Пример #1
0
Файл: hud.py Проект: parpg/parpg
    def createBoxGUI(self, title, container):
        """Creates a window to display the contents of a box
           @type title: string
           @param title: The title for the window
           @param items: The box to display
           @return: A new ContainerGui"""
        events = {'takeAllButton':self.hideContainer,
                  'closeButton':self.hideContainer}
        #hide previous container if any, to avoid orphaned dialogs
        self.hideContainer()

        self.box_container = ContainerGUI(self.controller,
                                              unicode(title), container)
        self.box_container.gui.mapEvents(events)
        self.box_container.showContainer()
        return self.box_container
Пример #2
0
Файл: hud.py Проект: parpg/parpg
class Hud(object):
    """Main Hud class"""
    def __init__(self, controller, settings, callbacks):
        """Initialise the instance.
           @type controller: Class derived from ControllerBase
           @param controller: The current controller
           @type settings: settings.Setting
           @param settings: The settings
           @type inv_model: dict
           @type callbacks: dict
           @param callbacks: a dict of callbacks
               saveGame: called when the user clicks on Save
               loadGame: called when the user clicks on Load
               quitGame: called when the user clicks on Quit
           @return: None"""

        # TODO: perhaps this should not be hard-coded here
        self.settings = settings
        pychan.registerWidget(ActionsBox)
        
        xml_file = vfs.VFS.open('gui/hud.xml')
        self.hud = pychan.loadXML(xml_file)

        self.controller = controller
        self.engine = controller.engine
        self.model = controller.model
        self.inventory = None
        self.character_screen = None

        self.save_game_callback = callbacks['saveGame']
        self.load_game_callback = callbacks['loadGame']
        self.quit_callback      = callbacks['quitGame']

        self.box_container = None
        self.examine_box = None
        self.context_menu = None
        self.help_dialog = None
        self.events_to_map = None
        self.main_menu = None
        self.menu_events = None
        self.quit_window = None
        self.bottom_panel = self.hud.findChild(name="mainHudWindow")
        
        self.actions_box = self.hud.findChild(name="actionsBox")
        self.menu_displayed = False
        self.inventory_storage = None
        self.initializeHud()
        self.initializeMainMenu()
        self.initializeContextMenu()
        self.initializeHelpMenu()
        self.initializeEvents()
        self.initializeQuitDialog()
        self.initializeSettingsMenu()
    
    def _getEnabled(self):
        """"Returns whether the gui widget is enabled or not"""
        return self.hud.real_widget.isEnabled()
    
    def _setEnabled(self, enabled):
        """"Sets whether the gui widget is enabled or not"""
        self.hud.real_widget.setEnabled(enabled)
        childs = self.hud.getNamedChildren()
        for child_list in childs.itervalues():
            for child in child_list:
                child.real_widget.setEnabled(enabled)
    
    enabled = property(_getEnabled, _setEnabled)
        
    def initializeHud(self):
        """Initialize and show the main HUD
           @return: None"""
        self.events_to_map = {"menuButton":self.displayMenu, }
        self.hud.mapEvents(self.events_to_map) 
        # set HUD size according to screen size
        screen_width = self.engine.getSettings().getScreenWidth()
        self.hud.findChild(name="mainHudWindow").size = (screen_width, 65)
        self.hud.findChild(name="inventoryButton").position = \
                                                    (screen_width-59, 7)
        # add ready slots
        ready1 = self.hud.findChild(name='hudReady1')
        ready2 = self.hud.findChild(name='hudReady2')
        ready3 = self.hud.findChild(name='hudReady3')
        ready4 = self.hud.findChild(name='hudReady4')

        if (screen_width <=800) :
            gap = 0
        else :
            gap = 40
        ready1.position = (160+gap, 7)
        ready2.position = (220+gap, 7)
        ready3.position = (screen_width-180-gap, 7)
        ready4.position = (screen_width-120-gap, 7)
        self.actions_box.position = (280+gap, 5)
        actions_width = screen_width - 470 - 2*gap

        self.actions_box.ContentBox.min_width = actions_width
        self.actions_box.ContentBox.max_width = actions_width
        
