def test_redraw_cursor(self, _init_pygame, default_ui_manager): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_text("GOLD") text_entry.select_range = [0, 2] text_entry.cursor_on = True text_entry.edit_position = 1 text_entry.redraw_cursor() assert text_entry.image is not None
def test_set_forbidden_characters_anything(self, _init_pygame, default_ui_manager): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_forbidden_characters(['D', 'A', 'N']) with pytest.warns(UserWarning, match="Tried to set text string with invalid " "characters on text entry element"): text_entry.set_text("DAN") assert text_entry.get_text() == ""
def test_redraw_selected_text(self, _init_pygame): manager = UIManager((800, 600), os.path.join("tests", "data", "themes", "ui_text_entry_line_bad_values.json")) text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=manager) text_entry.set_text("Yellow su") text_entry.select_range = [3, 8] text_entry.start_text_offset = 500 text_entry.redraw()
def test_redraw_selected_text_different_them(self, _init_pygame): manager = UIManager( (800, 600), os.path.join("tests", "data", "themes", "ui_text_entry_line_non_default_2.json")) text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=manager) text_entry.set_text("Yellow su") text_entry.select_range = [3, 9] text_entry.redraw()
def test_set_allowed_characters_numbers(self, _init_pygame, default_ui_manager): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_allowed_characters('numbers') with pytest.warns(UserWarning, match="Tried to set text string with invalid" " characters on text entry element"): text_entry.set_text("one two three") assert text_entry.get_text() == ""
def test_set_text_forbidden_characters(self, _init_pygame, default_ui_manager): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_forbidden_characters('numbers') with pytest.warns( UserWarning, match= "Tried to set text string with invalid characters on text entry element" ): text_entry.set_text("1,2,3,4,5")
def test_set_text_length_limit(self, _init_pygame, default_ui_manager): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_text_length_limit(10) with pytest.warns( UserWarning, match= "Tried to set text string that is too long on text entry element" ): text_entry.set_text("GOLD PYJAMAS GOLD PYJAMAS")
def test_process_event_text_left(self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_text('dan') text_entry.select() processed_key_event = text_entry.process_event( pygame.event.Event(pygame.KEYDOWN, {'key': pygame.K_LEFT})) assert processed_key_event
def test_set_text_rebuild_select_area_3(self, _init_pygame): manager = UIManager((800, 600), os.path.join("tests", "data", "themes", "ui_text_entry_line_bad_values.json")) text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=manager) text_entry.set_text("GOLD") text_entry.select_range = [0, 2] text_entry.rebuild() assert text_entry.image is not None
def test_process_event_backspace_select_range( self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_text('dan') text_entry.focus() text_entry.select_range = [1, 3] processed_key_event = text_entry.process_event( pygame.event.Event(pygame.KEYDOWN, {'key': pygame.K_BACKSPACE})) assert processed_key_event
def test_process_event_text_right_actually_move( self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_text('dan') text_entry.edit_position = 2 text_entry.focus() processed_key_event = text_entry.process_event( pygame.event.Event(pygame.KEYDOWN, {'key': pygame.K_RIGHT})) assert processed_key_event
def test_set_text_rebuild_select_area_2(self, _init_pygame, _display_surface_return_none): manager = UIManager( (800, 600), os.path.join("tests", "data", "themes", "ui_text_entry_line_non_default.json")) text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=manager) text_entry.set_text("GOLDEN GOD") text_entry.select_range = [4, 7] text_entry.rebuild() assert text_entry.image is not None
