483 lines
20 KiB
Python
483 lines
20 KiB
Python
# coding=utf-8
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import os
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import sdl2
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from renderable_sprite import UISpriteRenderable
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from ui_dialog import UIDialog, Field
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from ui_button import UIButton
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from art import UV_NORMAL, UV_ROTATE90, UV_ROTATE180, UV_ROTATE270, UV_FLIPX, UV_FLIPY
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from ui_colors import UIColors
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class ChooserItemButton(UIButton):
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"button representing a ChooserItem"
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item = None
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width = 20
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big_width = 30
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clear_before_caption_draw = True
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def __init__(self, element):
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# more room for list items if screen is wide enough
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if element.ui.width_tiles - 20 > element.big_width:
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self.width = self.big_width
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UIButton.__init__(self, element)
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self.callback = self.pick_item
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def pick_item(self):
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if not self.item:
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return
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self.item.picked(self.element)
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class ScrollArrowButton(UIButton):
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"button that scrolls up or down in a chooser item view"
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arrow_char = 129
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up = True
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normal_bg_color = UIDialog.bg_color
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dimmed_fg_color = UIColors.medgrey
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dimmed_bg_color = UIDialog.bg_color
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def draw_caption(self):
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xform = [UV_FLIPY, UV_NORMAL][self.up]
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self.element.art.set_tile_at(0, 0, self.x, self.y + self.caption_y,
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self.arrow_char, None, None, xform)
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def callback(self):
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if self.up and self.element.scroll_index > 0:
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self.element.scroll_index -= 1
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elif not self.up and self.element.scroll_index < self.element.get_max_scroll():
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self.element.scroll_index += 1
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self.element.load_selected_item()
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self.element.reset_art(False)
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self.element.set_preview()
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self.element.position_preview()
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class ChooserItem:
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label = 'Chooser item'
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def __init__(self, index, name):
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self.index = index
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# item's unique name, eg a filename
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self.name = name
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self.label = self.get_label()
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# validity flag lets ChooserItem subclasses exclude themselves
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self.valid = True
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def get_label(self): return self.name
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def get_description_lines(self): return []
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def get_preview_texture(self): return None
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def load(self, app): pass
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def picked(self, element):
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# set item selected and refresh preview
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element.set_selected_item_index(self.index)
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class ChooserDialog(UIDialog):
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title = 'Chooser'
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confirm_caption = 'Set'
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cancel_caption = 'Close'
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message = ''
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# if True, chooser shows files; show filename on first line of description
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show_filenames = False
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directory_aware = False
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tile_width, tile_height = 60, 20
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# use these if screen is big enough
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big_width, big_height = 80, 30
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fields = [
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Field(label='', type=str, width=tile_width - 4, oneline=True)
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]
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item_start_x, item_start_y = 2, 4
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no_preview_label = 'No preview available!'
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show_preview_image = True
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item_button_class = ChooserItemButton
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chooser_item_class = ChooserItem
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scrollbar_shade_char = 54
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flip_preview_y = True
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def __init__(self, ui, options):
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self.ui = ui
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# semikludge: track whether user has selected anything in a new dir,
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# so double click behavior is consistent even on initial selections
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self.first_selection_made = False
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if self.ui.width_tiles - 20 > self.big_width:
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self.tile_width = self.big_width
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self.fields[0] = Field(label='', type=str,
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width=self.tile_width - 4, oneline=True)
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if self.ui.height_tiles - 30 > self.big_height:
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self.tile_height = self.big_height
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self.items_in_view = self.tile_height - self.item_start_y - 3
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self.field_texts = ['']
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# set active field earlier than UIDialog.init so set_initial_dir
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# can change its text
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self.active_field = 0
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if self.directory_aware:
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self.set_initial_dir()
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self.selected_item_index = 0
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# scroll index - how far into items list current screen view begins
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self.scroll_index = 0
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self.items = self.get_items()
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self.set_selected_item_index(self.get_initial_selection(), True, False)
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self.load_selected_item()
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# start scroll index higher if initial selection would be offscreen
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if self.selected_item_index >= self.items_in_view:
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self.scroll_index = self.selected_item_index - self.items_in_view + 1
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# for convenience, create another list where 1st item button starts at 0
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self.item_buttons = []
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self.up_arrow_button, self.down_arrow_button = None, None
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# marker for preview drawing
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self.description_end_y = 0
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# UIDialog init runs: reset_art, draw_buttons etc
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UIDialog.__init__(self, ui, options)
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# UIDialog/UIElement initializes self.buttons, create item buttons after
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self.init_buttons()
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self.reset_art(False)
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# preview SpriteRenderable (loaded on item change?)
