def game_over_screen(state_stack): game_over_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_CENTER) red_line = gui.HorizontalLine(graphic.GraphicChar(None, colors.RED, icon.H_LINE), settings.SCREEN_WIDTH + 1) game_over_text = gui.TextBox("YOU DIED", (0, 0), colors.RED) insult_text = gui.TextBox("Like a bitch.", (0, 0), colors.DARK_BROWN) continue_option = \ menu.MenuOption("Press Enter to Accept Your Fate...", [lambda: state_stack.pop_to_main_menu()]) continue_menu = menu.StaticMenu((0, 0), [continue_option], state_stack, margin=style.menu_theme.margin, may_escape=False) short_vspace = gui.VerticalSpace(7) long_vspace = gui.VerticalSpace(settings.SCREEN_HEIGHT - 22) game_over_stack_panel.append(short_vspace) game_over_stack_panel.append(red_line) game_over_stack_panel.append(game_over_text) game_over_stack_panel.append(red_line) game_over_stack_panel.append(insult_text) game_over_stack_panel.append(long_vspace) game_over_stack_panel.append(continue_menu) grayout_rect = gui.RectangleChangeColor(rectfactory.full_screen_rect(), colors.BLACK, colors.DARK_PURPLE) ui_elements = [grayout_rect, game_over_stack_panel] ui_state = state.UIState(gui.UIElementList(ui_elements)) return ui_state
def __init__(self, text, selected_graphic_char, unselected_graphic_char, functions, can_activate=(lambda: True), payload=None): super(MenuOptionWithSymbols, self).__init__(text, functions, can_activate, payload=payload) self.selected_graphic_char = selected_graphic_char self.unselected_graphic_char = unselected_graphic_char self._selected = gui.StackPanelHorizontal(geo.zero2d(), horizontal_space=1) self._selected.append( gui.SymbolUIElement(geo.zero2d(), self.selected_graphic_char)) self._selected.append( gui.TextBox(text, geo.zero2d(), colors.TEXT_SELECTED)) self._unselected = gui.StackPanelHorizontal(geo.zero2d(), horizontal_space=1) self._unselected.append( gui.SymbolUIElement(geo.zero2d(), self.unselected_graphic_char)) self._unselected.append( gui.TextBox(text, geo.zero2d(), colors.TEXT_UNSELECTED)) self._inactive = gui.StackPanelHorizontal(geo.zero2d(), horizontal_space=1) self._inactive.append( gui.SymbolUIElement(geo.zero2d(), self.unselected_graphic_char)) self._inactive.append( gui.TextBox(text, geo.zero2d(), colors.TEXT_INACTIVE))
def victory_screen(state_stack): victory_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_CENTER) line = gui.HorizontalLine(graphic.GraphicChar(None, colors.YELLOW, icon.H_LINE), settings.SCREEN_WIDTH + 1) victory_text = gui.TextBox("A WINNER IS YOU", (0, 0), colors.WHITE) ironic_text = \ gui.TextBox("Good job! No seriously, I bet it was real hard...", (0, 0), colors.YELLOW_D) continue_option = \ menu.MenuOption("Press Enter to Continue...", [lambda: state_stack.pop_to_main_menu()]) continue_menu = menu.StaticMenu((0, 0), [continue_option], state_stack, margin=style.menu_theme.margin, may_escape=False) short_vspace = gui.VerticalSpace(7) long_vspace = gui.VerticalSpace(settings.SCREEN_HEIGHT - 22) victory_stack_panel.append(short_vspace) victory_stack_panel.append(line) victory_stack_panel.append(victory_text) victory_stack_panel.append(line) victory_stack_panel.append(ironic_text) victory_stack_panel.append(long_vspace) victory_stack_panel.append(continue_menu) grayout_rect = gui.RectangleChangeColor(rectfactory.full_screen_rect(), colors.DARK_BROWN, colors.YELLOW_D) ui_elements = [grayout_rect, victory_stack_panel] ui_state = state.UIState(gui.UIElementList(ui_elements)) return ui_state
