コード例 #1
0
ファイル: common.py プロジェクト: TrevorLowing/PyGames
def set_theme(app, top, theme):
    # set theme
    style = ttk.Style(top)
    try:
        style.theme_use(theme)
    except:
        print_err(_('invalid theme name: ') + theme)
        style.theme_use(app.opt.default_tile_theme)
コード例 #2
0
ファイル: gamedb.py プロジェクト: iske/PySolFC
 def to_unicode(s):
     if isinstance(s, unicode):
         return s
     try:
         s = unicode(s, 'utf-8')
     except UnicodeDecodeError, err:
         print_err(err)
         s = unicode(s, 'utf-8', 'ignore')
コード例 #3
0
def set_theme(app, top, theme):
    # set theme
    style = ttk.Style(top)
    try:
        style.theme_use(theme)
    except:
        print_err(_('invalid theme name: ') + theme)
        style.theme_use(app.opt.default_tile_theme)
コード例 #4
0
ファイル: app.py プロジェクト: learnmove/PySolFC
 def perr(line, field=None, msg=''):
     if not DEBUG:
         return
     if field:
         print_err('_parseCardsetConfig error: line #%d, field #%d %s' %
                   (line, field, msg))
     else:
         print_err('_parseCardsetConfig error: line #%d: %s' %
                   (line, msg))
コード例 #5
0
 def to_unicode(s):
     if isinstance(s, six.text_type):
         return s
     try:
         s = six.text_type(s, 'utf-8')
     except UnicodeDecodeError as err:
         print_err(err)
         s = six.text_type(s, 'utf-8', 'ignore')
     return s
コード例 #6
0
ファイル: app.py プロジェクト: 1shekhar/PySolFC-python
 def initCardsets(self):
     manager = self.cardset_manager
     # find all available cardsets
     dirs = manager.getSearchDirs(self, ("cardsets", ""), "PYSOL_CARDSETS")
     if DEBUG:
         dirs += manager.getSearchDirs(self, "cardsets-*")
     # print dirs
     found, t = [], {}
     fnames = {}  # (to check for duplicates)
     for dirname in dirs:
         dirname = dirname.strip()
         try:
             names = []
             if dirname and os.path.isdir(dirname) and dirname not in t:
                 t[dirname] = 1
                 names = os.listdir(dirname)
                 names.sort()
             for name in names:
                 if not name.startswith('cardset-'):
                     continue
                 d = os.path.join(dirname, name)
                 if not os.path.isdir(d):
                     continue
                 f1 = os.path.join(d, "config.txt")
                 f2 = os.path.join(d, "COPYRIGHT")
                 if os.path.isfile(f1) and os.path.isfile(f2):
                     try:
                         cs = self._readCardsetConfig(d, f1)
                         if cs:
                             # from pprint import pprint
                             # print cs.name
                             # pprint(cs.__dict__)
                             back = cs.backnames[cs.backindex]
                             f1 = os.path.join(d, back)
                             f2 = os.path.join(d, "shade" + cs.ext)
                             if (cs.ext in IMAGE_EXTENSIONS
                                     and cs.name not in fnames
                                     and os.path.isfile(f1)
                                     and os.path.isfile(f2)):
                                 found.append(cs)
                                 # print '+', cs.name
                                 fnames[cs.name] = 1
                         else:
                             print_err('fail _readCardsetConfig: %s %s' %
                                       (d, f1))
                             pass
                     except Exception:
                         # traceback.print_exc()
                         pass
         except EnvironmentError:
             pass
     # register cardsets
     for obj in found:
         if not manager.getByName(obj.name):
             manager.register(obj)
コード例 #7
0
ファイル: app.py プロジェクト: 1shekhar/PySolFC-python
 def loadPlugins(self, dirname):
     for name in self._my_list_dir(dirname):
         m = re.search(r"^(.+)\.py$", name)
         n = os.path.join(dirname, name)
         if m and os.path.isfile(n):
             try:
                 loadGame(m.group(1), n)
             except Exception as ex:
                 if DEBUG:
                     traceback.print_exc()
                 print_err(_("error loading plugin %s: %s") % (n, ex))
コード例 #8
0
ファイル: main.py プロジェクト: yegle/PySolFC
def parse_option(argv):
    prog_name = argv[0]
    try:
        optlist, args = getopt.getopt(argv[1:], "g:i:hD:", [
            "game=", "gameid=", "french-only", "noplugins", "nosound",
            "sound-mod=", "help"
        ])
    except getopt.GetoptError, err:
        print_err(
            _("%s\ntry %s --help for more information") % (err, prog_name), 0)
        return None
コード例 #9
0
def set_theme(app, top, theme):
    # set
    try:
        from ttkthemes import themed_style
        style = themed_style.ThemedStyle(top)
    except ImportError:
        style = ttk.Style(top)

    try:
        style.theme_use(theme)
    except Exception:
        print_err(_('invalid theme name: ') + theme)
        style.theme_use(app.opt.default_tile_theme)
コード例 #10
0
ファイル: main.py プロジェクト: iske/PySolFC
def parse_option(argv):
    prog_name = argv[0]
    try:
        optlist, args = getopt.getopt(argv[1:], "g:i:hD:",
                                      ["game=", "gameid=",
                                       "french-only",
                                       "noplugins",
                                       "nosound",
                                       "sound-mod=",
                                       "help"])
    except getopt.GetoptError, err:
        print_err(_("%s\ntry %s --help for more information") %
                  (err, prog_name), 0)
        return None
コード例 #11
0
    def initCardsets(self):
        """Load all valid cardset config.txt files and ignore invalid ones.
        """
        screendepth = self.top.winfo_screendepth()
        manager = self.cardset_manager
        # find all available cardsets
        dirs = manager.getSearchDirs(self, ("cardsets", ""), "PYSOL_CARDSETS")
        if DEBUG:
            dirs += manager.getSearchDirs(self, "cardsets-*")
        found = []
        found_names = []  # (to check for duplicates)
        for dirname in dirs:
            try:
                subdirs = [
                    os.path.join(dirname, subdir)
                    for subdir in os.listdir(dirname)
                    if subdir.startswith('cardset-')
                ]
            except EnvironmentError:
                traceback.print_exc()
                continue
            subdirs.sort()
            for d in subdirs:
                config_txt_path = os.path.join(d, "config.txt")
                if not os.path.isfile(config_txt_path):
                    continue
                try:
                    cs = self._readCardsetConfig(d, config_txt_path)
                except Exception:
                    traceback.print_exc()
                    cs = None
                if not cs:
                    print_err('failed to parse cardset file: %s' %
                              config_txt_path)
                    continue
                back = cs.backnames[cs.backindex]
                back_im_path = os.path.join(d, back)
                shade_im_path = os.path.join(d, "shade" + cs.ext)
                if (cs.name not in found_names and cs.ext in IMAGE_EXTENSIONS
                        and cs.CARDD <= screendepth
                        and os.path.isfile(back_im_path)
                        and os.path.isfile(shade_im_path)):
                    found.append(cs)
                    found_names.append(cs.name)

        # register cardsets
        for obj in found:
            if not manager.getByName(obj.name):
                manager.register(obj)
コード例 #12
0
def get_font_name(font):
    # create font name
    # i.e. "helvetica 12" -> ("helvetica", 12, "roman", "normal")
    from six.moves.tkinter_font import Font
    font_name = None
    try:
        f = Font(font=font)
    except:
        print_err(_('invalid font name: ') + font)
        if DEBUG:
            traceback.print_exc()
    else:
        fa = f.actual()
        font_name = (fa['family'], fa['size'], fa['slant'], fa['weight'])
    return font_name
コード例 #13
0
ファイル: common.py プロジェクト: TrevorLowing/PyGames
def get_font_name(font):
    # create font name
    # i.e. "helvetica 12" -> ("helvetica", 12, "roman", "normal")
    from tkFont import Font
    font_name = None
    try:
        f = Font(font=font)
    except:
        print_err(_('invalid font name: ') + font)
        if DEBUG:
            traceback.print_exc()
    else:
        fa = f.actual()
        font_name = (fa['family'],
                     fa['size'],
                     fa['slant'],
                     fa['weight'])
    return font_name
コード例 #14
0
ファイル: cardsetparser.py プロジェクト: proteanblank/PySolFC
def read_cardset_config(dirname, filename):
    """Parse a cardset config file and produce a Cardset object.