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self.preview_renderable = UISpriteRenderable(ui.app)
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# don't blend preview images, eg charsets
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self.preview_renderable.blend = False
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# offset into items list view provided by buttons starts from
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self.position_preview()
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def init_buttons(self):
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for i in range(self.items_in_view):
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button = self.item_button_class(self)
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button.x = self.item_start_x
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button.y = i + self.item_start_y
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self.buttons.append(button)
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self.item_buttons.append(button)
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# create scrollbar buttons
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self.item_button_width = self.item_buttons[0].width
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self.up_arrow_button = ScrollArrowButton(self)
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self.up_arrow_button.x = self.item_start_x + self.item_button_width
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self.up_arrow_button.y = self.item_start_y
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self.down_arrow_button = ScrollArrowButton(self)
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self.down_arrow_button.x = self.item_start_x + self.item_button_width
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self.down_arrow_button.y = self.item_start_y + self.items_in_view - 1
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self.down_arrow_button.up = False
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self.buttons += [self.up_arrow_button, self.down_arrow_button]
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def set_initial_dir(self):
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# for directory-aware dialogs, subclasses specify here where to start
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self.current_dir = '.'
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def change_current_dir(self, new_dir):
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# check permissions:
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# os.access(new_dir, os.R_OK) seems to always return True,
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# so try/catch listdir instead
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try:
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l = os.listdir(new_dir)
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except PermissionError as e:
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line = 'No permission to access %s!' % os.path.abspath(new_dir)
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self.ui.message_line.post_line(line, error=True)
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return False
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self.current_dir = new_dir
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if not self.current_dir.endswith('/'):
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self.current_dir += '/'
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# redo items and redraw
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self.selected_item_index = 0
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self.scroll_index = 0
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self.field_texts[self.active_field] = self.current_dir
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self.items = self.get_items()
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self.reset_art(False)
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return True
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def set_selected_item_index(self, new_index, set_field_text=True,
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update_view=True):
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"""
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set the view's selected item to specified index
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perform usually-necessary refresh functions for convenience
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"""
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move_dir = new_index - self.selected_item_index
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self.selected_item_index = new_index
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can_scroll = len(self.items) > self.items_in_view
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should_scroll = self.selected_item_index >= self.scroll_index + self.items_in_view or self.selected_item_index < self.scroll_index
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if not can_scroll:
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self.scroll_index = 0
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elif should_scroll:
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# keep selection in bounds
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self.selected_item_index = min(self.selected_item_index, len(self.items)-1)
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# scrolling up
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if move_dir <= 0:
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self.scroll_index = self.selected_item_index
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# scrolling down
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elif move_dir > 0 and self.selected_item_index - self.scroll_index == self.items_in_view:
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self.scroll_index = self.selected_item_index - self.items_in_view + 1
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# keep scroll in bounds
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self.scroll_index = min(self.scroll_index, self.get_max_scroll())
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# don't select/load null items
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if set_field_text:
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item = self.get_selected_item()
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if item:
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self.field_texts[self.active_field] = item.name
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if update_view:
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self.load_selected_item()
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self.reset_art(False)
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self.position_preview()
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def get_max_scroll(self):
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return len(self.items) - self.items_in_view
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def get_selected_item(self):
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# return None if out of bounds
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return self.items[self.selected_item_index] if self.selected_item_index < len(self.items) else None
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def load_selected_item(self):
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item = self.get_selected_item()
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item.load(self.ui.app)
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def get_initial_selection(self):
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# subclasses return index of initial selection
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return 0
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def set_preview(self):
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item = self.get_selected_item()
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if self.show_preview_image:
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self.preview_renderable.texture = item.get_preview_texture(self.ui.app)
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def get_items(self):
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# subclasses generate lists of items here
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return []
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def position_preview(self, reset=True):
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if reset:
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self.set_preview()
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if not self.preview_renderable.texture:
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return
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qw, qh = self.art.quad_width, self.art.quad_height
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# determine x position, then width as (dialog width - x)
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x = (self.item_button_width + self.item_start_x + 3) * qw
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self.preview_renderable.x = self.x + x
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self.preview_renderable.scale_x = (self.tile_width - 2) * qw - x
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# determine height based on width, then y position
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img_inv_aspect = self.preview_renderable.texture.height / self.preview_renderable.texture.width
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screen_aspect = self.ui.app.window_width / self.ui.app.window_height
