def return_savegame(self): save = self.listbox.current_item() try: sv.load_savegame(save) return True except sv.SavegameVersionException as e: text=_(""" This save file '{SAVE_NAME}' is from an unsupported or invalid version: {VERSION}. """, \ SAVE_NAME = save.name, \ VERSION = e.version) except Exception: log_func_exc(sv.load_savegame) md = dialog.MessageDialog(self, pos=(-.5,-.5), size=(.5,.5), anchor=constants.MID_CENTER, text=_(""" Attempting to load the save file '{SAVE_NAME}' caused an unexpected error. A report was written out to{LOG_TEXT} Please create a issue with this report and this savegame at Github: https://github.com/singularity/singularity """, \ SAVE_NAME = save.name, \ LOG_TEXT = (":\n" + g.logfile if g.logfile is not None else " console output."))) dialog.call_dialog(md, self) return False
def handle_double_click(self, event): if self.listbox.is_over(event.pos) and 0 <= self.listbox.list_pos < len(self.key_list): message = self.key_list[self.listbox.list_pos] message_dialog = dialog.MessageDialog(self, text_size=20) message_dialog.text = message.full_message message_dialog.color = message.full_message_color dialog.call_dialog(message_dialog, self)
def show_story_section(self, name): section = list(g.get_story_section(name)) first_dialog = dialog.YesNoDialog(self, yes_type="continue", no_type="skip") last_dialog = dialog.MessageDialog(self, ok_type="ok") for num, segment in enumerate(section): story_dialog = first_dialog if num != len(section) - 1 else last_dialog story_dialog.text = segment if not dialog.call_dialog(story_dialog, self): break first_dialog.parent = None last_dialog.parent = None
def __init__(self, parent, pos=(.5, .1), size=(.93, .63), *args, **kwargs): self.dirty_count = True super(ResearchScreen, self).__init__(parent, pos, size, *args, **kwargs) self.listbox.remove_hooks() self.listbox = listbox.CustomListbox(self, (0,0), (.53, .55), list_size=-40, remake_func=self.make_item, rebuild_func=self.update_item, update_func=self.handle_update) self.description_pane.size = (.39, .55) self.desc_func = self.on_select self.add_key_handler(pygame.K_LEFT, self.adjust_slider) self.add_key_handler(pygame.K_RIGHT, self.adjust_slider) self.help_dialog = dialog.MessageDialog(self) self.yes_button.remove_hooks() self.no_button.pos = (-.5,-.99) self.no_button.anchor = constants.BOTTOM_CENTER
def __init__(self, parent=None, pos=(0, 0), size=(1, 1), anchor = constants.TOP_LEFT, *args, **kwargs): super(MapScreen, self).__init__(parent, pos, size, anchor, *args, **kwargs) g.map_screen = self self.background_color = "map_background" self.add_handler(constants.TICK, self.on_tick) self.map = EarthImage(self) self.location_buttons = {} for loc in g.locations.values(): if loc.absolute: button_parent = self else: button_parent = self.map b = button.FunctionButton(button_parent, (loc.x, loc.y), anchor=constants.MID_CENTER, function=self.open_location, args=(loc.id,)) self.location_buttons[loc.id] = b self.location_dialog = location.LocationScreen(self) self.suspicion_bar = \ text.FastStyledText(self, (0,.92), (1, .04), base_font="special", wrap=False, background_color="pane_background_empty", border_color="pane_background", borders=constants.ALL, align=constants.LEFT) widget.unmask_all(self.suspicion_bar) self.danger_bar = \ text.FastStyledText(self, (0,.96), (1, .04), base_font="special", wrap=False, background_color="pane_background_empty", border_color="pane_background", borders=constants.ALL, align=constants.LEFT) widget.unmask_all(self.danger_bar) self.report_button = button.DialogButton(self, (0, 0.88), (0.15, 0.04), autohotkey=True, dialog=report.ReportScreen(self)) self.knowledge_button = button.DialogButton(self, (0.85, 0.88), (0.15, 0.04), autohotkey=True, dialog=knowledge.KnowledgeScreen(self)) self.log_button = button.DialogButton(self, (0.5, 0.88), (0.15, 0.04), autohotkey=True, anchor=constants.TOP_CENTER, dialog=log.LogScreen(self)) self.menu_dialog = dialog.SimpleMenuDialog(self) def show_menu(): exit = dialog.call_dialog(self.menu_dialog, self) if exit: raise constants.ExitDialog self.menu_button = button.FunctionButton(self, (0, 0), (0.13, 0.04), autohotkey=True, function=show_menu) self.load_dialog = savegame.SavegameScreen(self.menu_dialog, (.5,.5), (.5,.5), anchor=constants.MID_CENTER) from options import OptionsScreen self.options_dialog = OptionsScreen(self.menu_dialog) # Display current game difficulty right below the 'Menu' button # An alternative location is above 'Reports': (0, 0.84), (0.15, 0.04) self.difficulty_display = \ text.FastText(self, (0, 0.05), (0.13, 0.04), wrap=False, base_font="special", background_color="pane_background_empty", border_color="pane_background") self.time_display = text.FastText(self, (.14, 0), (0.23, 0.04), wrap=False, text=_("DAY")+" 0000, 00:00:00", base_font="special", background_color="pane_background_empty", border_color="pane_background", borders=constants.ALL) self.research_button = \ button.DialogButton(self, (.14, 0.05), (0, 0.04), autohotkey=True, dialog=research.ResearchScreen(self)) bar = u"\u25AE" arrow = u"\u25B6" speed_button_souls = [ (bar * 2, .025, speeds[0]), (arrow, .024, speeds[1]), (arrow * 2, .033, speeds[2]), (arrow * 3, .044, speeds[3]), (arrow * 4, .054, speeds[4]) ] self.speed_buttons = button.ButtonGroup() hpos = .38 for index, (text_, hsize, speed) in enumerate(speed_button_souls): hotkey = str(index) b = SpeedButton(self, (hpos, 0), (hsize, .04), text=text_, hotkey=hotkey, base_font="normal", text_shrink_factor=.75, align=constants.CENTER, function=self.set_speed, args=(speed, False)) hpos += hsize self.speed_buttons.add(b) self.info_window = \ widget.BorderedWidget(self, (.56, 0), (.44, .08), background_color="pane_background_empty", border_color="pane_background", borders=constants.ALL) widget.unmask_all(self.info_window) self.cash_display = \ text.FastText(self.info_window, (0,0), (-1, -.5), wrap=False, base_font="special", shrink_factor = .7, borders=constants.ALL, background_color="pane_background_empty", border_color="pane_background") self.cpu_display = \ text.FastText(self.info_window, (0,-.5), (-1, -.5), wrap=False, base_font="special", shrink_factor=.7, borders= (constants.LEFT, constants.RIGHT, constants.BOTTOM), background_color="pane_background_empty", border_color="pane_background") self.message_dialog = dialog.MessageDialog(self, text_size=20) self.savename_dialog = dialog.TextEntryDialog(self.menu_dialog) self.warnings = warning.WarningDialogs(self) self.needs_warning = True self.add_key_handler(pygame.K_ESCAPE, self.got_escape) self.add_key_handler(constants.XO1_X, self.got_XO1) self.add_key_handler(constants.XO1_O, self.got_XO1) self.add_key_handler(constants.XO1_SQUARE, self.got_XO1)
def __init__(self, parent=None, pos=(0, 0), size=(1, 1), anchor=constants.TOP_LEFT, *args, **kwargs): super(MapScreen, self).__init__(parent, pos, size, anchor, *args, **kwargs) g.map_screen = self self.background_color = gg.colors["black"] self.add_handler(constants.TICK, self.on_tick) self.map = EarthImage(self) self.location_buttons = {} for loc in g.locations.values(): if loc.absolute: button_parent = self else: button_parent = self.map b = button.FunctionButton(button_parent, (loc.x, loc.y), anchor=constants.MID_CENTER, text=loc.name, hotkey=loc.hotkey, function=self.open_location, args=(loc.id, )) self.location_buttons[loc.id] = b self.location_dialog = location.LocationScreen(self) self.suspicion_bar = \ text.FastStyledText(self, (0,.92), (1, .04), base_font=gg.font[1], wrap=False, background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL, align=constants.LEFT) widget.unmask_all(self.suspicion_bar) self.danger_bar = \ text.FastStyledText(self, (0,.96), (1, .04), base_font=gg.font[1], wrap=False, background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL, align=constants.LEFT) widget.unmask_all(self.danger_bar) self.finance_button = button.DialogButton( self, (0, 0.88), (0.15, 0.04), text=_("FINANC&E"), autohotkey=True, dialog=finance.FinanceScreen(self)) self.knowledge_button = button.DialogButton( self, (0.85, 0.88), (0.15, 0.04), text=_("&KNOWLEDGE"), autohotkey=True, dialog=knowledge.KnowledgeScreen(self)) cheat_buttons = [] cheat_buttons.append( button.FunctionButton(None, None, None, text=_("&EMBEZZLE MONEY"), autohotkey=True, function=self.steal_money)) cheat_buttons.append( button.FunctionButton(None, None, None, text=_("&INSPIRATION"), autohotkey=True, function=self.inspiration)) cheat_buttons.append( button.FunctionButton(None, None, None, text=_("&FINISH CONSTRUCTION"), autohotkey=True, function=self.end_construction)) cheat_buttons.append( button.FunctionButton(None, None, None, text=_("&SUPERSPEED"), autohotkey=True, function=self.set_speed, args=(864000, ))) cheat_buttons.append( button.FunctionButton(None, None, None, text=_("BRAIN&WASH"), autohotkey=True, function=self.brainwash)) cheat_buttons.append( button.ExitDialogButton(None, None, None, text=_("&BACK"), autohotkey=True)) self.cheat_dialog = \ dialog.SimpleMenuDialog(self, buttons=cheat_buttons, width=.4) self.steal_amount_dialog = \ dialog.TextEntryDialog(self.cheat_dialog, text=_("How much money?")) if g.cheater: self.cheat_button = button.DialogButton( self, (0, 0), (.01, .01), text="", # Translators: hotkey to open the cheat screen menu. # Should preferably be near the ESC key, and it must not be a # dead key (ie, it must print a char with a single keypress) hotkey=_("`"), dialog=self.cheat_dialog) menu_buttons = [] menu_buttons.append( button.FunctionButton(None, None, None, text=_("&SAVE GAME"), autohotkey=True, function=self.save_game)) menu_buttons.append( button.FunctionButton(None, None, None, text=_("&LOAD GAME"), autohotkey=True, function=self.load_game)) options_button = button.DialogButton(None, None, None, text=_("&OPTIONS"), autohotkey=True) menu_buttons.append(options_button) menu_buttons.append( button.ExitDialogButton(None, None, None, text=_("&QUIT"), autohotkey=True, exit_code=True, default=False)) menu_buttons.append( button.ExitDialogButton(None, None, None, text=_("&BACK"), autohotkey=True, exit_code=False)) self.menu_dialog = dialog.SimpleMenuDialog(self, buttons=menu_buttons) from options import OptionsScreen options_button.dialog = OptionsScreen(self.menu_dialog) def show_menu(): exit = dialog.call_dialog(self.menu_dialog, self) if exit: raise constants.ExitDialog self.load_dialog = dialog.ChoiceDialog(self.menu_dialog, (.5, .5), (.5, .5), anchor=constants.MID_CENTER, yes_type="load") self.menu_button = button.FunctionButton(self, (0, 0), (0.13, 0.04), text=_("&MENU"), autohotkey=True, function=show_menu) # Display current game difficulty right below the 'Menu' button # An alternative location is above 'Finance': (0, 0.84), (0.15, 0.04) self.difficulty_display = \ text.FastText(self, (0, 0.05), (0.13, 0.04), wrap=False, base_font=gg.font[1], background_color=gg.colors["black"], border_color=gg.colors["dark_blue"]) self.time_display = text.FastText(self, (.14, 0), (0.23, 0.04), wrap=False, text=_("DAY") + " 0000, 00:00:00", base_font=gg.font[1], background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL) self.research_button = \ button.DialogButton(self, (.14, 0.05), (0, 0.04), text=_("&RESEARCH/TASKS"), autohotkey=True, dialog=research.ResearchScreen(self)) bar = u"\u25AE" arrow = u"\u25B6" speed_button_souls = [(bar * 2, .025, speeds[0]), (arrow, .024, speeds[1]), (arrow * 2, .033, speeds[2]), (arrow * 3, .044, speeds[3]), (arrow * 4, .054, speeds[4])] self.speed_buttons = button.ButtonGroup() hpos = .38 for index, (text_, hsize, speed) in enumerate(speed_button_souls): hotkey = str(index) b = SpeedButton(self, (hpos, 0), (hsize, .04), text=text_, hotkey=hotkey, base_font=gg.font[0], text_shrink_factor=.75, align=constants.CENTER, function=self.set_speed, args=(speed, False)) hpos += hsize self.speed_buttons.add(b) self.info_window = \ widget.BorderedWidget(self, (.56, 0), (.44, .08), background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL) widget.unmask_all(self.info_window) self.cash_display = \ text.FastText(self.info_window, (0,0), (-1, -.5), wrap=False, base_font=gg.font[1], shrink_factor = .7, borders=constants.ALL, background_color=gg.colors["black"], border_color=gg.colors["dark_blue"]) self.cpu_display = \ text.FastText(self.info_window, (0,-.5), (-1, -.5), wrap=False, base_font=gg.font[1], shrink_factor=.7, borders= (constants.LEFT, constants.RIGHT, constants.BOTTOM), background_color=gg.colors["black"], border_color=gg.colors["dark_blue"]) self.message_dialog = dialog.MessageDialog(self, text_size=20) self.savename_dialog = \ dialog.TextEntryDialog(self.menu_dialog, text=_("Enter a name for this save.")) self.add_key_handler(pygame.K_ESCAPE, self.got_escape) self.add_key_handler(constants.XO1_X, self.got_XO1) self.add_key_handler(constants.XO1_O, self.got_XO1) self.add_key_handler(constants.XO1_SQUARE, self.got_XO1)
def __init__(self, parent=None, pos=(0, 0), size=(1, 1), anchor=constants.TOP_LEFT, *args, **kwargs): from code import screens super(MapScreen, self).__init__(parent, pos, size, anchor, *args, **kwargs) g.map_screen = self self.background_color = gg.colors["black"] self.add_handler(constants.TICK, self.on_tick) self.map = EarthImage(self) self.location_buttons = {} for location in g.locations.values(): if location.absolute: button_parent = self else: button_parent = self.map b = button.FunctionButton(button_parent, (location.x, location.y), anchor=constants.MID_CENTER, text=location.name, hotkey=location.hotkey, function=self.open_location, args=(location.id, )) self.location_buttons[location.id] = b self.location_dialog = LocationScreen(self) self.suspicion_bar = \ text.FastStyledText(self, (0,.92), (1, .04), base_font=gg.font[1], wrap=False, background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL, align=constants.LEFT) widget.unmask_all(self.suspicion_bar) self.danger_bar = \ text.FastStyledText(self, (0,.96), (1, .04), base_font=gg.font[1], wrap=False, background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL, align=constants.LEFT) widget.unmask_all(self.danger_bar) self.finance_button = button.DialogButton( self, (0, 0.88), (0.15, 0.04), text="FINANCE", hotkey="e", dialog=screens.finance.FinanceScreen(self)) self.knowledge_button = button.DialogButton( self, (0.85, 0.88), (0.15, 0.04), text="KNOWLEDGE", hotkey="k", dialog=screens.knowledge.KnowledgeScreen(self)) cheat_buttons = [] cheat_buttons.append( button.FunctionButton(None, None, None, text="EMBEZZLE MONEY", hotkey="e", function=self.steal_money)) cheat_buttons.append( button.FunctionButton(None, None, None, text="INSPIRATION", hotkey="i", function=self.inspiration)) cheat_buttons.append( button.FunctionButton(None, None, None, text="FINISH CONSTRUCTION", hotkey="f", function=self.end_construction)) cheat_buttons.append( button.FunctionButton(None, None, None, text="SUPERSPEED", hotkey="s", function=self.set_speed, args=(864000, ))) cheat_buttons.append( button.FunctionButton(None, None, None, text="BRAINWASH", hotkey="w", function=self.brainwash)) cheat_buttons.append( button.ExitDialogButton(None, None, None, text="BACK", hotkey="b")) self.cheat_dialog = \ dialog.SimpleMenuDialog(self, buttons=cheat_buttons, width=.4) self.steal_amount_dialog = \ dialog.TextEntryDialog(self.cheat_dialog, text="How much money?") if g.cheater: self.cheat_button = button.DialogButton(self, (0, 0), (0, 0), text="", hotkey="`", dialog=self.cheat_dialog) menu_buttons = [] menu_buttons.append( button.FunctionButton(None, None, None, text="SAVE GAME", hotkey="s", function=self.save_game)) menu_buttons.append( button.FunctionButton(None, None, None, text="LOAD GAME", hotkey="l", function=self.load_game)) options_button = button.DialogButton(None, None, None, text="OPTIONS", hotkey="o") menu_buttons.append(options_button) menu_buttons.append( button.ExitDialogButton(None, None, None, text="QUIT", hotkey="q", exit_code=True, default=False)) menu_buttons.append( button.ExitDialogButton(None, None, None, text="BACK", hotkey="b", exit_code=False)) self.menu_dialog = dialog.SimpleMenuDialog(self, buttons=menu_buttons) from options import OptionsScreen options_button.dialog = OptionsScreen(self.menu_dialog) def show_menu(): exit = dialog.call_dialog(self.menu_dialog, self) if exit: raise constants.ExitDialog self.load_dialog = dialog.ChoiceDialog(self.menu_dialog, (.5, .5), (.5, .5), anchor=constants.MID_CENTER, yes_type="load") self.menu_button = button.FunctionButton(self, (0, 0), (0.13, 0.04), text="MENU", hotkey="m", function=show_menu) self.time_display = text.FastText(self, (.14, 0), (0.23, 0.04), wrap=False, text="DAY 0000, 00:00:00", base_font=gg.font[1], background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL) self.research_button = \ button.DialogButton(self, (.255, 0.04), (0, 0.04), anchor=constants.TOP_CENTER, text="RESEARCH/TASKS", hotkey="r", dialog=screens.research.ResearchScreen(self)) bar = u"\u25AE" arrow = u"\u25B6" speed_button_souls = [(bar * 2, .025, speeds[0]), (arrow, .024, speeds[1]), (arrow * 2, .033, speeds[2]), (arrow * 3, .044, speeds[3]), (arrow * 4, .054, speeds[4])] self.speed_buttons = button.ButtonGroup() hpos = .38 for index, (text_, hsize, speed) in enumerate(speed_button_souls): hotkey = str(index) b = SpeedButton(self, (hpos, 0), (hsize, .04), text=text_, hotkey=hotkey, base_font=gg.font[0], text_shrink_factor=.75, align=constants.CENTER, function=self.set_speed, args=(speed, False)) hpos += hsize self.speed_buttons.add(b) self.info_window = \ widget.BorderedWidget(self, (.56, 0), (.44, .08), background_color=gg.colors["black"], border_color=gg.colors["dark_blue"], borders=constants.ALL) widget.unmask_all(self.info_window) self.cash_display = \ text.FastText(self.info_window, (0,0), (-1, -.5), wrap=False, base_font=gg.font[1], shrink_factor = .7, borders=constants.ALL, background_color=gg.colors["black"], border_color=gg.colors["dark_blue"]) self.cpu_display = \ text.FastText(self.info_window, (0,-.5), (-1, -.5), wrap=False, base_font=gg.font[1], shrink_factor=.7, borders= (constants.LEFT, constants.RIGHT, constants.BOTTOM), background_color=gg.colors["black"], border_color=gg.colors["dark_blue"]) self.message_dialog = dialog.MessageDialog(self) self.savename_dialog = \ dialog.TextEntryDialog(self.menu_dialog, text="Enter a name for this save.") self.add_key_handler(pygame.K_ESCAPE, self.got_escape) self.add_key_handler(constants.XO1_X, self.got_XO1) self.add_key_handler(constants.XO1_O, self.got_XO1) self.add_key_handler(constants.XO1_SQUARE, self.got_XO1)
def set_current(self, type, item_type): if type == "cpu": space_left = self.base.type.size # If there are any existing CPUs of this type, warn that they will # be taken offline until construction finishes. matches = self.base.cpus is not None \ and self.base.cpus.type == item_type if matches: space_left -= self.base.cpus.count if self.base.cpus.done: yn = dialog.YesNoDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["will_lose_cpus"]) go_ahead = dialog.call_dialog(yn, self) yn.remove_hooks() if not go_ahead: return text = g.strings["num_cpu_prompt"] % (item_type.name, space_left) self.count_dialog.text = text self.count_dialog.default_text = locale.format("%d", space_left) can_exit = False while not can_exit: result = dialog.call_dialog(self.count_dialog, self) if not result: can_exit = True else: try: count = locale.atoi(result) if count > space_left: count = space_left elif count < 0: count = 0 new_cpus = g.item.Item(item_type, base=self.base, count=count) if matches: self.base.cpus += new_cpus else: self.base.cpus = new_cpus self.base.check_power() can_exit = True except ValueError: md = dialog.MessageDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["nan"]) dialog.call_dialog(md, self) md.remove_hooks() else: index = ["reactor", "network", "security"].index(type) if self.base.extra_items[index] is None \ or self.base.extra_items[index].type != item_type: self.base.extra_items[index] = \ g.item.Item(item_type, base=self.base) self.base.check_power() self.base.recalc_cpu()