    This function returns None if any errors occurred.
    """
    with open(filename, "rt") as f:
        lines_list = f.readlines()
    lines_list = [line.strip() for line in lines_list]
    if not lines_list[0].startswith("PySol"):
        return None
    config = parse_cardset_config(lines_list)
    if not config:
        print_err('invalid cardset: %s' % filename)
        return None
    cs = Cardset()
    cs.dir = dirname
    cs.update(config.__dict__)
    return cs
コード例 #15
0
ファイル: common.py プロジェクト: jimsize/PySolFC
def get_font_name(font):
    # create font name
    # i.e. "helvetica 12" -> ("helvetica", 12, "roman", "normal")

    if (TOOLKIT == 'kivy'):
        return "helvetica 12"

    from six.moves.tkinter_font import Font
    font_name = None
    try:
        f = Font(font=font)
    except Exception:
        print_err(_('invalid font name: ') + font)
        if DEBUG:
            traceback.print_exc()
    else:
        fa = f.actual()
        font_name = (fa['family'],
                     fa['size'],
                     fa['slant'],
                     fa['weight'])
    return font_name
コード例 #16
0
    def __loadCard(self, filename, check_w=1, check_h=1):
        # print '__loadCard:', filename
        f = os.path.join(self.cs.dir, filename)
        if not os.path.exists(f):
            print_err('card image path %s does not exist' % f)
            return None
        try:
            img = loadImage(file=f)
        except Exception:
            return None

        if TOOLKIT == 'kivy':
            w = img.texture.size[0]
            h = img.texture.size[1]
        else:
            w, h = img.width(), img.height()