def connect_menu(win): """ Main function which sets the 'connect' window """ w, h = win.get_size() btns = [ gui.Button(130, int(h / 2) - 20, "Connect", align="l"), gui.Button(130, int(h / 2) + 20, "Disconnect", align="l"), gui.Button(130, h - 45, "Back", align="l") ] boxes = [ gui.TextBox(int(w / 2), int(h / 2) - 20, text="0.0.0.0"), gui.TextBox(int(w / 2), int(h / 2) + 20, text="5555") ] lbls = [ gui.TextLabel(int(w / 2), int(h / 2) - 70, text="", color=(200, 0, 0), wrap=False) ] surf = pygame.Surface((250, h)) surf.set_alpha(55) surf.fill((0, 0, 0)) menu = gui.MenuWindow(win, btns=btns, boxes=boxes, lbls=lbls, surfs=[surf]) try: if gui.MenuWindow.netw.connected: lbls[0].text = "Connected" except: lbls[0].text = "No active connection to server" clock = pygame.time.Clock() run, exit = True, False while run: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False exit = True if event.type == pygame.MOUSEBUTTONDOWN: if btns[-1].rect.collidepoint(event.pos): run = False if btns[0].rect.collidepoint(event.pos): establish_connection(boxes, lbls) if btns[1].rect.collidepoint(event.pos): destroy_connection(lbls) for box in boxes: box.handle_event(event) menu.draw(pygame.mouse.get_pos()) pygame.display.update() return exit
def join_game_menu(win): """ Main function which sets the 'join game' window """ w, h = win.get_size() btns = [ gui.Button(130, int(h / 2), "Join game", align="l"), gui.Button(130, h - 45, "Back", align="l") ] boxes = [ gui.TextBox(630, int(h / 2) - 20, text="pica"), gui.TextBox(630, int(h / 2) + 20, text="Debora") ] lbls = [ gui.TextLabel(375, int(h / 2) - 20, text="Game name", align="r"), gui.TextLabel(375, int(h / 2) + 20, text="Player name", align="r"), gui.TextLabel(int(w / 2), int(h / 2) - 70, text="Set the game initial data", color=(200, 0, 0)) ] surf = pygame.Surface((250, h)) surf.set_alpha(55) surf.fill((0, 0, 0)) menu = gui.MenuWindow(win, btns=btns, boxes=boxes, lbls=lbls, surfs=[surf]) clock = pygame.time.Clock() run, exit, start, pID = True, False, False, None while run: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False exit = True if event.type == pygame.MOUSEBUTTONDOWN: if btns[-1].rect.collidepoint(event.pos): run = False if btns[0].rect.collidepoint(event.pos): pID = join_game(boxes, lbls[-1]) if type(pID) == int: start, run = True, False for box in boxes: box.handle_event(event) menu.draw(pygame.mouse.get_pos()) pygame.display.update() if start: pygame.time.delay(2000) return exit, start, pID #=================================--- end ---=================================#
def __init__(self, text, functions, can_activate=(lambda: True), payload=None): self._functions = functions self.can_activate = can_activate self._selected = gui.TextBox(text, geo.zero2d(), colors.TEXT_SELECTED) self._unselected = gui.TextBox(text, geo.zero2d(), colors.TEXT_UNSELECTED) self._inactive = gui.TextBox(text, geo.zero2d(), colors.TEXT_INACTIVE) self.payload = payload
