def _insert_create_tools(self, create_toolbar): # Make + add the component buttons self.radioList = {} for i, c in enumerate(tools.allTools): if i == 0: button = RadioToolButton(group=None) firstbutton = button else: button = RadioToolButton(group=firstbutton) button.set_icon_name(c.icon) button.set_tooltip(c.toolTip) button.set_accelerator(c.toolAccelerator) button.connect("clicked", self.radioClicked) palette = self._build_palette(c) if palette is not None: palette.show() button.get_palette().set_content(palette) self._insert_item(create_toolbar, button, -1) button.show() self.radioList[button] = c.name if hasattr(c, "constructor"): self._constructors[c.name] = self.game.toolList[c.name].constructor
def _insert_create_tools(self, create_toolbar): # Make + add the component buttons self.radioList = {} for i, c in enumerate(tools.allTools): if i == 0: button = RadioToolButton(group=None) firstbutton = button else: button = RadioToolButton(group=firstbutton) button.set_icon_name(c.icon) button.set_tooltip(c.toolTip) button.set_accelerator(c.toolAccelerator) button.connect('clicked', self.radioClicked) palette = self._build_palette(c) if palette is not None: palette.show() button.get_palette().set_content(palette) self._insert_item(create_toolbar, button, -1) button.show() self.radioList[button] = c.name if hasattr(c, 'constructor'): self._constructors[c.name] = \ self.game.toolList[c.name].constructor