        if self.CARDW < 0:
            self.CARDW, self.CARDH = w, h
        else:
            if ((check_w and w != self.CARDW)
                    or (check_h and h != self.CARDH)):
                raise ValueError("Invalid size %dx%d of image %s" % (w, h, f))
        return img
コード例 #17
0
ファイル: options.py プロジェクト: 1shekhar/PySolFC-python
 def _getOption(self, section, key, t):
     config = self._config
     try:
         if config[section][key] is None:
             # invalid value
             return None
         if t == 'bool':
             val = config[section].as_bool(key)
         elif t == 'int':
             val = config[section].as_int(key)
         elif t == 'float':
             val = config[section].as_float(key)
         elif t == 'list':
             val = config[section][key]
             assert isinstance(val, (list, tuple))
         else:  # str
             val = config[section][key]
     except KeyError:
         val = None
     except Exception:
         print_err('load option error: %s: %s' % (section, key))
         traceback.print_exc()
         val = None
     return val
コード例 #18
0
ファイル: options.py プロジェクト: voyageur/PySolFC
 def _getOption(self, section, key, t):
     config = self._config
     try:
         if config[section][key] is None:
             # invalid value
             return None
         if t == 'bool':
             val = config[section].as_bool(key)
         elif t == 'int':
             val = config[section].as_int(key)
         elif t == 'float':
             val = config[section].as_float(key)
         elif t == 'list':
             val = config[section][key]
             assert isinstance(val, (list, tuple))
         else:  # str
             val = config[section][key]
     except KeyError:
         val = None
     except Exception:
         print_err('load option error: %s: %s' % (section, key))
         traceback.print_exc()
         val = None
     return val
コード例 #19
0
ファイル: actions.py プロジェクト: helmithejoe/PySolFC
 def mPlayerStats(self, *args, **kw):
     wasPaused = False
     if not self.game.pause:
         self.game.doPause()
         wasPaused = True
     mode = kw.get("mode", 101)
     demo = 0
     gameid = None
     while mode > 0:
         if mode > 1000:
             demo = not demo
             mode = mode % 1000
         #
         d = Struct(status=-1, button=-1)
         if demo:
             player = None
         else:
             player = self.app.opt.player
         n = self.game.gameinfo.name
         # translation keywords
         transkw = {
             'app': TITLE,
             'player': player,
             'game': n,
             'tops': TOP_SIZE
         }
         #
         if mode == 100:
             d = Status_StatsDialog(self.top, game=self.game)
         elif mode == 101:
             header = (_("%(app)s Demo Statistics for %(game)s")
                       if demo else _("Statistics for %(game)s")) % transkw
             d = SingleGame_StatsDialog(self.top,
                                        header,
                                        self.app,
                                        player,
                                        gameid=self.game.id)
             gameid = d.selected_game
         elif mode == 102:
             header = (_("%(app)s Demo Statistics") if demo else
                       _("Statistics for %(player)s")) % transkw
             d = AllGames_StatsDialog(self.top, header, self.app, player)
             gameid = d.selected_game
         elif mode == 103:
             header = (_("%(app)s Demo Full log")
                       if demo else _("Full log for %(player)s")) % transkw
             d = FullLog_StatsDialog(self.top, header, self.app, player)
         elif mode == 104:
             header = (_("%(app)s Demo Session log") if demo else
                       _("Session log for %(player)s")) % transkw
             d = SessionLog_StatsDialog(self.top, header, self.app, player)
         elif mode == 105:
             # TRANSLATORS: eg. top 10 or top 5 results for a certain game
             header = (_("%(app)s Demo Top %(tops)d for %(game)s") if demo
                       else _("Top %(tops)d for %(game)s")) % transkw
             d = Top_StatsDialog(self.top,
                                 header,
                                 self.app,
                                 player,
                                 gameid=self.game.id)
         elif mode == 106:
             header = _("Game Info")
             d = GameInfoDialog(self.top, header, self.app)
         elif mode == 107:
             header = _("Statistics progression")
             d = ProgressionDialog(self.top,
                                   header,
                                   self.app,
                                   player,
                                   gameid=self.game.id)
         elif mode == 202:
             # print stats to file
             write_method = FileStatsFormatter.writeStats
             self._mStatsSave(player, "stats", write_method)
         elif mode == 203:
             # print full log to file
             write_method = FileStatsFormatter.writeFullLog
             self._mStatsSave(player, "log", write_method)
         elif mode == 204:
             # print session log to file
             write_method = FileStatsFormatter.writeSessionLog
             self._mStatsSave(player, "log", write_method)
         elif mode == 301:
             # reset all player stats
             if self.game.areYouSure(
                     _("Reset all statistics"),
                     _("Reset ALL statistics and logs for player\n" +
                       "%(player)s?") % transkw,
                     confirm=1,
                     default=1):
                 self.app.stats.resetStats(player, 0)
                 self.game.updateStatus(stats=self.app.stats.getStats(
                     self.app.opt.player, self.game.id))
         elif mode == 302:
             # reset player stats for current game
             if self.game.areYouSure(
                     _("Reset game statistics"),
                     _('Reset statistics and logs for player\n%(player)s\n'
                       'and game\n%(game)s?') % transkw,
                     confirm=1,
                     default=1):
                 self.app.stats.resetStats(player, self.game.id)
                 self.game.updateStatus(stats=self.app.stats.getStats(
                     self.app.opt.player, self.game.id))
         elif mode == 401:
             # start a new game with a gameid
             if gameid and gameid != self.game.id:
                 self.game.endGame()
                 self.game.quitGame(gameid)
         elif mode == 402:
             # start a new game with a gameid / gamenumber
             # TODO
             pass
         else:
             print_err("stats problem: %s %s %s" % (mode, demo, player))
             pass
         if d.status != 0:
             break
         mode = d.button
     if self.game.pause:
         if wasPaused:
             self.game.doPause()
コード例 #20
0
 def load(self, app, progress=None):
     ext = self.cs.ext[1:]
     pstep = 0
     if progress:
         pstep = self.cs.ncards + len(self.cs.backnames) + \
                 self.cs.nbottoms + self.cs.nletters
         pstep += self.cs.nshadows + 1  # shadows & shade
         pstep = max(0, (80.0 - progress.percent) / pstep)
     # load face cards
     for n in self.cs.getFaceCardNames():
         self._card.append(self.__loadCard(n + self.cs.ext))
         self._card[-1].filename = n
         if progress:
             progress.update(step=pstep)
     assert len(self._card) == self.cs.ncards
     # load backgrounds
     for name in self.cs.backnames:
         if name:
             im = self.__loadCard(name)
             if im:
                 self.__addBack(im, name)
             else:
                 print_err('in {cs_dir}/config.txt: card back "{fname}" '
                           'does not exist'.format(cs_dir=self.cs.dir,
                                                   fname=name))
     if progress:
         progress.update(step=1)
     # load bottoms
     for i in range(self.cs.nbottoms):
         name = "bottom%02d" % (i + 1)
         bottom = self.__loadBottom(name, color='black')
         if bottom is not None:
             self._bottom_positive.append(bottom)
         if progress:
             progress.update(step=pstep)
         # load negative bottoms
         name = "bottom%02d-n" % (i + 1)
         bottom = self.__loadBottom(name, color='white')
         if bottom is not None:
             self._bottom_negative.append(bottom)
         if progress:
             progress.update(step=pstep)
     # load letters
     for rank in range(self.cs.nletters):
         name = "l%02d" % (rank + 1)
         self._letter_positive.append(self.__loadBottom(name,
                                                        color='black'))
         if progress:
             progress.update(step=pstep)
         # load negative letters
         name = "l%02d-n" % (rank + 1)
         self._letter_negative.append(self.__loadBottom(name,
                                                        color='white'))
         if progress:
             progress.update(step=pstep)
     # shadow
     if not USE_PIL:
         for i in range(self.cs.nshadows):
             name = "shadow%02d.%s" % (i, ext)
             im = self.__loadCard(name, check_w=0, check_h=0)
             self._shadow.append(im)
             if i > 0:  # skip 0
                 name = "xshadow%02d.%s" % (i, ext)
                 im = self.__loadCard(name, check_w=0, check_h=0)
                 self._xshadow.append(im)
             if progress:
                 progress.update(step=pstep)
     # shade
     if USE_PIL:
         self._highlight.append(
             self._getHighlight(self._card[0], None, '#3896f8'))
     else:
         self._highlight.append(self.__loadCard("shade." + ext))
     if progress:
         progress.update(step=pstep)
     # create missing
     self._createMissingImages()
     #
     self._bottom = self._bottom_positive
     self._letter = self._letter_positive
     #
     return 1
コード例 #21
0
 def mPlayerStats(self, *args, **kw):
     mode = kw.get("mode", 101)
     demo = 0
     gameid = None
     while mode > 0:
         if mode > 1000:
             demo = not demo
             mode = mode % 1000
         #
         d = Struct(status=-1, button=-1)
         if demo:
             player = None
             p0, p1, p2 = TITLE + _(" Demo"), TITLE + _(" Demo "), ""
         else:
             player = self.app.opt.player
             p0, p1, p2 = player, "", _(" for ") + player
         n = self.game.gameinfo.name
         #
         if mode == 100:
             d = Status_StatsDialog(self.top, game=self.game)
         elif mode == 101:
             header = p1 + _("Statistics for ") + n
             d = SingleGame_StatsDialog(self.top,
                                        header,
                                        self.app,
                                        player,
                                        gameid=self.game.id)
             gameid = d.selected_game
         elif mode == 102:
             header = p1 + _("Statistics") + p2
             d = AllGames_StatsDialog(self.top, header, self.app, player)
             gameid = d.selected_game
         elif mode == 103:
             header = p1 + _("Full log") + p2
             d = FullLog_StatsDialog(self.top, header, self.app, player)
         elif mode == 104:
             header = p1 + _("Session log") + p2
             d = SessionLog_StatsDialog(self.top, header, self.app, player)
         elif mode == 105:
             header = p1 + TOP_TITLE + _(" for ") + n
             d = Top_StatsDialog(self.top,
                                 header,
                                 self.app,
                                 player,
                                 gameid=self.game.id)
         elif mode == 106:
             header = _("Game Info")
             d = GameInfoDialog(self.top, header, self.app)
         elif mode == 107:
             header = _("Statistics progression")
             d = ProgressionDialog(self.top,
                                   header,
                                   self.app,
                                   player,
                                   gameid=self.game.id)
         elif mode == 202:
             # print stats to file
             write_method = FileStatsFormatter.writeStats
             self._mStatsSave(player, "stats", write_method)
         elif mode == 203:
             # print full log to file
             write_method = FileStatsFormatter.writeFullLog
             self._mStatsSave(player, "log", write_method)
         elif mode == 204:
             # print session log to file
             write_method = FileStatsFormatter.writeSessionLog
             self._mStatsSave(player, "log", write_method)
         elif mode == 301:
             # reset all player stats
             if self.game.areYouSure(
                     _("Reset all statistics"),
                     _("Reset ALL statistics and logs for player\n%s ?") %
                     p0,
                     confirm=1,
                     default=1):
                 self.app.stats.resetStats(player, 0)
                 self.game.updateStatus(stats=self.app.stats.getStats(
                     self.app.opt.player, self.game.id))
         elif mode == 302:
             # reset player stats for current game
             if self.game.areYouSure(_("Reset game statistics"),
                                     _('Reset statistics and logs ' +
                                       'for player\n%s\nand game\n%s ?') %
                                     (p0, n),
                                     confirm=1,
                                     default=1):
                 self.app.stats.resetStats(player, self.game.id)
                 self.game.updateStatus(stats=self.app.stats.getStats(
                     self.app.opt.player, self.game.id))
         elif mode == 401:
             # start a new game with a gameid
             if gameid and gameid != self.game.id:
                 self.game.endGame()
                 self.game.quitGame(gameid)
         elif mode == 402:
             # start a new game with a gameid / gamenumber
             # TODO
             pass
         else:
             print_err("stats problem: %s %s %s" % (mode, demo, player))
             pass
         if d.status != 0:
             break
         mode = d.button
コード例 #22
0
ファイル: actions.py プロジェクト: iske/PySolFC
 def mPlayerStats(self, *args, **kw):
     mode = kw.get("mode", 101)
     demo = 0
     gameid = None
     while mode > 0:
         if mode > 1000:
             demo = not demo
             mode = mode % 1000
         #
         d = Struct(status=-1, button=-1)
         if demo:
             player = None
             p0, p1, p2 = TITLE+_(" Demo"), TITLE+_(" Demo "), ""
         else:
             player = self.app.opt.player
             p0, p1, p2 = player, "", _(" for ") + player
         n = self.game.gameinfo.name
         #
         if mode == 100:
             d = Status_StatsDialog(self.top, game=self.game)
         elif mode == 101:
             header = p1 + _("Statistics for ") + n
             d = SingleGame_StatsDialog(self.top, header, self.app, player, gameid=self.game.id)
             gameid = d.selected_game
         elif mode == 102:
             header = p1 + _("Statistics") + p2
             d = AllGames_StatsDialog(self.top, header, self.app, player)
             gameid = d.selected_game
         elif mode == 103:
             header = p1 + _("Full log") + p2
             d = FullLog_StatsDialog(self.top, header, self.app, player)
         elif mode == 104:
             header = p1 + _("Session log") + p2
             d = SessionLog_StatsDialog(self.top, header, self.app, player)
         elif mode == 105:
             header = p1 + TOP_TITLE + _(" for ") + n
             d = Top_StatsDialog(self.top, header, self.app, player, gameid=self.game.id)
         elif mode == 106:
             header = _("Game Info")
             d = GameInfoDialog(self.top, header, self.app)
         elif mode == 107:
             header = _("Statistics progression")
             d = ProgressionDialog(self.top, header, self.app, player, gameid=self.game.id)
         elif mode == 202:
             # print stats to file
             write_method = FileStatsFormatter.writeStats
             self._mStatsSave(player, "stats", write_method)
         elif mode == 203:
             # print full log to file
             write_method = FileStatsFormatter.writeFullLog
             self._mStatsSave(player, "log", write_method)
         elif mode == 204:
             # print session log to file
             write_method = FileStatsFormatter.writeSessionLog
             self._mStatsSave(player, "log", write_method)
         elif mode == 301:
             # reset all player stats
             if self.game.areYouSure(_("Reset all statistics"),
                                     _("Reset ALL statistics and logs for player\n%s ?") % p0,
                                     confirm=1, default=1):
                 self.app.stats.resetStats(player, 0)
                 self.game.updateStatus(stats=self.app.stats.getStats(self.app.opt.player, self.game.id))
         elif mode == 302:
             # reset player stats for current game
             if self.game.areYouSure(_("Reset game statistics"),
                                     _('Reset statistics and logs for player\n%s\nand game\n%s ?') % (p0, n),
                                     confirm=1, default=1):
                 self.app.stats.resetStats(player, self.game.id)
                 self.game.updateStatus(stats=self.app.stats.getStats(self.app.opt.player, self.game.id))
         elif mode == 401:
             # start a new game with a gameid
             if gameid and gameid != self.game.id:
                 self.game.endGame()
                 self.game.quitGame(gameid)
         elif mode == 402:
             # start a new game with a gameid / gamenumber
             ## TODO
             pass
         else:
             print_err("stats problem: %s %s %s" % (mode, demo, player))
             pass
         if d.status != 0:
             break
         mode = d.button
コード例 #23
0
ファイル: main.py プロジェクト: iske/PySolFC
  -g    --game=GAMENAME        start game GAMENAME
  -i    --gameid=GAMEID
        --french-only
        --sound-mod=MOD
        --nosound              disable sound support
        --noplugins            disable load plugins
  -h    --help                 display this help and exit