def main(dummy): if not dummy: g = gui.GuiScreen((1, 0)) else: g = gui.GuiCurses(dummy['win']) with g.refreshHold: vg = gui.VGroup([1, 2, 8, 2]) g.add(vg) statusbar = gui.HGroup([4, 4, 1, 1, 1, 6]) vg.getMember(0).add(statusbar) tabs = gui.HGroup([1] * 6) vg.getMember(1).add(tabs) mainbox = vg.getMember(2) keylabels = gui.HGroup([1] * 4) vg.getMember(3).add(keylabels) t1 = gui.TextBox() statusbar.getMember(0).add(t1) def cb1(temp): with t1.refreshHold: t1.text = '%2.1f' % (temp * 9.0 / 5.0 + 32) t1.refresh() if not dummy: ts = thermocouple.max6675((0, 0)) else: ts = thermocouple.max6675(None) ts.report(cb1) t2 = gui.TextBox() statusbar.getMember(5).add(t2) def cb2(tm): with t2.refreshHold: tm = tm.split('$') tm[1] = int(tm[1]) t2.text = '%s %u:%s %s' % tuple(tm) t2.refresh() clk = clock.Clock() clk.reportLocal(None, '%a$%I$%M$%p', cb2) while True: try: time.sleep(100) except KeyboardInterrupt: break
def sacrifice_menu(player, powers, post_power_gain_function): game_state = player.game_state.value state_stack = game_state.menu_prompt_stack context_options = [] stack_pop_function = menu.BackToGameFunction(state_stack) width = 24 for power in powers: power_caption = power.description.name + str(power.buy_cost).rjust(width - len(power.description.name)) power_option = menu.MenuOption(power_caption, [lambda p=power: player.set_child(p), lambda p=power: p.on_power_gained(), lambda p=power: sacrifice.sacrifice_health(player, p.buy_cost), lambda: player.actor.add_energy_spent(gametime.single_turn), post_power_gain_function, stack_pop_function], (lambda: player.health.hp.value > power.buy_cost), payload=power) context_options.append(power_option) cancel_option = menu.MenuOption("Cancel", [stack_pop_function], (lambda: True)) context_options.append(cancel_option) tmp = (0, 0) menu_stack_panel = gui.StackPanelVertical(tmp, style.menu_theme.margin, vertical_space=0, alignment=gui.StackPanelVertical.ALIGN_CENTER) heading_stack_panel = gui.StackPanelHorizontal((0, 0), (0, 0), horizontal_space=2) menu_stack_panel.append(heading_stack_panel) if any(powers): power_caption = "Power" + str("Cost").rjust(width - len("Cost ")) heading_stack_panel.append(gui.TextBox(power_caption, (1, 0), colors.GRAY)) heading_stack_panel.append(gui.SymbolUIElement((0, 0), graphic.GraphicChar(colors.DARK_BLUE, colors.HP_BAR_FULL, icon.HEALTH_STAT))) menu_stack_panel.append(gui.VerticalSpace(2)) else: power_caption = "There are no more powers." menu_stack_panel.append(gui.VerticalSpace(4)) heading_stack_panel.append(gui.TextBox(power_caption, (1, 0), colors.GRAY)) item_description_card = gui.new_item_description_card() resulting_menu = menu.StaticMenu((0, 0), context_options, state_stack, selected_payload_callback=(lambda item: item_description_card.set_item(item))) menu_stack_panel.append(resulting_menu) context_menu_rect = rectfactory.center_of_screen_rect(max(menu_stack_panel.total_width, 24), max(menu_stack_panel.total_height, 6)) menu_stack_panel.offset = context_menu_rect.top_left background_rect = get_menu_background(context_menu_rect, style.sacrifice_menu_theme.rect_style) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom = item_description_card ui_elements = [background_rect, menu_stack_panel, dock] ui_state = state.UIState(gui.UIElementList(ui_elements)) return ui_state
def get_item_menu_stack_panel_template(heading_text, heading_icon=None): menu_stack_panel = gui.StackPanelVertical((2, 2), vertical_space=1) heading_stack = gui.StackPanelHorizontal((0, 1), horizontal_space=1) if heading_icon: heading_stack.append(gui.SymbolUIElement((0, 0), heading_icon)) heading_stack.append(gui.TextBox(heading_text, (0, 0), colors.INVENTORY_HEADING)) menu_stack_panel.append(heading_stack) return menu_stack_panel
