示例#1
0
 def deactivate(self):
     pf.unregister_event_handler(pf.SDL_MOUSEMOTION,
                                 ObjectsVC.__on_mousemove)
     pf.unregister_event_handler(pf.SDL_MOUSEBUTTONDOWN,
                                 ObjectsVC.__on_click)
     pf.unregister_event_handler(pf.SDL_MOUSEBUTTONUP,
                                 ObjectsVC.__on_release)
     pf.unregister_event_handler(pf.SDL_MOUSEWHEEL,
                                 ObjectsVC.__on_mousewheel)
     pf.unregister_event_handler(pf.EVENT_NEW_GAME, ObjectsVC.__on_new_game)
     pf.unregister_event_handler(EVENT_OBJECT_SELECTION_CHANGED,
                                 ObjectsVC.__on_selected_object_changed)
     pf.unregister_event_handler(EVENT_MOUSE_ENTERED_MAP,
                                 ObjectsVC.__on_mouse_enter_map)
     pf.unregister_event_handler(EVENT_MOUSE_EXITED_MAP,
                                 ObjectsVC.__on_mouse_exit_map)
     pf.unregister_event_handler(EVENT_OBJECTS_TAB_MODE_CHANGED,
                                 ObjectsVC.__on_mode_changed)
     pf.unregister_event_handler(EVENT_OBJECT_SELECTED_UNIT_PICKED,
                                 ObjectsVC.__on_selected_unit_picked)
     pf.unregister_event_handler(EVENT_OBJECT_DELETE_SELECTION,
                                 ObjectsVC.__on_delete_selection)
     pf.unregister_event_handler(EVENT_OLD_GAME_TEARDOWN_BEGIN,
                                 ObjectsVC.__on_old_game_teardown_begin)
     pf.clear_unit_selection()
     pf.disable_unit_selection()
     self.current_object = None
 def deactivate(self):
     pf.unregister_event_handler(pf.SDL_MOUSEMOTION, ObjectsVC.__on_mousemove)
     pf.unregister_event_handler(pf.SDL_MOUSEBUTTONDOWN, ObjectsVC.__on_click)
     pf.unregister_event_handler(pf.SDL_MOUSEBUTTONUP, ObjectsVC.__on_release)
     pf.unregister_event_handler(pf.SDL_MOUSEWHEEL, ObjectsVC.__on_mousewheel)
     pf.unregister_event_handler(EVENT_OBJECT_SELECTION_CHANGED, ObjectsVC.__on_selected_object_changed)
     pf.unregister_event_handler(EVENT_OBJECTS_TAB_MODE_CHANGED, ObjectsVC.__on_mode_changed)
     pf.unregister_event_handler(EVENT_OBJECT_SELECTED_UNIT_PICKED, ObjectsVC.__on_selected_unit_picked)
     pf.unregister_event_handler(EVENT_OBJECT_DELETE_SELECTION, ObjectsVC.__on_delete_selection)
     pf.clear_unit_selection()
     pf.disable_unit_selection()
     self.current_object = None
示例#3
0
 def __set_selection_for_mode(self):
     if self.view.mode == self.view.OBJECTS_MODE_SELECT:
         pf.enable_unit_selection()
     else:
         pf.disable_unit_selection()
示例#4
0
import views.menu_window as mw

############################################################
# Global settings                                          #
############################################################

pf.set_ambient_light_color((1.0, 1.0, 1.0))
pf.set_emit_light_color((1.0, 1.0, 1.0))
pf.set_emit_light_pos((1664.0, 1024.0, 384.0))
pf.set_active_font("OptimusPrinceps.ttf")

pf.new_game_string(globals.active_map.pfmap_str(), update_navgrid=False)
minimap_pos = pf.get_minimap_position()
pf.set_minimap_position(UI_LEFT_PANE_WIDTH + minimap_pos[0], minimap_pos[1])

pf.disable_unit_selection()
pf.disable_fog_of_war()

pf.add_faction(DEFAULT_FACTION_NAME, DEFAULT_FACTION_COLOR)
mouse_events.install()

############################################################
# Setup UI                                                 #
############################################################

terrain_tab_vc = ttvc.TerrainTabVC(ttw.TerrainTabWindow())
objects_tab_vc = otvc.ObjectsVC(otw.ObjectsTabWindow())
diplo_tab_vc = dtvc.DiplomacyVC(dtw.DiplomacyTabWindow())

tab_bar_vc = tbvc.TabBarVC(tbw.TabBarWindow(), EVENT_TOP_TAB_SELECTION_CHANGED)
tab_bar_vc.push_child("Terrain", terrain_tab_vc)