def test_process_event_mouse_button_up_outside( self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect(0, 0, 200, 30), manager=default_ui_manager) text_entry.set_text('dan is amazing') processed_down_event = text_entry.process_event( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (30, 15) })) text_entry.process_event( pygame.event.Event(pygame.MOUSEBUTTONUP, { 'button': 1, 'pos': (80, 50) })) assert processed_down_event and text_entry.selection_in_progress is False
def test_process_event_text_ctrl_v_nothing( self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) clipboard_copy('') text_entry.set_text('dan') text_entry.focus() text_entry.select_range = [0, 0] processed_key_event = text_entry.process_event( pygame.event.Event(pygame.KEYDOWN, { 'key': pygame.K_v, 'mod': pygame.KMOD_CTRL, 'unicode': 'v' })) assert processed_key_event and text_entry.get_text() == 'dan'
def test_process_event_mouse_button_double_click_first_word( self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect(0, 0, 200, 30), manager=default_ui_manager) text_entry.set_text('dan is amazing') processed_down_event = text_entry.process_event( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (15, 15) })) processed_up_event = text_entry.process_event( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (15, 15) })) assert (processed_down_event and processed_up_event and text_entry.select_range == [0, 3])
def test_update_after_click(self, _init_pygame, _display_surface_return_none: None): manager = UIManager( (800, 600), os.path.join("tests", "data", "themes", "ui_text_entry_line_non_default.json")) text_entry = UITextEntryLine(relative_rect=pygame.Rect(0, 0, 200, 30), manager=manager) text_entry.set_text('Wow testing is great so amazing') text_entry.select() text_entry.process_event( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (30, 15) })) default_ui_manager.mouse_position = (70, 15) text_entry.update(0.01)
def test_process_event_text_entered_with_select_range( self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=default_ui_manager) text_entry.set_text('Hours and hours of fun writing tests') text_entry.select() text_entry.select_range = [1, 9] # process a mouse button down event processed_key_event = text_entry.process_event( pygame.event.Event(pygame.KEYDOWN, { 'key': pygame.K_o, 'mod': 0, 'unicode': 'o' })) assert processed_key_event is True and text_entry.get_text( ) == 'Ho hours of fun writing tests'
def test_process_event_text_ctrl_c(self, _init_pygame: None, _display_surface_return_none: None): manager = UIManager( (800, 600), os.path.join("tests", "data", "themes", "ui_text_entry_line_non_default_2.json")) text_entry = UITextEntryLine(relative_rect=pygame.Rect( 100, 100, 200, 30), manager=manager) text_entry.set_text('dan') text_entry.select() text_entry.select_range = [0, 3] processed_key_event = text_entry.process_event( pygame.event.Event(pygame.KEYDOWN, { 'key': pygame.K_c, 'mod': pygame.KMOD_CTRL, 'unicode': 'c' })) text_entry.cursor_on = True text_entry.redraw_cursor() assert processed_key_event and clipboard_paste() == 'dan'
class MapSettingsWindow(UIWindow): def on_fall_add_btn_click(self): map_settings.settings.falls.append( EnemiesFall([ EnemiesGroup([0] * len(enemy.enemies_definitions), 1.0, [0.5, 1.0]) ], 100)) self.current_selected_group = 0 self.update_settings() def on_fall_remove_btn_click(self): if len(map_settings.settings.falls) > 1: map_settings.settings.falls.remove( map_settings.settings.falls[self.current_selected_fall]) self.current_selected_fall = 0 self.current_selected_group = 0 self.update_settings() def on_fall_list_item_select(self): for i in range(0, len(self.falls_ui_list.item_list)): if