        # and finally add an actions box
        self.actions_box.min_size = (actions_width, 55)
        self.actions_box.max_size = (actions_width, 55)
        # now it should be OK to display it all
        self.showHUD()
        
    def addAction(self, action):
        """Add an action to the actions box.
           @type action: (unicode) string
           @param action: The text that you want to display in the actions box
           @return: None"""    
        self.actions_box.addAction(action)

    def showHUD(self):
        """Show the HUD.
           @return: None"""
        self.hud.show()
        self.enabled = True

    def hideHUD(self):
        """Hide the HUD.
           @return: None"""
        self.hud.hide()
        self.enabled = False

    def initializeInventory(self):
        """Initialize the inventory"""
        if not self.inventory:
            xml_file = vfs.VFS.open('gui/inventory.xml')
            player = self.model.game_state.getObjectById("PlayerCharacter")
            self.inventory = CharacterGUI(self.controller, xml_file, 
                                          player.container, player.equip, None)
#        inv_callbacks = {
#            'refreshReadyImages': self.refreshReadyImages,
#            'toggleInventoryButton': self.toggleInventoryButton,
#        }
#        self.inventory_storage = \
#            self.model.game_state.getObjectById("PlayerCharacter").fifeagent.inventory
#        if self.inventory == None:
#            self.inventory = inventorygui.InventoryGUI(self.controller,
#                                                       self.inventory_storage,
#                                                       inv_callbacks)
#        else:
#            self.inventory.inventory_storage = self.inventory_storage
#        self.refreshReadyImages()
    
    def initializeCharacterScreen(self):
        """Initialize the character screen."""
        # TODO Technomage 2010-12-24: 
        if not self.character_screen:
            xml_file = vfs.VFS.open('gui/character_screen.xml')
            self.character_screen = pychan.loadXML(xml_file)
    
    def initializeContextMenu(self):
        """Initialize the Context Menu
           @return: None"""
        self.context_menu = ContextMenu(self.engine, [], (0, 0))

    def showContextMenu(self, data, pos):
        """Display the Context Menu with model at pos
           @type model: list
           @param model: model to pass to context menu
           @type pos: tuple
           @param pos: tuple of x and y coordinates
           @return: None"""
        self.context_menu = ContextMenu(self.engine, data, pos)
        self.context_menu.show()

    def hideContextMenu(self):
        """Hides the context menu
           @return: None"""
        self.context_menu.hide()

    def initializeMainMenu(self):
        """Initalize the main menu.
           @return: None"""
        
        xml_file = vfs.VFS.open('gui/hud_pause_menu.xml')
        self.main_menu = pychan.loadXML(xml_file)

        #TODO: find more suitalbe place for onOptilonsPress implementation
        self.menu_events = {"resumeButton": self.hideMenu, 
                            "settingsButton": self.displaySettings,
                            "helpButton": self.displayHelp}
        self.main_menu.mapEvents(self.menu_events)

    def displayMenu(self):
        """Displays the main in-game menu.
           @return: None"""
        self.stopActions()
        if (self.menu_displayed == False):
            self.main_menu.show()
            self.menu_displayed = True
            self.model.pause(True)
            self.controller.pause(True)
            self.enabled = False
        elif (self.menu_displayed == True):
            self.hideMenu()

    def hideMenu(self):
        """Hides the main in-game menu.
           @return: None"""
        self.main_menu.hide()
        self.menu_displayed = False
        self.model.pause(False)
        self.controller.pause(False)
        self.enabled = True

    def initializeSettingsMenu(self):
        self.settings_menu = SettingsMenu(self.engine, self.settings)

    def displaySettings(self):
        self.settings_menu.show()

    def initializeHelpMenu(self):
        """Initialize the help menu
           @return: None"""

        xml_file = vfs.VFS.open('gui/help.xml')
        self.help_dialog = pychan.loadXML(xml_file)