def new_player_status_stack(player, width): text_margin = width - 3 text_box_margin = (0, 0) strength_text_box = gui.TextBox("Str" + str(player.strength.value).rjust(text_margin), text_box_margin, colors.ORANGE) armor_text_box = gui.TextBox("Def" + str(player.armor.value).rjust(text_margin), text_box_margin, colors.GRAY) evasion_text_box = gui.TextBox("Eva" + str(player.evasion.value).rjust(text_margin), text_box_margin, colors.GREEN) stealth_text_box = gui.TextBox("Sth" + str(player.stealth.value).rjust(text_margin), text_box_margin, colors.BLUE) movement_speed_text_box = gui.TextBox("Mov" + str(int(120.0 / player.movement_speed.value * 10)).rjust(text_margin), text_box_margin, colors.CHAMPAGNE) status_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=0) status_stack_panel.append(strength_text_box) status_stack_panel.append(armor_text_box) status_stack_panel.append(evasion_text_box) status_stack_panel.append(stealth_text_box) status_stack_panel.append(movement_speed_text_box) return status_stack_panel
def new_player_weapon_table(player, width): equipment = player.equipment if equipment.slot_is_equiped(EquipmentSlots.MELEE_WEAPON): melee_graphic = equipment.get(EquipmentSlots.MELEE_WEAPON).graphic_char else: melee_graphic = graphic.GraphicChar(None, colors.WHITE, icon.BIG_CENTER_DOT) melee_damage = str(player.melee_attacker.min_damage) + "-" + str(player.melee_attacker.max_damage) melee_accuracy = player.melee_attacker.accuracy melee_crit_chance = "{:.0f}".format(player.melee_attacker.crit_chance * 100) + "%" if equipment.slot_is_equiped(EquipmentSlots.RANGED_WEAPON): range_graphic = equipment.get(EquipmentSlots.RANGED_WEAPON).graphic_char else: range_graphic = graphic.GraphicChar(None, colors.GRAY, icon.STONE) range_damage = str(player.ranged_attacker.min_damage) + "-" + str(player.ranged_attacker.max_damage) range_accuracy = player.ranged_attacker.accuracy range_crit_chance = "{:.0f}".format(player.ranged_attacker.crit_chance * 100) + "%" value_width = 3 text_box_margin = (0, 0) heading_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP, horizontal_space=0) heading_stack_panel.append(gui.HorizontalSpace(6)) heading_stack_panel.append(gui.SymbolUIElement((0, 0), melee_graphic)) heading_stack_panel.append(gui.HorizontalSpace(3)) heading_stack_panel.append(gui.SymbolUIElement((0, 0), range_graphic)) damage_text_box = gui.TextBox("Dmg " + str(melee_damage).rjust(value_width) + " " + str(range_damage).rjust(value_width), text_box_margin, colors.WHITE) hit_text_box = gui.TextBox("Hit " + str(melee_accuracy).rjust(value_width) + " " + str(range_accuracy).rjust(value_width), text_box_margin, colors.YELLOW) crit_chance_text_box = gui.TextBox("Cri " + str(melee_crit_chance).rjust(value_width) + " " + str(range_crit_chance).rjust(value_width), text_box_margin, colors.RED) status_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=0) status_stack_panel.append(heading_stack_panel) status_stack_panel.append(gui.VerticalSpace(1)) status_stack_panel.append(damage_text_box) status_stack_panel.append(hit_text_box) status_stack_panel.append(crit_chance_text_box) return status_stack_panel