self.falls_ui_list.item_list[i]['selected']: self.current_selected_fall = i self.current_selected_group = 0 self.update_groups_list() self.update_fall_panel() return def on_group_add_btn_click(self): map_settings.settings.falls[self.current_selected_fall].groups.append( EnemiesGroup([0] * len(enemy.enemies_definitions), 1.0, [0.5, 1.0])) self.update_groups_list() self.update_group_panel() self.update_enemies_panel() def on_group_remove_btn_click(self): curr_fall = map_settings.settings.falls[self.current_selected_fall] if len(curr_fall.groups) > 1: curr_fall.groups.remove( curr_fall.groups[self.current_selected_group]) self.current_selected_group = 0 self.update_groups_list() def on_fall_gold_text_changed(self, e): if len(map_settings.settings.falls) > 0: if len(e.text) > 0 and e.text.isnumeric(): map_settings.settings.falls[ self.current_selected_fall].gold_reward = int(e.text) else: map_settings.settings.falls[ self.current_selected_fall].gold_reward = 0 self.update_fall_panel() def on_start_gold_text_changed(self, e): if len(e.text) > 0 and e.text.isnumeric(): map_settings.settings.start_gold = int(e.text) else: map_settings.settings.start_gold = 0 self.update_general_panel() def on_start_mana_text_changed(self, e): if len(e.text) > 0 and e.text.isnumeric(): map_settings.settings.start_mana = int(e.text) else: map_settings.settings.start_mana = 0 self.update_general_panel() def on_group_list_item_select(self, e): for i in range(0, len(self.groups_ui_list.item_list)): if self.groups_ui_list.item_list[i]['selected']: self.current_selected_group = i self.update_group_panel() self.update_enemies_panel() return def on_group_spawn_delay_changed(self, e): if len(map_settings.settings.falls) > 0: if len(map_settings.settings.falls[ self.current_selected_fall].groups) > 0: curr_group = map_settings.settings.falls[ self.current_selected_fall].groups[ self.current_selected_group] if len(e.text) > 0 and utils.is_float(e.text): curr_group.spawn_delay = float(e.text) else: curr_group.spawn_delay = 0.0 self.update_group_panel() def on_group_spawn_interval_left_changed(self, e): if len(map_settings.settings.falls) > 0: if len(map_settings.settings.falls[ self.current_selected_fall].groups) > 0: curr_group = map_settings.settings.falls[ self.current_selected_fall].groups[ self.current_selected_group] if len(e.text) > 0 and utils.is_float(e.text): curr_group.interval[0] = float(e.text) else: curr_group.interval[0] = 0.0 self.update_group_panel() def on_group_spawn_interval_right_changed(self, e): if len(map_settings.settings.falls) > 0: if len(map_settings.settings.falls[ self.current_selected_fall].groups) > 0: curr_group = map_settings.settings.falls[ self.current_selected_fall].groups[ self.current_selected_group] if len(e.text) > 0 and utils.is_float(e.text): curr_group.interval[1] = float(e.text) else: curr_group.interval[1] = 0.0 self.update_group_panel() def on_change_enemy_count(self, e, i): if len(map_settings.settings.falls) > 0: if len(map_settings.settings.falls[ self.current_selected_fall].groups) > 0: curr_group = map_settings.settings.falls[ self.current_selected_fall].groups[ self.current_selected_group] if len(e.text) > 0 and e.text.isnumeric(): curr_group.enemies_counts[i] = int(e.text) else: curr_group.enemies_counts[i] = 0 self.update_enemies_panel() def on_max_tower_text_changed(self, e): if len(e.text) > 0 and e.text.isnumeric(): map_settings.settings.max_tower = math_utils.clamp( int(e.text), 0, len(tower.tower_definitions)) else: map_settings.settings.max_tower = len(tower.tower_definitions) self.update_general_panel() def on_max_spell_text_changed(self, e): if len(e.text) > 0 and e.text.isnumeric(): map_settings.settings.max_spell = math_utils.clamp( int(e.text), 0, len(spell.spells_definitions)) else: map_settings.settings.max_spell = len(spell.spells_definitions) self.update_general_panel() def __init__(self): windowWidth = 1340 windowHeight = 600 super().