  FILE - file name of a saved game
  MOD - one of following: pss(default), pygame, oss, win
""") % prog_name
        return None

    if len(args) > 1:
        print_err(
            _("too many files\ntry %s --help for more information") %
            prog_name, 0)
        return None
    filename = args and args[0] or None
    if filename and not os.path.isfile(filename):
        print_err(
            _("invalid file name\ntry %s --help for more information") %
            prog_name, 0)
        return None
    return opts, filename

# ************************************************************************
# *
# ************************************************************************

def pysol_init(app, args):
コード例 #24
0
ファイル: main.py プロジェクト: shlomif/PySolFC
def pysol_init(app, args):

    # init commandline options (undocumented)
    opts = parse_option(args)
    if not opts:
        return 1
        sys.exit(1)
    opts, filename = opts
    if filename:
        app.commandline.loadgame = filename
    app.commandline.deal = opts['deal']
    app.commandline.game = opts['game']
    if opts['gameid'] is not None:
        try:
            app.commandline.gameid = int(opts['gameid'])
        except ValueError:
            print_err(_('invalid game id: ') + opts['gameid'])

    # try to create the config directory
    for d in (
        app.dn.config,
        app.dn.savegames,
        os.path.join(app.dn.config, "music"),
        # os.path.join(app.dn.config, "screenshots"),
        os.path.join(app.dn.config, "tiles"),
        os.path.join(app.dn.config, "tiles", "stretch"),
        os.path.join(app.dn.config, "tiles", "save-aspect"),
        os.path.join(app.dn.config, "cardsets"),
        os.path.join(app.dn.config, "plugins"),
            ):
        if not os.path.exists(d):
            try:
                os.makedirs(d)
            except Exception:
                traceback.print_exc()
                pass

    # init DataLoader
    f = os.path.join("html", "license.html")
    app.dataloader = DataLoader(args[0], f)

    # init toolkit 1)
    top = MfxRoot(className=TITLE)
    app.top = top
    app.top_bg = top.cget("bg")
    app.top_cursor = top.cget("cursor")

    # load options
    try:
        app.loadOptions()
    except Exception:
        traceback.print_exc()
        pass

    # init toolkit 2)
    init_root_window(top, app)

    # prepare the progress bar
    app.loadImages1()
    if not app.progress_images:
        app.progress_images = (loadImage(app.gimages.logos[0]),
                               loadImage(app.gimages.logos[1]))
    app.wm_withdraw()

    # create the progress bar
    title = _("Welcome to %s") % TITLE
    color = app.opt.colors['table']
    if app.tabletile_index > 0:
        color = "#008200"
    app.intro.progress = PysolProgressBar(app, top, title=title, color=color,
                                          images=app.progress_images, norm=2.0)
    app.intro.progress.update(step=1)

    # init games database
    def progressCallback(*args):
        app.intro.progress.update(step=1)
    GAME_DB.setCallback(progressCallback)
    import pysollib.games
    if not opts['french-only']:
        import pysollib.games.ultra
        import pysollib.games.mahjongg
        import pysollib.games.special
        pysollib.games.special.no_use()

    # try to load plugins
    if not opts["noplugins"]:
        for dir in (os.path.join(app.dataloader.dir, "games"),
                    os.path.join(app.dataloader.dir, "plugins"),
                    app.dn.plugins):
            try:
                app.loadPlugins(dir)
            except Exception:
                pass
    GAME_DB.setCallback(None)

    # init audio 1)
    app.audio = None
    sounds = {'pss':     PysolSoundServerModuleClient,
              'pygame':  PyGameAudioClient,
              'oss':     OSSAudioClient,
              'win':     Win32AudioClient}
    if TOOLKIT == 'kivy':
        sounds['kivy'] = KivyAudioClient
    if opts["nosound"] or SOUND_MOD == 'none':
        app.audio = AbstractAudioClient()
    elif opts['sound-mod']:
        c = sounds[opts['sound-mod']]
        app.audio = c()
    elif SOUND_MOD == 'auto':
        snd = []
        snd.append(PyGameAudioClient)
        if TOOLKIT == 'kivy':
            snd.append(KivyAudioClient)
        if pysolsoundserver:
            snd.append(PysolSoundServerModuleClient)
        snd.append(OSSAudioClient)
        snd.append(Win32AudioClient)
        snd.append(AbstractAudioClient)
        for c in snd:
            try:
                app.audio = c()
                app.audio.startServer()
                app.audio.connectServer(app)
            except Exception:
                pass
            else:
                # success
                break
    else:
        c = sounds[SOUND_MOD]
        app.audio = c()
        app.audio.startServer()
        app.audio.connectServer(app)

    # update sound_mode
    if isinstance(app.audio, PysolSoundServerModuleClient):
        app.opt.sound_mode = 1
    else:
        app.opt.sound_mode = 0

    # check games
    if len(app.gdb.getGamesIdSortedByName()) == 0:
        app.wm_withdraw()
        app.intro.progress.destroy()
        d = MfxMessageDialog(top, title=_("%s installation error") % TITLE,
                             text=_('''
No games were found !!!

