def __on_mousemove(self, event): if self.current_object and pf.map_pos_under_cursor(): self.current_object.pos = pf.map_pos_under_cursor() if self.right_mousebutton_state == pf.SDL_PRESSED: sel = pf.get_unit_selection() if len(sel) == 1: sel[0].pos = pf.map_pos_under_cursor()
def __on_new_game(self, event): if self.view.mode == self.view.OBJECTS_MODE_PLACE and pf.map_pos_under_cursor( ): self.current_object = self.__object_at_index( self.view.selected_object_idx) self.current_object.pos = pf.map_pos_under_cursor() self.current_object.activate()
def __on_mode_changed(self, event): self.__set_selection_for_mode() if self.view.mode == self.view.OBJECTS_MODE_PLACE: pf.clear_unit_selection() self.current_object = self.__object_at_index(self.view.selected_object_idx) if pf.map_pos_under_cursor(): self.current_object.pos = pf.map_pos_under_cursor() elif self.view.mode == self.view.OBJECTS_MODE_SELECT: self.current_object = None
def __on_click(self, event): if not mouse_events.mouse_over_map: return if pf.map_pos_under_cursor() is None: return if event[0] == pf.SDL_BUTTON_LEFT: if self.current_object: self.current_object.faction_id = pf.get_factions_list()[self.view.selected_faction_idx]["id"] globals.active_objects_list.append(self.current_object) self.current_object = self.__object_at_index(self.view.selected_object_idx) self.current_object.pos = pf.map_pos_under_cursor() elif event[0] == pf.SDL_BUTTON_RIGHT: self.right_mousebutton_state = event[1] sel = pf.get_unit_selection() if len(sel) == 1: sel[0].pos = pf.map_pos_under_cursor()