def player_status_menu(player): split_width = 27 content_padding = (2, 2) player_status_stack_panel = gui.StackPanelVertical(geo.add_2d((0, 0), content_padding), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=1) player_status_stack_panel_row_1 = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP, horizontal_space=1) player_status_stack_panel.append(player_status_stack_panel_row_1) player_status_stack_panel_row_1.append(gui.BigSymbolUIElement((0, 0), player.graphic_char)) player_description_stack = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_LEFT, vertical_space=1) player_status_stack_panel_row_1.append(player_description_stack) player_description_stack.append(gui.TextBox(player.description.name, (2, 0), colors.WHITE)) player_description_stack.append(gui.TextBox(player.race.value + "\n" + player.job.value, (2, 0), colors.WHITE)) player_description_stack.append(gui.new_player_hp_bar(12, player.health.hp)) player_description_stack.append(gui.new_player_sanity_bar(12, Counter(10, 10))) player_status_stack_panel_row_2 = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_TOP, horizontal_space=3) player_status_stack_panel.append(player_status_stack_panel_row_2) player_status_stack_panel_row_2.append(new_player_status_stack(player, 8)) player_status_stack_panel_row_2.append(new_player_weapon_table(player, 8)) description_card = gui.new_item_description_card() power_list = get_power_list(player, description_card) if len(power_list.menu_items) > 0: player_status_stack_panel.append(gui.VerticalSpace(1)) player_status_stack_panel.append(power_list) bg_rect_height = (player_status_stack_panel.total_height + 4) bg_rect = rectfactory.center_of_screen_rect(split_width, bg_rect_height) player_status_stack_panel.offset = geo.add_2d(bg_rect.top_left, (2, 2)) styled_bg_rect = get_menu_background(bg_rect, style.rogue_classic_theme.rect_style) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom = description_card return state.UIState(gui.UIElementList([styled_bg_rect, player_status_stack_panel, dock]))
def item_actions_menu(item, player, state_stack): menu_stack_panel = gui.StackPanelVertical((2, 2), vertical_space=1) heading_stack = gui.StackPanelHorizontal((0, 1), horizontal_space=1) heading_stack.append(gui.SymbolUIElement((0, 0), item.graphic_char)) heading = gui.TextBox(item.description.name, (0, 0), colors.INVENTORY_HEADING) heading_stack.append(heading) menu_stack_panel.append(heading_stack) item_actions_menu = menu.ItemActionsMenu((0, 0), item, player, state_stack, margin=(2, 2)) menu_stack_panel.append(item_actions_menu) inventory_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.rogue_classic_theme.rect_style) dock = gui.UIDock(rectfactory.full_screen_rect()) ui_elements = [inventory_menu_bg, menu_stack_panel] dock.bottom_right = gui.UIElementList(ui_elements) ui_state = state.UIState(dock) return ui_state
def equipment_menu(player, state_stack): menu_stack_panel = gui.StackPanelVertical((0, 0), margin=(0, 0)) heading = gui.TextBox("Equipment", (2, 1), colors.INVENTORY_HEADING, (2, 2)) menu_stack_panel.append(heading) equipment_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.rogue_classic_theme.rect_style) item_description_card = gui.new_item_description_card() resulting_menu = menu.EquipmentMenu((0, 0), player, state_stack, selected_payload_callback=(lambda item: item_description_card.set_item(item)), margin=(2, 1)) menu_stack_panel.append(resulting_menu) equipment_gui = gui.UIElementList([equipment_menu_bg, menu_stack_panel]) equipment_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM) equipment_stack_panel.append(item_description_card) equipment_stack_panel.append(equipment_gui) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom_right = equipment_stack_panel return state.UIState(dock)