__init__(pygame.Rect( SCREEN_WIDTH * 0.5 - windowWidth * 0.5, SCREEN_HEIGHT * 0.5 - windowHeight * 0.5, windowWidth, windowHeight, ), ui_manager, window_display_title="Settings", resizable=False) UILabel(pygame.Rect(0, 0, 80, 30), "General", ui_manager, container=self) general_panel = UIPanel(pygame.Rect(10, 30, 250, 600 - 100), starting_layer_height=4, manager=ui_manager, container=self, object_id="#thicker_panel") UILabel(pygame.Rect(10, 10, 80, 30), "Start Gold", ui_manager, container=general_panel) self.start_gold_text_line = UITextEntryLine( pygame.Rect(100, 10, 60, 20), manager=ui_manager, container=general_panel, #object_id='#file_path_text_line', anchors={ 'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom' }) register_ui_callback(self.start_gold_text_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_start_gold_text_changed(e)) UILabel(pygame.Rect(10, 40, 80, 30), "Start Mana", ui_manager, container=general_panel) self.start_mana_text_line = UITextEntryLine( pygame.Rect(100, 40, 60, 20), manager=ui_manager, container=general_panel, #object_id='#file_path_text_line', anchors={ 'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom' }) register_ui_callback(self.start_mana_text_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_start_mana_text_changed(e)) UILabel(pygame.Rect(10, 70, 80, 30), "Max Tower", ui_manager, container=general_panel) self.max_tower_text_line = UITextEntryLine( pygame.Rect(100, 70, 60, 20), manager=ui_manager, container=general_panel, #object_id='#file_path_text_line', anchors={ 'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom' }) register_ui_callback(self.max_tower_text_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_max_tower_text_changed(e)) UILabel(pygame.Rect(10, 100, 80, 30), "Max Spell", ui_manager, container=general_panel) self.max_spell_text_line = UITextEntryLine( pygame.Rect(100, 100, 60, 20), manager=ui_manager, container=general_panel, #object_id='#file_path_text_line', anchors={ 'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom' }) register_ui_callback(self.max_spell_text_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_max_spell_text_changed(e)) # ---------------------------- falls UILabel(pygame.Rect(250, 0, 80, 30), "Falls", ui_manager, container=self) self.falls_list = ["Dummy", "Dummy"] self.current_selected_fall = 0 self.falls_ui_list = UISelectionList( pygame.Rect(270, 30, 250, 220), item_list=self.falls_list, manager=ui_manager, container=self, object_id="#thicker_panel", ) register_ui_callback(self.falls_ui_list, pygame_gui.UI_SELECTION_LIST_NEW_SELECTION, lambda e: self.on_fall_list_item_select()) self.fall_add_btn = UIButton(pygame.Rect(270, 250, 125, 30), "Add Fall", ui_manager, container=self) self.fall_remove_btn = UIButton(pygame.Rect(395, 250, 125, 30), "Remove Fall", ui_manager, container=self) register_ui_callback(self.fall_add_btn, pygame_gui.UI_BUTTON_PRESSED, lambda e: self.on_fall_add_btn_click()) register_ui_callback(self.fall_remove_btn, pygame_gui.UI_BUTTON_PRESSED, lambda e: self.on_fall_remove_btn_click()) UILabel(pygame.Rect(262, 290, 120, 30), "Fall Settings", ui_manager, container=self) self.fall_settings_panel = UIPanel(pygame.Rect(270, 320, 250, 210), starting_layer_height=4, object_id="#thicker_panel", manager=ui_manager, container=self) # gold reward UILabel(pygame.Rect(5, 10, 100, 30), "Gold Reward", ui_manager, container=self.fall_settings_panel) self.fall_gold_reward = UITextEntryLine( pygame.Rect(105, 10, 60, 20), manager=ui_manager, container=self.fall_settings_panel, ) register_ui_callback(self.fall_gold_reward, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_fall_gold_text_changed(e)) # ---------------------------- groups