Main data directory is:
%s

Please check your %s installation.
''') % (app.dataloader.dir, TITLE), bitmap="error", strings=(_("&Quit"),))
        return 1

    # init cardsets
    app.initCardsets()
    cardset = None
    c = app.opt.cardset.get(0)
    if c:
        cardset = app.cardset_manager.getByName(c[0])
        if cardset and c[1]:
            cardset.updateCardback(backname=c[1])
    if not cardset:
        cardset = app.cardset_manager.get(0)
    if app.cardset_manager.len() == 0 or not cardset:
        fatal_no_cardsets(app)
        return 3

    # init tiles
    manager = app.tabletile_manager
    tile = Tile()
    tile.color = app.opt.colors['table']
    tile.name = "None"
    tile.filename = None
    manager.register(tile)
    app.initTiles()
    if app.opt.tabletile_name:  # and top.winfo_screendepth() > 8:
        for tile in manager.getAll():
            if app.opt.tabletile_name == tile.basename:
                app.tabletile_index = tile.index
                break

    # init samples and music resources
    app.initSamples()
    app.initMusic()

    # init audio 2)
    if not app.audio.CAN_PLAY_SOUND:
        app.opt.sound = 0
    app.audio.updateSettings()
    # start up the background music
    if app.audio.CAN_PLAY_MUSIC:
        music = app.music_manager.getAll()
        if music:
            app.music_playlist = list(music)[:]
            app.miscrandom.shuffle(app.music_playlist)
            if 1:
                for m in app.music_playlist:
                    if m.name.lower() == "bye_for_now":
                        app.music_playlist.remove(m)
                        app.music_playlist.insert(0, m)
                        break
            app.audio.playContinuousMusic(app.music_playlist)

    # prepare other images
    app.loadImages2()
    app.loadImages3()
    app.loadImages4()

    # load cardset
    progress = app.intro.progress
    if not app.loadCardset(cardset, progress=progress, update=1):
        for cardset in app.cardset_manager.getAll():
            progress.reset()
            if app.loadCardset(cardset, progress=progress, update=1):
                break
        else:
            fatal_no_cardsets(app)
            return 3

    # ok
    return 0
コード例 #25
0
ファイル: main.py プロジェクト: shlomif/PySolFC
def parse_option(argv):
    prog_name = argv[0]
    try:
        optlist, args = getopt.getopt(argv[1:], "g:i:hD:",
                                      ["deal=", "game=", "gameid=",
                                       "french-only",
                                       "noplugins",
                                       "nosound",
                                       "sound-mod=",
                                       "help"])
    except getopt.GetoptError as err:
        print_err(_("%s\ntry %s --help for more information") %
                  (err, prog_name), 0)
        return None
    opts = {"help": False,
            "deal": None,
            "game": None,
            "gameid": None,
            "french-only": False,
            "noplugins": False,
            "nosound": False,
            "sound-mod": None,
            }
    for i in optlist:
        if i[0] in ("-h", "--help"):
            opts["help"] = True
        elif i[0] in ("--deal"):
            opts["deal"] = i[1]
        elif i[0] in ("-g", "--game"):
            opts["game"] = i[1]
        elif i[0] in ("-i", "--gameid"):
            opts["gameid"] = i[1]
        elif i[0] == "--french-only":
            opts["french-only"] = True
        elif i[0] == "--noplugins":
            opts["noplugins"] = True
        elif i[0] == "--nosound":
            opts["nosound"] = True
        elif i[0] == "--sound-mod":
            assert i[1] in ('pss', 'pygame', 'oss', 'win')
            opts["sound-mod"] = i[1]

    if opts["help"]:
        print(_("""Usage: %s [OPTIONS] [FILE]
  -g    --game=GAMENAME        start game GAMENAME
  -i    --gameid=GAMEID
        --french-only
        --sound-mod=MOD
        --nosound              disable sound support
        --noplugins            disable load plugins
  -h    --help                 display this help and exit

  FILE - file name of a saved game
  MOD - one of following: pss(default), pygame, oss, win
""") % prog_name)
        return None

    if len(args) > 1:
        print_err(
            _("too many files\ntry %s --help for more information") %
            prog_name, 0)
        return None
    filename = args and args[0] or None
    if filename and not os.path.isfile(filename):
        print_err(
            _("invalid file name\ntry %s --help for more information") %
            prog_name, 0)
        return None
    return opts, filename
コード例 #26
0
ファイル: main.py プロジェクト: yegle/PySolFC
  -g    --game=GAMENAME        start game GAMENAME
  -i    --gameid=GAMEID
        --french-only
        --sound-mod=MOD
        --nosound              disable sound support
        --noplugins            disable load plugins
  -h    --help                 display this help and exit

  FILE - file name of a saved game
  MOD - one of following: pss(default), pygame, oss, win
""") % prog_name
        return None

    if len(args) > 1:
        print_err(
            _("too many files\ntry %s --help for more information") %
            prog_name, 0)
        return None
    filename = args and args[0] or None
    if filename and not os.path.isfile(filename):
        print_err(
            _("invalid file name\ntry %s --help for more information") %
            prog_name, 0)
        return None
    return opts, filename


# ************************************************************************
# *
# ************************************************************************
コード例 #27
0
ファイル: options.py プロジェクト: 1shekhar/PySolFC-python
    def load(self, filename):

        # create ConfigObj instance
        try:
            config = configobj.ConfigObj(filename,
                                         configspec=configspec,
                                         encoding=self._config_encoding)
        except configobj.ParseError:
            traceback.print_exc()
            config = configobj.ConfigObj(configspec=configspec,
                                         encoding=self._config_encoding)
        self._config = config

        # create sections
        for section in (
                'general',
                'sound_samples',
                'fonts',
                'colors',
                'timeouts',
                'cardsets',
                'games_geometry',
                'offsets',
        ):
            if section not in config:
                config[section] = {}

        # add initial comment
        if not os.path.exists(filename):
            config.initial_comment = [
                '-*- coding: %s -*-' % self._config_encoding
            ]
            return

        # validation
        vdt = validate.Validator()
        res = config.validate(vdt)
        # from pprint import pprint; pprint(res)
        if res is not True:
            for section, data in res.items():
                if data is True:
                    continue
                for key, value in data.items():
                    if value is False:
                        print_err('config file: validation error: '
                                  'section: "%s", key: "%s"' % (section, key))
                        config[section][key] = None

        # general
        for key, t in self.GENERAL_OPTIONS:
            val = self._getOption('general', key, t)
            if val == 'None':
                setattr(self, key, None)
            elif val is not None:
                setattr(self, key, val)

        pysollib.settings.TRANSLATE_GAME_NAMES = self.translate_game_names

        recent_gameid = self._getOption('general', 'recent_gameid', 'list')
        if recent_gameid is not None:
            try:
                self.recent_gameid = [int(i) for i in recent_gameid]
            except Exception:
                traceback.print_exc()

        favorite_gameid = self._getOption('general', 'favorite_gameid', 'list')
        if favorite_gameid is not None:
            try:
                self.favorite_gameid = [int(i) for i in favorite_gameid]
            except Exception:
                traceback.print_exc()

        visible_buttons = self._getOption('general', 'visible_buttons', 'list')
        if visible_buttons is not None:
            for key in TOOLBAR_BUTTONS:
                self.toolbar_vars[key] = (key in visible_buttons)

        # solver
        solver_presets = self._getOption('general', 'solver_presets', 'list')
        if solver_presets is not None:
            if 'none' not in solver_presets:
                solver_presets.insert(0, 'none')
            self.solver_presets = solver_presets

        # sound_samples
        for key in self.sound_samples:
            val = self._getOption('sound_samples', key, 'bool')
            if val is not None:
                self.sound_samples[key] = val

        # fonts
        for key in self.fonts:
            if key == 'default':
                continue
            val = self._getOption('fonts', key, 'str')
            if val is not None:
                try:
                    val[1] = int(val[1])
                except Exception:
                    traceback.print_exc()
                else:
                    val = tuple(val)
                    self.fonts[key] = val

        # colors
        for key in self.colors:
            val = self._getOption('colors', key, 'str')
            if val is not None:
                self.colors[key] = val

        # timeouts
        for key in self.timeouts:
            val = self._getOption('timeouts', key, 'float')
            if val is not None:
                self.timeouts[key] = val

