def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.markerObject = attributes.markerObject self.icon = Sprite(pos=(0, 0, 16, 16), texturePath=self.markerObject.texturePath, state=uiconst.UI_DISABLED) self.AddCell(cellObject=self.icon, cellPadding=(3, 1, 4, 1)) self.highLight = Fill(bgParent=self, color=(1, 1, 1, 0.1), state=uiconst.UI_HIDDEN) if self.markerObject.celestialData: labelText = cfg.evelocations.Get( self.markerObject.celestialData.itemID).name label = EveLabelSmall(text=labelText, align=uiconst.CENTERLEFT, width=150, autoFitToText=True) self.AddCell(cellObject=label, cellPadding=(0, 1, 6, 1)) infoIcon = InfoIcon(size=14, align=uiconst.CENTERRIGHT, itemID=self.markerObject.celestialData.itemID, typeID=self.markerObject.celestialData.typeID) self.AddCell(cellObject=infoIcon, cellPadding=(0, 1, 1, 1)) else: labelText = self.markerObject.hintString label = EveLabelSmall(text=labelText, align=uiconst.CENTERLEFT, width=150, autoFitToText=True) self.AddCell(cellObject=label, cellPadding=(0, 1, 6, 1)) self.FillRow()
def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.isCompact = attributes.isCompact or False bracket = attributes.bracket self.bracket = bracket if not self.IsBracketStillValid(): return self.hilite = Fill(bgParent=self, color=(1, 1, 1, 0.0)) self.iconParent = Container(align=uiconst.CENTER, pos=(0, 0, 26, MINENTRYHEIGHT), parent=self) self.iconObj = self.CreateIcon() self.radialMenuSprite = None if self.isCompact: self.mainLabel = attributes.sideContainer.CreateBracketEntry() self.mainLabel.DelegateEvents(self) else: self.mainLabel = BracketShadowLabel(text='', align=uiconst.CENTERLEFT, width=TOOLTIPLABELCUTOFF, autoFitToText=True, state=uiconst.UI_DISABLED) self.AddCell(cellObject=self.mainLabel, cellPadding=(2, 2, 6, 2)) self.distanceLabel = EveLabelSmall(parent=self, align=uiconst.CENTERRIGHT, left=4) self.dynamicsUpdateTimer = None
def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.callback = attributes.callback self.buttonID = attributes.buttonID self.icon = ButtonIcon(pos=(0, 0, 16, 16), texturePath=attributes.texturePath, state=uiconst.UI_DISABLED) self.AddCell(cellObject=self.icon, cellPadding=(3, 2, 3, 2)) label = EveLabelMedium(text=attributes.label, align=uiconst.CENTERLEFT) self.AddCell(cellObject=label, cellPadding=(0, 1, 6, 1)) self.highLight = Fill(bgParent=self, color=(1, 1, 1, 0.1), state=uiconst.UI_HIDDEN)
def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.func = attributes.func self.funcArgs = attributes.funcArgs self.highlight = FillThemeColored( bgParent=self, padding=(1, 0, 1, 0), opacity=0.25, colorType=uiconst.COLORTYPE_UIHILIGHT) self.highlight.display = False
def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.markerObject = attributes.markerObject self.iconParent = Container(align=uiconst.CENTER, pos=(0, 0, 26, MINENTRYHEIGHT), parent=self) self.iconObj = self.CreateIcon() self.mainLabel = attributes.sideContainer.CreateBracketEntry() self.mainLabel.DelegateEvents(self) self.StartDynamicUpdates()
def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.callback = attributes.callback self.settingValue = attributes.settingValue self.settingGroupKey = attributes.settingGroupKey checkbox = RadioButtonUnderlay(pos=(0, 0, 16, 16)) currentSetting = GetMapViewSetting(self.settingGroupKey) if currentSetting == self.settingValue: checkMark = Sprite( parent=checkbox, pos=(0, 0, 16, 16), texturePath='res:/UI/Texture/Shared/checkboxCheckedOval.png', idx=0) self.AddCell(cellObject=checkbox, cellPadding=(0, 0, 3, 0)) label = EveLabelMedium(text=LABEL_MAP_BY_ID[attributes.settingValue], align=uiconst.CENTERLEFT) self.AddCell(cellObject=label, cellPadding=(0, 0, 6, 0)) self.highLight = Fill(bgParent=self, color=(1, 1, 1, 0.1), state=uiconst.UI_HIDDEN)
def ApplyAttributes(self, attributes): LayoutGridRow.ApplyAttributes(self, attributes) self.typeID = attributes.typeID self.level = attributes.level self.showLevel = attributes.Get('showLevel', self.default_showLevel) self.bgPattern = Sprite( bgParent=self, align=uiconst.TOALL, padBottom=1, texturePath= 'res:/UI/Texture/Classes/Industry/Output/hatchPattern.png', tileX=True, tileY=True, color=SkillTreeEntry.COLOR_RESTRICTED, opacity=0.0) self.bgFill = Fill(bgParent=self, padBottom=1) leftCont = ContainerAutoSize(padding=(0, 3, 0, 3), align=uiconst.CENTERLEFT) self.icon = Sprite(name='icon', parent=leftCont, align=uiconst.CENTERLEFT, pos=(2, 0, 16, 16), state=uiconst.UI_NORMAL) if self.showLevel: text = GetByLabel('UI/InfoWindow/SkillAndLevelInRoman', skill=self.typeID, levelInRoman=util.IntToRoman(self.level)) else: text = cfg.invtypes.Get(self.typeID).name self.label = Label(name='label', parent=leftCont, align=uiconst.CENTERLEFT, left=self.icon.width + 4, text=text) self.AddCell(leftCont) self.skillBar = SkillLevels(align=uiconst.CENTERRIGHT, typeID=self.typeID) self.AddCell(self.skillBar, cellPadding=(8, 8, 8, 8)) self.UpdateState()