def equipment_slot_menu(player, equipment_slot, state_stack): """ Creates a menu which shows the possible actions that can be taken on a given equipment_slot. """ menu_stack_panel = gui.StackPanelVertical((0, 0), margin=(0, 0)) heading = gui.TextBox("Change " + equipment_slot.name, (2, 1), colors.INVENTORY_HEADING, (2, 2)) menu_stack_panel.append(heading) item_description_card = gui.new_item_description_card() resulting_menu = menu.EquipSlotMenu((0, 0), player, equipment_slot, state_stack, (lambda item: item_description_card.set_item(item)), (2, 1)) menu_stack_panel.append(resulting_menu) equipment_menu_bg = gui.StyledRectangle(rectfactory.right_side_menu_rect(), style.rogue_classic_theme.rect_style) equipment_slot_gui = gui.UIElementList([equipment_menu_bg, menu_stack_panel]) equipment_slot_stack_panel = gui.StackPanelHorizontal((0, 0), alignment=gui.StackPanelHorizontal.ALIGN_BOTTOM) equipment_slot_stack_panel.append(item_description_card) equipment_slot_stack_panel.append(equipment_slot_gui) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom_right = equipment_slot_stack_panel return state.UIState(dock)
'face': u'David' }, parent='mywin', text=u':???? ????? ?? ???', visible=False, ) gui.TextBox( name='edit_count', border='none', transparent=True, height='100', left='800', top='500', width='250', fgcolor=u'#000000', visible=False, font={ 'size': 100, 'family': 'sans serif', 'face': u'David' }, helptext=u'', parent='mywin', ) gui.Button( label=u'????', name='load', left='935', top='625', fgcolor=u'#000000',
def title_screen(state_stack, game_state_factory, test_game_state_factory): bg_color = colors.DARKNESS logo_fg = colors.RED _ = graphic.GraphicChar(bg_color, bg_color, " ") x = graphic.GraphicChar(logo_fg, logo_fg, " ") d = graphic.GraphicChar(bg_color, logo_fg, icon.DIAGONAL_SE) b = graphic.GraphicChar(bg_color, logo_fg, icon.DIAGONAL_SW) p = graphic.GraphicChar(logo_fg, bg_color, icon.DIAGONAL_SE) q = graphic.GraphicChar(logo_fg, bg_color, icon.DIAGONAL_SW) graphic_matrix = [ [_,_,_,x,x,x,_,_,x,_,x,_,_,x,x,x,_,_,_,_,_,_,_,x,_,_,_,_,d,x,b,_,_,d,x,p,_,_,x,x,x,_,_], [_,_,_,_,x,_,_,_,x,_,x,_,_,x,_,_,_,_,_,_,_,_,_,x,_,_,_,_,x,_,x,_,_,x,_,_,_,_,_,x,_,_,_], [_,_,_,_,x,_,_,_,x,x,x,_,_,x,x,_,_,_,_,_,_,_,_,x,_,_,_,_,x,x,x,_,_,q,x,b,_,_,_,x,_,_,_], [_,_,_,_,x,_,_,_,x,_,x,_,_,x,_,_,_,_,_,_,_,_,_,x,_,_,_,_,x,_,x,_,_,_,_,x,_,_,_,x,_,_,_], [_,_,_,_,x,_,_,_,x,_,x,_,_,x,x,x,_,_,_,_,_,_,_,x,x,x,_,_,x,_,x,_,_,x,x,p,_,_,_,x,_,_,_], [_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_], [_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_], [_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_,_], [q,x,x,x,x,x,x,b,_,_,d,x,x,x,x,x,b,_,_,d,x,x,x,x,x,b,_,q,x,x,p,_,q,x,x,p,q,x,x,x,x,x,x], [_,x,x,_,_,q,x,x,_,_,x,x,p,_,q,x,x,_,_,x,x,p,_,q,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,q], [_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_], [_,x,x,_,_,d,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_], [_,x,x,x,x,x,x,p,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,x,x,x,p,_,x,x,_,_,_,x,x,_,_,x,x,x,x,p,_], [_,x,x,q,x,b,_,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_], [_,x,x,_,q,x,b,_,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,x,x,_,_,x,x,_,_,_,_], [_,x,x,_,_,q,x,b,_,_,x,x,b,_,d,x,x,_,_,x,x,b,_,d,x,x,_,_,x,x,b,_,d,x,x,_,_,x,x,_,_,_,d], [d,x,x,b,_,_,x,x,b,_,q,x,x,x,x,x,p,_,_,q,x,x,x,x,x,p,_,_,q,x,x,x,x,x,p,_,d,x,x,x,x,x,x] ] logo = gui.GraphicCharMatrix(graphic_matrix) line = gui.HorizontalLine(graphic.GraphicChar(bg_color, colors.RED, icon.H_LINE), settings.SCREEN_WIDTH + 1) title_stack_panel = gui.StackPanelVertical((0, 0), alignment=gui.StackPanelVertical.ALIGN_CENTER) title_stack_panel.append(gui.VerticalSpace(int(settings.SCREEN_HEIGHT * 0.2))) title_stack_panel.append(line) title_stack_panel.append(gui.VerticalSpace(1)) title_stack_panel.append(logo) title_stack_panel.append(gui.VerticalSpace(1)) title_stack_panel.append(line) title_stack_panel.append(gui.VerticalSpace(5)) bg_rect = gui.FilledRectangle(rectfactory.full_screen_rect(), bg_color) ui_state = state.UIState(gui.UIElementList(None)) hero_name_type_writer = gui.TypeWriter((0, 0), colors.WHITE, colors.GRAY_D, constants.LEFT_SIDE_BAR_WIDTH - 4, default_text=settings.DEFAULT_PLAYER_NAME) main_menu = _main_menu(ui_state, state_stack, lambda: hero_name_type_writer.text, game_state_factory, test_game_state_factory) name_heading = gui.TextBox("Name:", (0, 0), colors.CYAN_D, (0, 1)) menu_stack_panel = gui.StackPanelVertical((0, 0), (0, 0), vertical_space=0, alignment=gui.StackPanelVertical.ALIGN_CENTER) menu_stack_panel.append(name_heading) menu_stack_panel.append(hero_name_type_writer) menu_stack_panel.append(main_menu) dock = gui.UIDock(rectfactory.full_screen_rect()) dock.bottom = menu_stack_panel type_writer_highlight_update = \ gui.UpdateCallOnlyElement( [lambda: type_writer_highlight_update_function(name_heading, hero_name_type_writer, main_menu, colors.WHITE, colors.GRAY_D, [1, 2])]) ui_state.ui_element.elements = [bg_rect, title_stack_panel, dock, type_writer_highlight_update] return ui_state
): nTop = '10' gui.Label(name='lblDoc', text=u'Documento:', width='96', top=nTop) gui.ComboBox( name='tipo_doc', text=u'CF', left='100', top='10', width='78', value=80, onchange=on_tipo_doc_change, items=datos.TIPO_DOC_MAP, ) gui.TextBox(mask='##-########-#', name='nro_doc', width='110', onblur=on_nro_doc_change, top=nTop, left='200') nTop = str(int(nTop) + 30) gui.Label( name='lblDeno', text=u'Denominacion:', width='100', top=nTop, ) gui.TextBox(name='nombre', width='400', value=u'', top=nTop, left='100')
####################### # Define GUI Elements # ####################### ### Menu Bar # Background Rect menuRect = (0, 0, gui.SCREEN_WIDTH, 40) # Tabs status_tab = gui.TouchButton("Status", width=gui.SCREEN_WIDTH//4 - 2, height=40, color=gui.colors.BEIGE) gps_tab = gui.TouchButton("GPS", width=gui.SCREEN_WIDTH//4 - 2, height=40, color=gui.colors.BEIGE) dashcam_tab = gui.TouchButton("Dashcam", width=gui.SCREEN_WIDTH//4 - 1, height=40, color=gui.colors.BEIGE) clock_tab = gui.TextBox("Clock", width=gui.SCREEN_WIDTH//4 - 2, height=40) menuTabs = [status_tab, gps_tab, dashcam_tab, clock_tab] # Tab coordinates menuCoords = [(0, 0), (gui.SCREEN_WIDTH//4, 0), (gui.SCREEN_WIDTH//2, 0), (3*gui.SCREEN_WIDTH//4 + 2, 0)] # Buttons (used for event handling) menuButtons = [status_tab, gps_tab, dashcam_tab] ### Status Tab # Gauges rpm_gauge = gui.RpmGauge(redline=6000) coolant_temp_gauge = gui.BarGauge("Coolant Temperature", unit="degC", val_range=(-10, 120), safe_range=(10,85)) maf_gauge = gui.BarGauge("Mass Airflow Intake", unit="g/s", val_range=(0,30), safe_range=(0, 20))
text=u'Cliente:', ) gui.ComboBox( name='tipo_doc', text=u'CF', left='75', top='23', width='78', onchange=on_tipo_doc_change, items=datos.TIPO_DOC_MAP, selection=3, ) gui.TextBox(mask='##-########-#', name='nro_doc', left='164', top='24', width='110', text=u'', value=u'', onchange=on_busqueda) gui.Label( name='label_268_164', height='31', left='295', top='28', width='61', text=u'Nombre:', ) gui.TextBox(name='nombre_cliente', left='367', top='23', width='240',