        help_events = {"closeButton":self.help_dialog.hide}
        self.help_dialog.mapEvents(help_events)
        main_help_text = u"Welcome to Post-Apocalyptic RPG or PARPG![br][br]"\
        "This game is still in development, so please expect for there to be "\
        "bugs and[br]feel free to tell us about them at "\
        "http://www.forums.parpg.net.[br]This game uses a "\
        "\"Point 'N' Click\" interface, which means that to move around,[br]"\
        "just click where you would like to go and your character will move "\
        "there.[br]PARPG also utilizes a context menu. To access this, just "\
        "right click anywhere[br]on the screen and a menu will come up. This "\
        "menu will change depending on[br]what you have clicked on, hence "\
        "it's name \"context menu\".[br][br]"
        
        k_text = u" Keybindings" 
        k_text += "[br] A : Add a test action to the actions display"
        k_text += "[br] I : Toggle the inventory screen"
        k_text += "[br] F7 : Take a screenshot"
        k_text += "[br]      (Saves to screenshots directory)"
        k_text += "[br] F10 : Toggle console"
        k_text += "[br] PAUSE : (Un)Pause the game"
        k_text += "[br] Q : Quit the game"
        self.help_dialog.distributeInitialData({
                "MainHelpText":main_help_text,
                "KeybindText":k_text
                })

    def displayHelp(self):
        """Display the help screen.
           @return: None"""
        self.help_dialog.show()

    def saveGame(self):
        """ Called when the user wants to save the game.
            @return: None"""
        self.stopActions()
        xml_path = 'gui/savebrowser.xml'
        save_browser = FileBrowser(self.engine,
                                   self.settings,
                                   self.save_game_callback,
                                   xml_path,
                                   self.loadsave_close,
                                   save_file=True,
                                   extensions=('.dat'))
        save_browser.showBrowser()
        self.controller.pause(True)
        self.model.pause(True)
        self.enabled = False

    def stopActions(self):
        """This method stops/resets actions that are currently performed 
        like dragging an item.
        This is done to be able to savely perform other actions that might 
        interfere with current running ones."""
        #Reset dragging - move item back to its old container
        if data_drag.dragging:
            drag_item = data_drag.dragged_item 
            data_drag.dragging = False
            data_drag.dragged_item = None
            DropItemAction(self.controller, drag_item).execute()
        if self.inventory:
            self.inventory.closeInventory()
        
    def newGame(self):
        """Called when user request to start a new game.
           @return: None"""
        self.stopActions()
        logger.info('new game')
    
    def loadsave_close(self):
        """Called when the load/save filebrowser was closed without a file selected"""
        if not self.menu_displayed:
            self.enabled = True
            self.model.pause(False)
            self.controller.pause(False)
            
    def loadGame(self):
        """ Called when the user wants to load a game.
            @return: None"""
        self.stopActions()
        xml_path = 'gui/loadbrowser.xml'
        load_browser = FileBrowser(self.engine,
                                   self.settings,
                                   self.load_game_callback,
                                   xml_path,
                                   close_callback = self.loadsave_close,
                                   save_file=False,
                                   extensions=('.dat'))
        load_browser.showBrowser()
        self.model.pause(True)
        self.controller.pause(True)
        self.enabled = False
    
    def initializeQuitDialog(self):
        """Creates the quit confirmation dialog
           @return: None"""
        self.quit_window = pychan.widgets.Window(title=unicode("Quit?"), \
                                                 min_size=(200,0))

        hbox = pychan.widgets.HBox()
        are_you_sure = "Are you sure you want to quit?"
        label = pychan.widgets.Label(text=unicode(are_you_sure))
        yes_button = pychan.widgets.Button(name="yes_button", 
                                           text=unicode("Yes"),
                                           min_size=(90,20),
                                           max_size=(90,20))
        no_button = pychan.widgets.Button(name="no_button",
                                          text=unicode("No"),
                                          min_size=(90,20),
                                          max_size=(90,20))

        self.quit_window.addChild(label)
        hbox.addChild(yes_button)
        hbox.addChild(no_button)
        self.quit_window.addChild(hbox)

        events_to_map = { "yes_button": self.quit_callback,
                          "no_button":  self.quit_window.hide }
        
        self.quit_window.mapEvents(events_to_map)


    def quitGame(self):
        """Called when user requests to quit game.
           @return: None"""
        self.stopActions()
        self.quit_window.show()