UILabel(pygame.Rect(515, 0, 80, 30), "Groups", ui_manager, container=self) self.groups_list = [] self.current_selected_group = 0 self.groups_ui_list = UISelectionList( pygame.Rect(530, 30, 380, 220), item_list=self.groups_list, manager=ui_manager, container=self, object_id="#thicker_panel", ) register_ui_callback(self.groups_ui_list, pygame_gui.UI_SELECTION_LIST_NEW_SELECTION, lambda e: self.on_group_list_item_select(e)) self.group_add_btn = UIButton(pygame.Rect(530, 250, 380 * 0.5, 30), "Add Group", ui_manager, container=self) self.group_remove_btn = UIButton(pygame.Rect(530 + 380 * 0.5, 250, 380 * 0.5, 30), "Remove Group", ui_manager, container=self) register_ui_callback(self.group_add_btn, pygame_gui.UI_BUTTON_PRESSED, lambda e: self.on_group_add_btn_click()) register_ui_callback(self.group_remove_btn, pygame_gui.UI_BUTTON_PRESSED, lambda e: self.on_group_remove_btn_click()) UILabel(pygame.Rect(530, 290, 120, 30), "Group Settings", ui_manager, container=self) group_settings_panel = UIPanel(pygame.Rect(530, 320, 380, 210), starting_layer_height=4, object_id="#thicker_panel", manager=ui_manager, container=self) UILabel(pygame.Rect(5, 10, 100, 30), "Spawn After", ui_manager, container=group_settings_panel) self.group_spawn_mode_dropdown = UIDropDownMenu( ["End Of Previous Group Spawn", "Previous Group Destruction"], "End Of Previous Group Spawn", pygame.Rect(105, 15, 250, 20), ui_manager, container=group_settings_panel) # spawn delay UILabel(pygame.Rect(5, 45, 100, 30), "Spawn Delay", ui_manager, container=group_settings_panel) self.spawn_delay_entry_line = UITextEntryLine( pygame.Rect(105, 45, 40, 20), manager=ui_manager, container=group_settings_panel) UILabel(pygame.Rect(150, 45, 60, 30), "seconds", ui_manager, container=group_settings_panel) register_ui_callback(self.spawn_delay_entry_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_group_spawn_delay_changed(e)) # interval UILabel(pygame.Rect(-2, 80, 100, 30), "Interval:", ui_manager, container=group_settings_panel) UILabel(pygame.Rect(2, 115, 50, 30), "From", ui_manager, container=group_settings_panel) self.interval_from_entry_line = UITextEntryLine( pygame.Rect(50, 115, 40, 20), manager=ui_manager, container=group_settings_panel) UILabel(pygame.Rect(95, 115, 20, 30), "To", ui_manager, container=group_settings_panel) self.interval_to_entry_line = UITextEntryLine( pygame.Rect(120, 115, 40, 20), manager=ui_manager, container=group_settings_panel) UILabel(pygame.Rect(165, 115, 60, 30), "seconds", ui_manager, container=group_settings_panel) register_ui_callback( self.interval_from_entry_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_group_spawn_interval_left_changed(e)) register_ui_callback( self.interval_to_entry_line, pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e: self.on_group_spawn_interval_right_changed(e)) # ---------------------------- enemies self.enemies_label = UILabel(pygame.Rect(910, 0, 80, 30), "Enemies", ui_manager, container=self) self.enemies_view_panel = UIPanel(relative_rect=pygame.Rect( 920, 30, 385, 505), starting_layer_height=4, object_id="#thicker_panel", manager=ui_manager, container=self) #self.enemies_view_panel.hide() #self.enemies_label.hide() #250, 600 - 100 self.enemy_container = UIScrollingContainer( pygame.Rect(0, 0, 380, 500), ui_manager, container=self.enemies_view_panel, object_id="#enemy_scrolling_container", starting_height=4) item_height = 165 self.enemy_container.set_scrollable_area_dimensions( (360, 5 + len(enemy.enemies_definitions) * item_height + 10)) """ for n in range(0, 24): UIButton( pygame.Rect(5, 5 + 50 * n, 370, 45), "hi", ui_manager, self.enemy_container ) """ self.enemies_counts_entry_lines = [] for n in range(0, len(enemy.enemies_definitions)): enemy_panel = UIPanel(relative_rect=pygame.Rect( 