gui.ComboBox( name='tipo_doc', text=u'CF', left='75', top='23', width='78', onchange=on_tipo_doc_change, items=[u'CUIT', u'DNI', u'CF', u'Pasaporte'], selection=3, value=u'CF', ) gui.TextBox( mask='##-########-#', name='nro_doc', left='164', top='24', width='110', text=u'20-26756539-3', value=u'20-26756539-3', ) gui.Label( name='label_268_164', height='31', left='295', top='28', width='61', text=u'Nombre:', ) gui.TextBox( name='nombre_cliente', left='367',
gui.MenuItem(label='Quit', help='quit program', name='menu_quit', parent='mywin.menubar.menu') # tab panel gui.Notebook(name='notebook', height='211', left='10', top='10', width='590', parent='mywin', selection=0, ) gui.TabPanel(name='tab_setup', parent='mywin.notebook', selected=True, text='Setup') gui.TabPanel(name='tab_message', parent='mywin.notebook', selected=True, text='Message') gui.TabPanel(name='tab_list', parent='mywin.notebook', selected=True, text='List') #### setup ##### # user_id #gui.Label(name='label_userid', left='10', top='22', parent='mywin.notebook.tab_setup', text='User Id') #gui.TextBox(name='user_id', left='80', top='22', width='150', parent='mywin.notebook.tab_setup', value='test') # api_key gui.Label(name='label_api_key', left='10', top='50', parent='mywin.notebook.tab_setup', text='API Key') gui.TextBox(name='api_key', left='80', top='50', width='150', parent='mywin.notebook.tab_setup', value='NCS52A57F48C3D32') # api_secret gui.Label(name='label_secret', left='10', top='84', parent='mywin.notebook.tab_setup', text='API Secret') gui.TextBox(name='api_secret', left='80', top='84', width='280', parent='mywin.notebook.tab_setup', value='5AC44E03CE8E7212D9D1AD9091FA9966') # test mode gui.CheckBox(label='Test Mode', name='test_mode', left='80', top='115', parent='mywin.notebook.tab_setup', onclick=ui.test_mode) # balance info. gui.Button(label='Balanece', name='balance', left='80', top='138', width='85', default=True, parent='mywin.notebook.tab_setup', onclick=ui.get_balance) #### message ##### # type gui.Label(name='label_type', left='10', top='22', parent='mywin.notebook.tab_message', text='Type') gui.RadioButton(label='SMS', name='sms', left='80', top='22', parent='mywin.notebook.tab_message', value=True, onclick=ui.choose_type)
# --- gui2py designer generated code starts --- with gui.Window( name='mywin', title=u'gui2py chat', resizable=True, height='461px', left='168', top='79', width='400px', ): gui.TextBox(name=u'output', multiline=True, height='403', left='8', top='10', width='379') gui.TextBox(name=u'input', height='30', left='11', top='417', width='323') gui.Button( label=u'\u2192', name=u'send', left='348', top='419', width='40', default=True, ) # --- gui2py designer generated code ends --- mywin = gui.get("mywin")
name='record', image='', sizer_border=5, height='500', left='8', top='6', width='633', ): nTop = '10' gui.Label(name='lblID', text=u'Código de Producto:', width='96', top=nTop) gui.TextBox(name='idProducto', width='110', onblur=on_idchange, top=nTop, left='130', autoSelect=True) nTop = str(int(nTop) + 30) gui.Label( name='lblDetalle', text=u'Detalle:', width='100', top=nTop, ) gui.TextBox(name='detalle', width='400', value=u'', top=nTop, left='130')