        # cardsets
        for key in self.cardset:
            val = self._getOption('cardsets', str(key), 'list')
            if val is not None:
                try:
                    self.cardset[int(key)] = val
                except Exception:
                    traceback.print_exc()
        for key, t in (('scale_cards', 'bool'), ('scale_x', 'float'),
                       ('scale_y', 'float'), ('auto_scale', 'bool'),
                       ('preserve_aspect_ratio', 'bool')):
            val = self._getOption('cardsets', key, t)
            if val is not None:
                setattr(self, key, val)

        # games_geometry
        for key, val in config['games_geometry'].items():
            try:
                val = [int(i) for i in val]
                assert len(val) == 2
                self.games_geometry[int(key)] = val
            except Exception:
                traceback.print_exc()
        game_geometry = self._getOption('general', 'game_geometry', 'list')
        if game_geometry is not None:
            try:
                self.game_geometry = tuple(int(i) for i in game_geometry)
            except Exception:
                traceback.print_exc()

        # cards offsets
        for key, val in config['offsets'].items():
            try:
                val = [int(i) for i in val]
                assert len(val) == 2
                self.offsets[key] = val
            except Exception:
                traceback.print_exc()
コード例 #28
0
ファイル: options.py プロジェクト: voyageur/PySolFC
    def load(self, filename):

        # create ConfigObj instance
        try:
            config = configobj.ConfigObj(filename,
                                         configspec=configspec,
                                         encoding=self._config_encoding)
        except configobj.ParseError:
            traceback.print_exc()
            config = configobj.ConfigObj(configspec=configspec,
                                         encoding=self._config_encoding)
        self._config = config

        # create sections
        for section in (
            'general',
            'sound_samples',
            'fonts',
            'colors',
            'timeouts',
            'cardsets',
            'games_geometry',
            'offsets',
                ):
            if section not in config:
                config[section] = {}

        # add initial comment
        if not os.path.exists(filename):
            config.initial_comment = ['-*- coding: %s -*-' %
                                      self._config_encoding]
            return

        # validation
        vdt = validate.Validator()
        res = config.validate(vdt)
        # from pprint import pprint; pprint(res)
        if res is not True:
            for section, data in res.items():
                if data is True:
                    continue
                for key, value in data.items():
                    if value is False:
                        print_err('config file: validation error: '
                                  'section: "%s", key: "%s"' % (section, key))
                        config[section][key] = None

        # general
        for key, t in self.GENERAL_OPTIONS:
            val = self._getOption('general', key, t)
            if val == 'None':
                setattr(self, key, None)
            elif val is not None:
                setattr(self, key, val)

        pysollib.settings.TRANSLATE_GAME_NAMES = self.translate_game_names

        recent_gameid = self._getOption('general', 'recent_gameid', 'list')
        if recent_gameid is not None:
            try:
                self.recent_gameid = [int(i) for i in recent_gameid]
            except Exception:
                traceback.print_exc()

        favorite_gameid = self._getOption('general', 'favorite_gameid', 'list')
        if favorite_gameid is not None:
            try:
                self.favorite_gameid = [int(i) for i in favorite_gameid]
            except Exception:
                traceback.print_exc()

        visible_buttons = self._getOption('general', 'visible_buttons', 'list')
        if visible_buttons is not None:
            for key in TOOLBAR_BUTTONS:
                self.toolbar_vars[key] = (key in visible_buttons)

        # solver
        solver_presets = self._getOption('general', 'solver_presets', 'list')
        if solver_presets is not None:
            if 'none' not in solver_presets:
                solver_presets.insert(0, 'none')
            self.solver_presets = solver_presets

        # sound_samples
        for key in self.sound_samples:
            val = self._getOption('sound_samples', key, 'bool')
            if val is not None:
                self.sound_samples[key] = val

        # fonts
        for key in self.fonts:
            if key == 'default':
                continue
            val = self._getOption('fonts', key, 'str')
            if val is not None:
                try:
                    val[1] = int(val[1])
                except Exception:
                    traceback.print_exc()
                else:
                    val = tuple(val)
                    self.fonts[key] = val

        # colors
        for key in self.colors:
            val = self._getOption('colors', key, 'str')
            if val is not None:
                self.colors[key] = val

        # timeouts
        for key in self.timeouts:
            val = self._getOption('timeouts', key, 'float')
            if val is not None:
                self.timeouts[key] = val

        # cardsets
        for key in self.cardset:
            val = self._getOption('cardsets', str(key), 'list')
            if val is not None:
                try:
                    self.cardset[int(key)] = val
                except Exception:
                    traceback.print_exc()
        for key, t in (('scale_cards', 'bool'),
                       ('scale_x', 'float'),
                       ('scale_y', 'float'),
                       ('auto_scale', 'bool'),
                       ('preserve_aspect_ratio', 'bool')):
            val = self._getOption('cardsets', key, t)
            if val is not None:
                setattr(self, key, val)

        # games_geometry
        for key, val in config['games_geometry'].items():
            try:
                val = [int(i) for i in val]
                assert len(val) == 2
                self.games_geometry[int(key)] = val
            except Exception:
                traceback.print_exc()
        game_geometry = self._getOption('general', 'game_geometry', 'list')
        if game_geometry is not None:
            try:
                self.game_geometry = tuple(int(i) for i in game_geometry)
            except Exception:
                traceback.print_exc()

        # cards offsets
        for key, val in config['offsets'].items():
            try:
                val = [int(i) for i in val]
                assert len(val) == 2
                self.offsets[key] = val
            except Exception:
                traceback.print_exc()
コード例 #29
0
    def mainproc(self):
        # copy startup options
        self.startup_opt = self.opt.copy()
        # try to load statistics
        try:
            self.loadStatistics()
        except Exception:
            traceback.print_exc()
            pass
        # startup information
        if self.getGameClass(self.opt.last_gameid):
            self.nextgame.id = self.opt.last_gameid
        # load a holded or saved game
        tmpgame = self.constructGame(self.gdb.getGamesIdSortedByName()[0])
        self._load_held_or_saved_game(tmpgame)
        if not self.nextgame.loadedgame:
            if self.commandline.loadgame:
                try:
                    self.nextgame.loadedgame = tmpgame._loadGame(
                        self.commandline.loadgame, self)
                    self.nextgame.loadedgame.gstats.holded = 0
                except Exception:
                    traceback.print_exc()
                    self.nextgame.loadedgame = None
            elif self.commandline.game is not None:
                gameid = self.gdb.getGameByName(self.commandline.game)
                if gameid is None:
                    print_err(
                        _("can't find game: %(game)s") %
                        {'game': self.commandline.game})
                    sys.exit(-1)
                else:
                    self.nextgame.id = gameid
                    deal = self.commandline.deal
                    self.nextgame.random = \
                        None if deal is None else construct_random(deal)
            elif self.commandline.gameid is not None:
                self.nextgame.id, self.nextgame.random = \
                    self.commandline.gameid, None
        self.opt.game_holded = 0
        tmpgame.destruct()
        destruct(tmpgame)
        tmpgame = None
        #
        # widgets
        #
        # create the menubar
        if self.intro.progress:
            self.intro.progress.update(step=1)
        self.menubar = PysolMenubar(self,
                                    self.top,
                                    progress=self.intro.progress)
        # create the statusbar(s)
        self.statusbar = PysolStatusbar(self.top)
        self.statusbar.show(self.opt.statusbar)
        self.statusbar.config('gamenumber', self.opt.statusbar_game_number)
        self.statusbar.config('stuck', self.opt.statusbar_stuck)
        self.helpbar = HelpStatusbar(self.top)
        self.helpbar.show(self.opt.helpbar)
        # create the canvas
        self.scrolled_canvas = MfxScrolledCanvas(self.top, propagate=True)
        self.canvas = self.scrolled_canvas.canvas
        padx, pady = TkSettings.canvas_padding
        self.scrolled_canvas.grid(row=1,
                                  column=1,
                                  sticky='nsew',
                                  padx=padx,
                                  pady=pady)
        self.top.grid_columnconfigure(1, weight=1)
        self.top.grid_rowconfigure(1, weight=1)
        self.setTile(self.tabletile_index, force=True)
        # create the toolbar
        dirname = self.getToolbarImagesDir()
        self.toolbar = PysolToolbar(self.top,
                                    self.menubar,
                                    dir=dirname,
                                    size=self.opt.toolbar_size,
                                    relief=self.opt.toolbar_relief,
                                    compound=self.opt.toolbar_compound)
        self.toolbar.show(self.opt.toolbar)
        if TOOLKIT == 'tk':
            for w, v in self.opt.toolbar_vars.items():
                self.toolbar.config(w, v)
        #
        if self.intro.progress:
            self.intro.progress.update(step=1)
        #

        if TOOLKIT == 'kivy':
            self.gproc = self.gameproc()
            self.gproc.send(None)
        return self._main_loop()
コード例 #30
0
ファイル: main.py プロジェクト: craigmac/PySolFC
def pysol_init(app, args):