5, 5 + item_height * n, 350, item_height), starting_layer_height=4, manager=ui_manager, container=self.enemy_container, object_id="#thicker_panel") enemy_stats_panel = UIPanel(relative_rect=pygame.Rect( 10, 35, 325, 80), starting_layer_height=4, manager=ui_manager, container=enemy_panel) UITextBox( "<b>" + enemy.enemies_definitions[n].name + "</b>", pygame.Rect(5, 5, 340, 30), ui_manager, container=enemy_panel, object_id="#no_border_textbox", ) definition = enemy.enemies_definitions[n] preview_sprite_path = ENEMIES_PATH + definition.sprites_directory + "/" + definition.preview_sprite + ".png" image_size = (720 * 0.15, 480 * 0.15) UIImage(relative_rect=pygame.Rect(5, 5, image_size[0], image_size[1]), image_surface=resource_cache.get_resource( preview_sprite_path, resource_cache.SurfaceType, alpha=True), manager=ui_manager, container=enemy_stats_panel) UITextBox("<font color=#00FF00><b>Health: </b></font>" + str(definition.health) + "<br><br>" "<font color=#BB0000><b>Damage: </b></font>" + str(definition.damages) + "</br></br>" + "<font color=#4488FF><b>Speed: </b></font>" + str(definition.speed), pygame.Rect(5 + image_size[0] + 5, 5, 120, 140), ui_manager, container=enemy_stats_panel, object_id="#no_border_textbox") UITextBox("Count: ", pygame.Rect(5, item_height - 45, 80, 30), ui_manager, container=enemy_panel, object_id="#no_border_textbox") self.enemies_counts_entry_lines.append( UITextEntryLine( pygame.Rect(65, item_height - 45, 50, 25), manager=ui_manager, container=enemy_panel, )) register_ui_callback( self.enemies_counts_entry_lines[n], pygame_gui.UI_TEXT_ENTRY_CHANGED, lambda e, i=n: self.on_change_enemy_count(e, i)) self.set_blocking(True) self.update_settings() def update_falls_list(self): self.falls_list = [] for i in range(0, len(map_settings.settings.falls)): self.falls_list.append("Fall " + str(i + 1)) self.falls_ui_list.set_item_list(self.falls_list) if len(self.falls_list) > 0: # self.falls_ui_list.item_list[self.current_selected_fall]['selected'] = True curr_fall = map_settings.settings.falls[self.current_selected_fall] self.fall_gold_reward.set_text(str(curr_fall.gold_reward)) def update_groups_list(self): if len(self.falls_list) > 0: curr_fall = map_settings.settings.falls[self.current_selected_fall] # there is always at least 1 group per fall self.groups_list = [] for i in range(0, len(curr_fall.groups)): self.groups_list.append("Group " + str(i + 1)) self.groups_ui_list.set_item_list(self.groups_list) def update_group_panel(self): curr_fall = map_settings.settings.falls[self.current_selected_fall] if len(self.falls_list) > 0 and len(curr_fall.groups) > 0: curr_group = curr_fall.groups[self.current_selected_group] self.group_spawn_mode_dropdown.selected_option = curr_group.spawn_mode self.spawn_delay_entry_line.set_text(str(curr_group.spawn_delay)) self.interval_from_entry_line.set_text(str(curr_group.interval[0])) self.interval_to_entry_line.set_text(str(curr_group.interval[1])) def update_fall_panel(self): self.fall_gold_reward.set_text( str(map_settings.settings.falls[ self.current_selected_fall].gold_reward)) def update_general_panel(self): self.start_gold_text_line.set_text( str(map_settings.settings.start_gold)) self.start_mana_text_line.set_text( str(map_settings.settings.start_mana)) self.max_tower_text_line.set_text(str(map_settings.settings.max_tower)) self.max_spell_text_line.set_text(str(map_settings.settings.max_spell)) def update_enemies_panel(self): curr_group = map_settings.settings.falls[ self.current_selected_fall].groups[self.current_selected_group] for n in range(0, len(self.enemies_counts_entry_lines)): self.enemies_counts_entry_lines[n].set_text( str(curr_group.enemies_counts[n])) def update_settings(self): self.update_general_panel() self.update_falls_list() self.update_groups_list()