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self.preview_renderable.scale_y = self.preview_renderable.scale_x * img_inv_aspect * screen_aspect
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y = (self.description_end_y + 1) * qh
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# if preview height is above max allotted size, set height to fill size
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# and scale down width
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max_y = (self.tile_height - 3) * qh
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if self.preview_renderable.scale_y > max_y - y:
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self.preview_renderable.scale_y = max_y - y
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self.preview_renderable.scale_x = self.preview_renderable.scale_y * (1 / img_inv_aspect) * (1 / screen_aspect)
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# flip in Y for some (palettes) but not for others (charsets)
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if self.flip_preview_y:
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self.preview_renderable.scale_y = -self.preview_renderable.scale_y
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else:
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y += self.preview_renderable.scale_y
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self.preview_renderable.y = self.y - y
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def get_height(self, msg_lines):
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return self.tile_height
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def reset_buttons(self):
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# (re)generate buttons from contents of self.items
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for i,button in enumerate(self.item_buttons):
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# ??? each button's callback loads charset/palette/whatev
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if i >= len(self.items):
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button.never_draw = True
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# clear item, might be left over from a previous dir view!
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button.item = None
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continue
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item = self.items[self.scroll_index + i]
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button.caption = item.label
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button.item = item
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button.never_draw = False
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# highlight selected item
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if i == self.selected_item_index - self.scroll_index:
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button.normal_fg_color = UIButton.clicked_fg_color
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button.normal_bg_color = UIButton.clicked_bg_color
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# still allow hover and click
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button.hovered_fg_color = UIButton.clicked_fg_color
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button.hovered_bg_color = UIButton.clicked_bg_color
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else:
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button.normal_fg_color = UIButton.normal_fg_color
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button.normal_bg_color = UIButton.normal_bg_color
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button.hovered_fg_color = UIButton.hovered_fg_color
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button.hovered_bg_color = UIButton.hovered_bg_color
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# init_buttons has not yet run on first reset_art
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if not self.up_arrow_button:
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return
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# dim scroll buttons if we don't have enough items to scroll
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state, hover = 'normal', True
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if len(self.items) <= self.items_in_view:
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state = 'dimmed'
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hover = False
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for button in [self.up_arrow_button, self.down_arrow_button]:
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button.set_state(state)
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button.can_hover = hover
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def get_description_filename(self, item):
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"returns a description-appropriate filename for given item"
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# truncate from start to fit in description area if needed
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max_width = self.tile_width
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max_width -= self.item_start_x + self.item_button_width + 5
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if len(item.name) > max_width - 1:
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return '…' + item.name[-max_width:]
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return item.name
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def get_selected_description_lines(self):
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item = self.get_selected_item()
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lines = []
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if self.show_filenames:
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lines += [self.get_description_filename(item)]
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lines += item.get_description_lines() or []
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return lines
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def draw_selected_description(self):
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x = self.tile_width - 2
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y = self.item_start_y
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lines = self.get_selected_description_lines()
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for line in lines:
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# trim line if it's too long
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max_width = self.tile_width - self.item_button_width - 7
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line = line[:max_width]
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self.art.write_string(0, 0, x, y, line, None, None,
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right_justify=True)
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y += 1
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self.description_end_y = y
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def reset_art(self, resize=True):
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self.reset_buttons()
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# UIDialog does: clear window, draw titlebar and confirm/cancel buttons
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# doesn't: draw message or fields
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UIDialog.reset_art(self, resize, clear_buttons=False)
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# init_buttons hasn't run yet on first call to reset_art
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if not self.up_arrow_button:
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return
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self.draw_selected_description()
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# draw scrollbar shading
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# dim if no scrolling
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fg = self.up_arrow_button.normal_fg_color
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if len(self.items) <= self.items_in_view:
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fg = self.up_arrow_button.dimmed_fg_color
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for y in range(self.up_arrow_button.y + 1, self.down_arrow_button.y):
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self.art.set_tile_at(0, 0, self.up_arrow_button.x, y,
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self.scrollbar_shade_char, fg)
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def update_drag(self, mouse_dx, mouse_dy):
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UIDialog.update_drag(self, mouse_dx, mouse_dy)
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# update thumbnail renderable's position too
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self.position_preview(False)
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def handle_input(self, key, shift_pressed, alt_pressed, ctrl_pressed):
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keystr = sdl2.SDL_GetKeyName(key).decode()
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# up/down keys navigate list
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new_index = self.selected_item_index
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navigated = False
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if keystr == 'Return':
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# if handle_enter returns True, bail before rest of input handling -
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# make sure any changes to handle_enter are safe for this!
