grass Block", "Corrupt Grass Block", "Jungle Grass Block", "Mushroom Grass Block", "Hallowed Grass Block"] #surface drop down menu sur = gui.Select(width=300) sur.add("None", None) for grass in surf: sur.add(grass, tiles.index(grass)) sur.value = None #add surface selection to table main.td(sur) #go to next line in table main.tr() #add tile label to table main.td(gui.Label(lang.fw_tile)) #create tile list tiles_ = gui.List(300, 150) for tile in tiles: if tiles.index(tile) not in multitiles: tiles_.add(gui.Label(tile), value=tiles.index(tile)) #add tile list to table main.td(tiles_) #add wall label to table main.td(gui.Label(lang.fw_wall)) #create wall list guiwalls = gui.List(300, 150) for wall in walls: guiwalls.add(gui.Label(wall), value=walls.index(wall)) #add wall list to table main.td(guiwalls) #next row main.tr() #Generate! button main.td(Quitbutton(app, lang.pt_start), colspan=4) #run the application and open the window app.run(main) #when it's done, instruct pygame to clean up pygame.display.quit() #attach data to plugin, to be used in run() self.surface = sur.value self.wall = guiwalls.value self.tile = tiles_.value self.size = size.value if self.wall == 0: self.wall = None
def __init__(self): #do any initialization stuff self.tile_id = tiles.index( "Grave Marker") #we grab the ID of tombstone from database