    def toggleInventoryButton(self):
        """Manually toggles the inventory button.
           @return: None"""
        button = self.hud.findChild(name="inventoryButton")
        if button.toggled == 0:
            button.toggled = 1
        else:
            button.toggled = 0

    def toggleInventory(self, toggle_image=True):
        """Displays the inventory screen
           @return: None"""
        if self.inventory is None:
            self.initializeInventory()

        self.inventory.toggleInventory(toggle_image)
    
    def toggleCharacterScreen(self):
        if self.characcter_screen is None:
            self.initializeCharacterScreen()

        if not self.character_screen.isVisible():
            self.character_screen.show()
        else:
            self.character_screen.hide()
    
    def refreshReadyImages(self):
        """Make the Ready slot images on the HUD be the same as those 
           on the inventory
           @return: None"""
        for ready in range(1, 5):
            button = self.hud.findChild(name=("hudReady%d" % ready))
            if self.inventory_storage == None :
                origin = None
            else:
                origin = self.inventory_storage.getItemsInSlot('ready', ready-1)
            if origin == None:
                self.setImages(button, 
                               self.inventory.slot_empty_images['ready'])
            else:
                self.setImages(button, origin.getInventoryThumbnail())

    def setImages(self, widget, image):
        """Set the up, down, and hover images of an Imagebutton.
           @type widget: pychan.widget
           @param widget: widget to set
           @type image: string
           @param image: image to use
           @return: None"""
        widget.up_image = image
        widget.down_image = image
        widget.hover_image = image

    def initializeEvents(self):
        """Intialize Hud events
           @return: None"""
        events_to_map = {}

        # when we click the toggle button don't change the image
        events_to_map["inventoryButton"] = cbwa(self.toggleInventory, False)
        events_to_map["saveButton"] = self.saveGame
        events_to_map["loadButton"] = self.loadGame

        hud_ready_buttons = ["hudReady1", "hudReady2", \
                             "hudReady3", "hudReady4"]

        for item in hud_ready_buttons:
            events_to_map[item] = cbwa(self.readyAction, item)

        self.hud.mapEvents(events_to_map)

        menu_events = {}
        menu_events["newButton"] = self.newGame
        menu_events["quitButton"] = self.quitGame
        menu_events["saveButton"] = self.saveGame
        menu_events["loadButton"] = self.loadGame
        self.main_menu.mapEvents(menu_events)

    def readyAction(self, ready_button):
        """ Called when the user selects a ready button from the HUD """
        text = "Used the item from %s" % ready_button        
        self.addAction(text)
        
    def createBoxGUI(self, title, container):
        """Creates a window to display the contents of a box
           @type title: string
           @param title: The title for the window
           @param items: The box to display
           @return: A new ContainerGui"""
        events = {'takeAllButton':self.hideContainer,
                  'closeButton':self.hideContainer}
        #hide previous container if any, to avoid orphaned dialogs
        self.hideContainer()

        self.box_container = ContainerGUI(self.controller,
                                              unicode(title), container)
        self.box_container.gui.mapEvents(events)
        self.box_container.showContainer()
        return self.box_container

    def hideContainer(self):
        """Hide the container box
           @return: None"""
        if self.box_container:
            self.box_container.hideContainer()
            self.box_container = None

    def createExamineBox(self, title, desc):
        """Create an examine box. It displays some textual description of an
           object
           @type title: string
           @param title: The title of the examine box
           @type desc: string
           @param desc: The main body of the examine box
           @return: None"""
        if self.examine_box is not None:
            self.examine_box.closePopUp()
        self.examine_box = ExaminePopup(self.engine, title, desc)
        self.examine_box.showPopUp()

    def showDialogue(self, npc):
        """Show the NPC dialogue window
           @type npc: actors.NonPlayerCharacter
           @param npc: the npc that we are having a dialogue with
           @return: The dialogue"""
        self.stopActions()
        dialogue = DialogueGUI(
                    self.controller,
                    npc,
                    self.model.game_state.quest_engine,
                    self.model.game_state.met, self.model.game_state.meet,
                    container.get_item,
                    self.model.game_state.getObjectById("PlayerCharacter"))
        return dialogue