    # init commandline options (undocumented)
    opts = parse_option(args)
    if not opts:
        return 1
        sys.exit(1)
    opts, filename = opts
    if filename:
        app.commandline.loadgame = filename
    app.commandline.game = opts['game']
    if opts['gameid'] is not None:
        try:
            app.commandline.gameid = int(opts['gameid'])
        except ValueError:
            print_err(_('invalid game id: ') + opts['gameid'])

    # try to create the config directory
    for d in (
            app.dn.config,
            app.dn.savegames,
            os.path.join(app.dn.config, "music"),
            # os.path.join(app.dn.config, "screenshots"),
            os.path.join(app.dn.config, "tiles"),
            os.path.join(app.dn.config, "tiles", "stretch"),
            os.path.join(app.dn.config, "tiles", "save-aspect"),
            os.path.join(app.dn.config, "cardsets"),
            os.path.join(app.dn.config, "plugins"),
    ):
        if not os.path.exists(d):
            try:
                os.makedirs(d)
            except:
                traceback.print_exc()
                pass

    # init DataLoader
    f = os.path.join("html-src", "license.html")
    app.dataloader = DataLoader(args[0], f)

    # init toolkit 1)
    top = MfxRoot(className=TITLE)
    app.top = top
    app.top_bg = top.cget("bg")
    app.top_cursor = top.cget("cursor")

    # load options
    try:
        app.loadOptions()
    except:
        traceback.print_exc()
        pass

    # init toolkit 2)
    init_root_window(top, app)

    # prepare the progress bar
    app.loadImages1()
    if not app.progress_images:
        app.progress_images = (loadImage(app.gimages.logos[0]),
                               loadImage(app.gimages.logos[1]))
    app.wm_withdraw()

    # create the progress bar
    title = _("Welcome to %s") % TITLE
    color = app.opt.colors['table']
    if app.tabletile_index > 0:
        color = "#008200"
    app.intro.progress = PysolProgressBar(app,
                                          top,
                                          title=title,
                                          color=color,
                                          images=app.progress_images,
                                          norm=2.0)
    app.intro.progress.update(step=1)

    # init games database
    def progressCallback(*args):
        app.intro.progress.update(step=1)

    GAME_DB.setCallback(progressCallback)
    import pysollib.games
    if not opts['french-only']:
        import pysollib.games.ultra
        import pysollib.games.mahjongg
        import pysollib.games.special
        pysollib.games.special.no_use()

    # try to load plugins
    if not opts["noplugins"]:
        for dir in (os.path.join(app.dataloader.dir, "games"),
                    os.path.join(app.dataloader.dir,
                                 "plugins"), app.dn.plugins):
            try:
                app.loadPlugins(dir)
            except:
                pass
    GAME_DB.setCallback(None)

    # init audio 1)
    app.audio = None
    sounds = {
        'pss': PysolSoundServerModuleClient,
        'pygame': PyGameAudioClient,
        'oss': OSSAudioClient,
        'win': Win32AudioClient
    }
    if opts["nosound"] or SOUND_MOD == 'none':
        app.audio = AbstractAudioClient()
    elif opts['sound-mod']:
        c = sounds[opts['sound-mod']]
        app.audio = c()
    elif SOUND_MOD == 'auto':
        for c in (PyGameAudioClient, PysolSoundServerModuleClient,
                  OSSAudioClient, Win32AudioClient, AbstractAudioClient):
            try:
                app.audio = c()
                app.audio.startServer()
                app.audio.connectServer(app)
            except:
                pass
            else:
                # success
                break
    else:
        c = sounds[SOUND_MOD]
        app.audio = c()
        app.audio.startServer()
        app.audio.connectServer(app)

    # update sound_mode
    if isinstance(app.audio, PysolSoundServerModuleClient):
        app.opt.sound_mode = 1
    else:
        app.opt.sound_mode = 0

    # check games
    if len(app.gdb.getGamesIdSortedByName()) == 0:
        app.wm_withdraw()
        app.intro.progress.destroy()
        d = MfxMessageDialog(top,
                             title=_("%s installation error") % TITLE,
                             text=_('''
No games were found !!!

Main data directory is:
%s

Please check your %s installation.
''') % (app.dataloader.dir, TITLE),
                             bitmap="error",
                             strings=(_("&Quit"), ))
        return 1

    # init cardsets
    app.initCardsets()
    cardset = None
    c = app.opt.cardset.get(0)
    if c:
        cardset = app.cardset_manager.getByName(c[0])
        if cardset and c[1]:
            cardset.updateCardback(backname=c[1])
    if not cardset:
        cardset = app.cardset_manager.get(0)
    if app.cardset_manager.len() == 0 or not cardset:
        fatal_no_cardsets(app)
        return 3

    # init tiles
    manager = app.tabletile_manager
    tile = Tile()
    tile.color = app.opt.colors['table']
    tile.name = "None"
    tile.filename = None
    manager.register(tile)
    app.initTiles()
    if app.opt.tabletile_name:  # and top.winfo_screendepth() > 8:
        for tile in manager.getAll():
            if app.opt.tabletile_name == tile.basename:
                app.tabletile_index = tile.index
                break

    # init samples and music resources
    app.initSamples()
    app.initMusic()

    # init audio 2)
    if not app.audio.CAN_PLAY_SOUND:
        app.opt.sound = 0
    app.audio.updateSettings()
    # start up the background music
    if app.audio.CAN_PLAY_MUSIC:
        music = app.music_manager.getAll()
        if music:
            app.music_playlist = list(music)[:]
            app.miscrandom.shuffle(app.music_playlist)
            if 1:
                for m in app.music_playlist:
                    if m.name.lower() == "bye_for_now":
                        app.music_playlist.remove(m)
                        app.music_playlist.insert(0, m)
                        break
            app.audio.playContinuousMusic(app.music_playlist)

    # prepare other images
    app.loadImages2()
    app.loadImages3()
    app.loadImages4()

    # load cardset
    progress = app.intro.progress
    if not app.loadCardset(cardset, progress=progress, update=1):
        for cardset in app.cardset_manager.getAll():
            progress.reset()
            if app.loadCardset(cardset, progress=progress, update=1):
                break
        else:
            fatal_no_cardsets(app)
            return 3

