def trash_slot(): dialog = QMessageBox(item_edit.dialog) dialog.setWindowTitle("Trash Item") dialog.setText("Are you sure?") dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No) dialog.setDefaultButton(QMessageBox.No) dialog.setIcon(QMessageBox.Question) if dialog.exec() == QMessageBox.Yes: logging.debug("Trashed item") bag.setItem(row, column, empty_slot()) item_edit.dialog.close() self.set_edited()
def trash_slot(self, dialog, bag, standalone=False): row = bag.currentRow() column = bag.currentColumn() ask_dialog = QMessageBox(dialog) ask_dialog.setWindowTitle("Trash Item") ask_dialog.setText("Are you sure?") ask_dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No) ask_dialog.setDefaultButton(QMessageBox.No) ask_dialog.setIcon(QMessageBox.Question) if ask_dialog.exec() == QMessageBox.Yes: bag.setItem(row, column, empty_slot()) if not standalone: dialog.close() self.set_edited()
def trash_slot(self, dialog, bag, standalone=False): row = bag.currentRow() column = bag.currentColumn() ask_dialog = QMessageBox(dialog) ask_dialog.setWindowTitle("Trash Item") ask_dialog.setText("Are you sure?") ask_dialog.setStandardButtons(QMessageBox.Yes | QMessageBox.No) ask_dialog.setDefaultButton(QMessageBox.No) ask_dialog.setIcon(QMessageBox.Question) if ask_dialog.exec() == QMessageBox.Yes: bag.setItem(row, column, empty_slot()) if not standalone: dialog.close() self.set_bags() self.update_player_preview() self.set_edited()
def update_item(self): """Update main item view with current item browser data.""" name = self.ui.item_type.text() # TODO: i guess eventually we're gonna need like.. some sort of generic # generate item function try: item = self.assets.items().get_item(name) if item[1].endswith("generatedgun"): options = self.assets.items().generate_gun(item) name = options["itemName"] elif item[1].endswith("generatedsword"): options = self.assets.items().generate_sword(item) name = options["itemName"] elif item[1].endswith("generatedshield"): options = self.assets.items().generate_shield(item) name = options["itemName"] elif item[1].endswith("sapling"): options = self.assets.items().generate_sapling(item) elif name == "filledcapturepod": options = self.assets.items().generate_filledcapturepod(item, self.player.get_uuid()) else: options = item[0] except TypeError: self.item = empty_slot().item self.ui.desc.setText("<html><body><strong>Empty Slot</strong></body></html>") self.ui.icon.setPixmap(QPixmap()) self.clear_item_options() return self.ui.item_type.setText(name) self.item = saves.new_item_data(name, 1, options) self.ui.count.setValue(1) self.update_item_info(name, options) self.populate_options()
def update_item(self): """Update main item view with current item browser data.""" name = self.ui.item_type.text() # TODO: i guess eventually we're gonna need like.. some sort of generic # generate item function try: item = self.assets.items().get_item(name) if item[1].endswith("generatedgun"): options = self.assets.items().generate_gun(item) name = options["itemName"] elif item[1].endswith("generatedsword"): options = self.assets.items().generate_sword(item) name = options["itemName"] elif item[1].endswith("generatedshield"): options = self.assets.items().generate_shield(item) name = options["itemName"] elif item[1].endswith("sapling"): options = self.assets.items().generate_sapling(item) elif name == "filledcapturepod": options = self.assets.items().generate_filledcapturepod( item, self.player.get_uuid()) else: options = item[0] except TypeError: self.item = empty_slot().item self.ui.desc.setText( "<html><body><strong>Empty Slot</strong></body></html>") self.ui.icon.setPixmap(QPixmap()) self.clear_item_options() return self.ui.item_type.setText(name) self.item = saves.new_item(name, 1, options) self.ui.count.setValue(1) self.update_item_info(name, options) self.populate_options()