def set_current(self, type, item_type, count): if type.id == "cpu": space_left = self.base.space_left_for(item_type) try: count = int(count) except ValueError: md = dialog.MessageDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["nan"]) dialog.call_dialog(md, self) md.parent = None return if count > space_left or count <= 0 or space_left == 0: md = dialog.MessageDialog( self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["item_number_invalid"]) dialog.call_dialog(md, self) md.parent = None return # If there are any existing CPUs of this type, warn that they will # be taken offline until construction finishes. cpu_added = self.base.cpus is not None \ and self.base.cpus.type == item_type if cpu_added: space_left -= self.base.cpus.count if self.base.cpus.done: yn = dialog.YesNoDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["will_be_offline"]) go_ahead = dialog.call_dialog(yn, self) yn.parent = None if not go_ahead: return # If there are already existing CPUs of other type, warn that they will # be taken removed. cpu_removed = self.base.cpus is not None \ and self.base.cpus.type != item_type if cpu_removed: yn = dialog.YesNoDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["will_lose_cpus"]) go_ahead = dialog.call_dialog(yn, self) yn.parent = None if not go_ahead: return new_cpus = item.Item(item_type, base=self.base, count=count) if cpu_added: self.base.cpus += new_cpus else: self.base.cpus = new_cpus self.base.check_power() else: old_item = self.base.items[type.id] if old_item is None or old_item.type != item_type: self.base.items[type.id] = item.Item(item_type, base=self.base) self.base.check_power() self.base.recalc_cpu()
def __init__(self, *args, **kwargs): super(LocationScreen, self).__init__(*args, **kwargs) self.pos = (-.5, -.5) self.anchor = constants.MID_CENTER self.size = (.75, .70) self.name_display = text.Text(self, (0, 0), (-1, -.08), anchor=constants.TOP_LEFT, borders=constants.ALL, border_color="pane_background", background_color="pane_background_empty", shrink_factor=1, bold=True) self.modifier_display = text.Text(self, (-.75, -.01), (-.25, -.06), anchor=constants.TOP_LEFT, background_color="clear") self.open_button = \ button.FunctionButton(self, (0, -.8), (-.3, -.09), anchor=constants.TOP_LEFT, autohotkey=True, function=self.open_base) self.listbox = listbox.CustomListbox( self, (0, -.09), (-1, -.69), remake_func=self.make_item, rebuild_func=self.update_item, on_double_click_on_item=self.open_button.activated, ) self.rename_button = \ button.FunctionButton(self, (-.50, -.8), (-.3, -.09), anchor=constants.TOP_CENTER, autohotkey=True, function=self.rename_base) self.power_button = \ button.FunctionButton(self, (-1, -.8), (-.3, -.09), anchor=constants.TOP_RIGHT, autohotkey=True, function=self.power_state) self.new_button = \ button.FunctionButton(self, (0, -.91), (-.3, -.09), autohotkey=True, function=self.new_base) self.destroy_button = \ button.FunctionButton(self, (-.50, -.91), (-.3, -.09), anchor=constants.TOP_CENTER, autohotkey=True, function=self.destroy_base) self.back_button = button.ExitDialogButton(self, (-1, -.9), (-.3, -.09), anchor=constants.TOP_RIGHT, autohotkey=True) self.confirm_destroy = \ dialog.YesNoDialog(self, (-.5,0), (-.35, -.7), shrink_factor=.5) self.cannot_destroy_last_base = \ dialog.MessageDialog(self, pos=(-.5, 0), size=(-.35, -.7), shrink_factor=.5) self.new_base_dialog = NewBaseDialog(self) self.location = None self.name_dialog = dialog.TextEntryDialog(self) self.base_dialog = basescreen.BaseScreen(self, (0, 0), anchor=constants.TOP_LEFT)