    # ok
    return 0
コード例 #31
0
ファイル: cardsetparser.py プロジェクト: proteanblank/PySolFC
def _perr(line_no, field=None, msg=''):
    if field:
        print_err('cannot parse cardset config: line #%d, field #%d: %s'
                  % (line_no, field, msg))
    else:
        print_err('cannot parse cardset config: line #%d: %s' % (line_no, msg))
コード例 #32
0
ファイル: main.py プロジェクト: craigmac/PySolFC
def parse_option(argv):
    prog_name = argv[0]
    try:
        optlist, args = getopt.getopt(argv[1:], "g:i:hD:", [
            "game=", "gameid=", "french-only", "noplugins", "nosound",
            "sound-mod=", "help"
        ])
    except getopt.GetoptError as err:
        print_err(
            _("%s\ntry %s --help for more information") % (err, prog_name), 0)
        return None
    opts = {
        "help": False,
        "game": None,
        "gameid": None,
        "french-only": False,
        "noplugins": False,
        "nosound": False,
        "sound-mod": None,
    }
    for i in optlist:
        if i[0] in ("-h", "--help"):
            opts["help"] = True
        elif i[0] in ("-g", "--game"):
            opts["game"] = i[1]
        elif i[0] in ("-i", "--gameid"):
            opts["gameid"] = i[1]
        elif i[0] == "--french-only":
            opts["french-only"] = True
        elif i[0] == "--noplugins":
            opts["noplugins"] = True
        elif i[0] == "--nosound":
            opts["nosound"] = True
        elif i[0] == "--sound-mod":
            assert i[1] in ('pss', 'pygame', 'oss', 'win')
            opts["sound-mod"] = i[1]

    if opts["help"]:
        print(
            _("""Usage: %s [OPTIONS] [FILE]
  -g    --game=GAMENAME        start game GAMENAME
  -i    --gameid=GAMEID
        --french-only
        --sound-mod=MOD
        --nosound              disable sound support
        --noplugins            disable load plugins
  -h    --help                 display this help and exit

  FILE - file name of a saved game
  MOD - one of following: pss(default), pygame, oss, win
""") % prog_name)
        return None

    if len(args) > 1:
        print_err(
            _("too many files\ntry %s --help for more information") %
            prog_name, 0)
        return None
    filename = args and args[0] or None
    if filename and not os.path.isfile(filename):
        print_err(
            _("invalid file name\ntry %s --help for more information") %
            prog_name, 0)
        return None
    return opts, filename
コード例 #33
0
    def mainproc(self):
        # copy startup options
        self.startup_opt = self.opt.copy()
        # try to load statistics
        try:
            self.loadStatistics()
        except Exception:
            traceback.print_exc()
            pass
        # startup information
        if self.getGameClass(self.opt.last_gameid):
            self.nextgame.id = self.opt.last_gameid
        # load a holded or saved game
        id = self.gdb.getGamesIdSortedByName()[0]
        tmpgame = self.constructGame(id)
        if self.opt.game_holded > 0 and not self.nextgame.loadedgame:
            game = None
            try:
                game = tmpgame._loadGame(self.fn.holdgame, self)
            except Exception:
                traceback.print_exc()
                game = None
            if game:
                if game.id == self.opt.game_holded and game.gstats.holded:
                    game.gstats.loaded = game.gstats.loaded - 1
                    game.gstats.holded = 0
                    self.nextgame.loadedgame = game
                else:
                    # not a holded game
                    game.destruct()
                    destruct(game)
            game = None
        if not self.nextgame.loadedgame:
            if self.commandline.loadgame:
                try:
                    self.nextgame.loadedgame = tmpgame._loadGame(
                        self.commandline.loadgame, self)
                    self.nextgame.loadedgame.gstats.holded = 0
                except Exception:
                    traceback.print_exc()
                    self.nextgame.loadedgame = None
            elif self.commandline.game is not None:
                gameid = self.gdb.getGameByName(self.commandline.game)
                if gameid is None:
                    print_err(_("can't find game: ") + self.commandline.game)
                    sys.exit(-1)
                else:
                    self.nextgame.id = gameid
                    deal = self.commandline.deal
                    self.nextgame.random = \
                        None if deal is None else constructRandom(deal)
            elif self.commandline.gameid is not None:
                self.nextgame.id, self.nextgame.random = \
                    self.commandline.gameid, None
        self.opt.game_holded = 0
        tmpgame.destruct()
        destruct(tmpgame)
        tmpgame = None
        #
        # widgets
        #
        # create the menubar
        if self.intro.progress:
            self.intro.progress.update(step=1)
        self.menubar = PysolMenubar(self,
                                    self.top,
                                    progress=self.intro.progress)
        # create the statusbar(s)
        self.statusbar = PysolStatusbar(self.top)
        self.statusbar.show(self.opt.statusbar)
        self.statusbar.config('gamenumber', self.opt.statusbar_game_number)
        self.statusbar.config('stuck', self.opt.statusbar_stuck)
        self.helpbar = HelpStatusbar(self.top)
        self.helpbar.show(self.opt.helpbar)
        # create the canvas
        self.scrolled_canvas = MfxScrolledCanvas(self.top, propagate=True)
        self.canvas = self.scrolled_canvas.canvas
        padx, pady = TkSettings.canvas_padding
        self.scrolled_canvas.grid(row=1,
                                  column=1,
                                  sticky='nsew',
                                  padx=padx,
                                  pady=pady)
        self.top.grid_columnconfigure(1, weight=1)
        self.top.grid_rowconfigure(1, weight=1)
        self.setTile(self.tabletile_index, force=True)
        # create the toolbar
        dir = self.getToolbarImagesDir()
        self.toolbar = PysolToolbar(self.top,
                                    self.menubar,
                                    dir=dir,
                                    size=self.opt.toolbar_size,
                                    relief=self.opt.toolbar_relief,
                                    compound=self.opt.toolbar_compound)
        self.toolbar.show(self.opt.toolbar)
        if TOOLKIT == 'tk':
            for w, v in self.opt.toolbar_vars.items():
                self.toolbar.config(w, v)
        #
        if self.intro.progress:
            self.intro.progress.update(step=1)
        #

        if TOOLKIT == 'kivy':
            self.gproc = self.gameproc()
            self.gproc.send(None)

        try:
            # this is the mainloop
            while 1:
                assert self.cardset is not None
                id_, random = self.nextgame.id, self.nextgame.random
                self.nextgame.id, self.nextgame.random = 0, None
                try:
                    if TOOLKIT == 'kivy':
                        self.gproc.send((id_, random))
                        logging.info('App: sent for game to start')
                        yield
                        logging.info('App: game proc stopped')
                    else:
                        self.runGame(id_, random)
                except Exception:
                    # try Klondike if current game fails
                    if id_ == 2:
                        raise  # internal error?
                    if DEBUG:
                        raise
                    traceback.print_exc()
                    self.nextgame.id = 2
                    self.freeGame()
                    continue
                if self.nextgame.holdgame:
                    assert self.nextgame.id <= 0
                    try:
                        self.game.gstats.holded = 1
                        self.game._saveGame(self.fn.holdgame)
                        self.opt.game_holded = self.game.id
                    except Exception:
                        traceback.print_exc()
                        pass
                self.wm_save_state()
                # save game geometry
                geom = (self.canvas.winfo_width(), self.canvas.winfo_height())
                if self.opt.save_games_geometry and not self.opt.wm_maximized:
                    self.opt.games_geometry[self.game.id] = geom
                self.opt.game_geometry = geom
                self.freeGame()
                #
                if self.nextgame.id <= 0:
                    break
                # load new cardset
                if self.nextgame.cardset is not self.cardset:
                    self.loadCardset(self.nextgame.cardset,
                                     id=self.nextgame.id,
                                     update=7 + 256)
                else:
                    self.requestCompatibleCardsetType(self.nextgame.id)

        except Exception:
            traceback.print_exc()
            pass

        finally:
            # hide main window
            self.wm_withdraw()
            #
            destroy_help_html()
            destroy_find_card_dialog()
            destroy_solver_dialog()
            # update options
            self.opt.last_gameid = id_
            # save options
            try:
                self.saveOptions()
            except Exception:
                traceback.print_exc()
                pass
            # save statistics
            try:
                self.saveStatistics()
            except Exception:
                traceback.print_exc()
                pass
            # shut down audio
            try:
                self.audio.destroy()
            except Exception:
                traceback.print_exc()
                pass
            if TOOLKIT == 'kivy':
                self.top.quit()
                while True:
                    logging.info('App: mainloop end position')
                    yield