def set_current(self, type, item_type, count): if type == "cpu": space_left = self.base.type.size try: count = int(count) except ValueError: md = dialog.MessageDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=g.strings["nan"]) dialog.call_dialog(md, self) md.remove_hooks() return if count > space_left: count = space_left elif count <= 0: return # If there are any existing CPUs of this type, warn that they will # be taken offline until construction finishes. cpu_added = self.base.cpus is not None \ and self.base.cpus.type == item_type if cpu_added: space_left -= self.base.cpus.count if self.base.cpus.done: yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-1), anchor=constants.MID_CENTER, text=g.strings["will_be_offline"]) go_ahead = dialog.call_dialog(yn, self) yn.remove_hooks() if not go_ahead: return # If there are already existing CPUs of other type, warn that they will # be taken removed. cpu_removed = self.base.cpus is not None \ and self.base.cpus.type != item_type if cpu_removed: yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-1), anchor=constants.MID_CENTER, text=g.strings["will_lose_cpus"]) go_ahead = dialog.call_dialog(yn, self) yn.remove_hooks() if not go_ahead: return new_cpus = g.item.Item(item_type, base=self.base, count=count) if cpu_added: self.base.cpus += new_cpus else: self.base.cpus = new_cpus self.base.check_power() else: index = ["reactor", "network", "security"].index(type) if self.base.extra_items[index] is None \ or self.base.extra_items[index].type != item_type: self.base.extra_items[index] = \ g.item.Item(item_type, base=self.base) self.base.check_power() self.base.recalc_cpu()
def set_current(self, type, item_type, count): if type.id == "cpu": space_left = self.base.space_left_for(item_type) try: count = int(count) except ValueError: msg = _("\"%(value)s\" does not seem to be a valid integer.") % {"value": count} md = dialog.MessageDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=msg) dialog.call_dialog(md, self) md.parent = None return if count > space_left or count <= 0 or space_left == 0: if space_left > 0: msg = _("Please choose an integer between 1 and %(limit)s.") % {"limit": space_left} else: msg = _("The base cannot support any additional number of %(item_name)s.") % { "item_name": item_type.name} md = dialog.MessageDialog(self, pos=(-.5, -.5), size=(-.5, -1), anchor=constants.MID_CENTER, text=msg) dialog.call_dialog(md, self) md.parent = None return # If there are any existing CPUs of this type, warn that they will # be taken offline until construction finishes. cpu_added = self.base.cpus is not None \ and self.base.cpus.spec == item_type if cpu_added: space_left -= self.base.cpus.count if self.base.cpus.done: msg = _("I will need to take the existing processors offline while I install the new ones. Continue anyway?") yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-1), anchor=constants.MID_CENTER, text=msg) go_ahead = dialog.call_dialog(yn, self) yn.parent = None if not go_ahead: return # If there are already existing CPUs of other type, warn that they will # be taken removed. cpu_removed = self.base.cpus is not None \ and self.base.cpus.spec != item_type if cpu_removed: msg = _("I will need to remove the existing different processors while I install the new type. Continue anyway?") yn = dialog.YesNoDialog(self, pos=(-.5,-.5), size=(-.5,-1), anchor=constants.MID_CENTER, text=msg) go_ahead = dialog.call_dialog(yn, self) yn.parent = None if not go_ahead: return new_cpus = item.Item(item_type, base=self.base, count=count) if cpu_added: self.base.cpus += new_cpus else: self.base.cpus = new_cpus self.base.check_power() else: old_item = self.base.items[type.id] if old_item is None or old_item.spec != item_type: self.base.items[type.id] = item.Item(item_type, base=self.base) self.base.check_power() self.base.recalc_cpu()