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if self.handle_enter(shift_pressed, alt_pressed, ctrl_pressed):
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return
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elif keystr == 'Up':
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navigated = True
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if self.selected_item_index > 0:
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new_index -= 1
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elif keystr == 'Down':
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navigated = True
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if self.selected_item_index < len(self.items) - 1:
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new_index += 1
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elif keystr == 'PageUp':
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navigated = True
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page_size = int(self.items_in_view / 2)
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new_index -= page_size
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new_index = max(0, new_index)
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# scroll follows selection jumps
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self.scroll_index -= page_size
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self.scroll_index = max(0, self.scroll_index)
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elif keystr == 'PageDown':
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navigated = True
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page_size = int(self.items_in_view / 2)
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new_index += page_size
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new_index = min(new_index, len(self.items) - 1)
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self.scroll_index += page_size
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self.scroll_index = min(self.scroll_index, self.get_max_scroll())
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# home/end: beginning/end of list, respectively
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elif keystr == 'Home':
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navigated = True
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new_index = 0
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self.scroll_index = 0
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elif keystr == 'End':
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navigated = True
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new_index = len(self.items) - 1
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self.scroll_index = len(self.items) - self.items_in_view
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self.set_selected_item_index(new_index, set_field_text=navigated)
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# handle alphanumeric input etc
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UIDialog.handle_input(self, key, shift_pressed, alt_pressed, ctrl_pressed)
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# if we didn't navigate, seek based on new alphanumeric input
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if not navigated:
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self.text_input_seek()
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def text_input_seek(self):
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field_text = self.field_texts[self.active_field]
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if field_text.strip() == '':
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return
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# seek should be case-insensitive
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field_text = field_text.lower()
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# field text may be a full path; only care about the base
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field_text = os.path.basename(field_text)
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for i,item in enumerate(self.items):
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# match to base item name within dir
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# (if it's a dir, snip last / for match)
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item_base = item.name.lower()
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if item_base.endswith('/'):
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item_base = item_base[:-1]
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item_base = os.path.basename(item_base)
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item_base = os.path.splitext(item_base)[0]
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if item_base.startswith(field_text):
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self.set_selected_item_index(i, set_field_text=False)
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break
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def handle_enter(self, shift_pressed, alt_pressed, ctrl_pressed):
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"handle Enter key, return False if rest of handle_input should continue"
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# if selected item is already in text field, pick it
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field_text = self.field_texts[self.active_field]
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selected_item = self.get_selected_item()
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if field_text.strip() == '':
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self.field_texts[self.active_field] = field_text = selected_item.name
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return True
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if field_text == selected_item.name:
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# this (and similar following cases) should count as having
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# made a selection
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self.first_selection_made = True
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selected_item.picked(self)
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return True
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# else navigate to directory or file if it's real
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if not os.path.exists(field_text):
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self.field_texts[self.active_field] = selected_item.name
|
|
return True
|
|
# special case for parent dir ..
|
|
if self.directory_aware and field_text == self.current_dir and selected_item.name == '..':
|
|
self.first_selection_made = True
|
|
return self.change_current_dir('..')
|
|
if self.directory_aware and os.path.isdir(field_text):
|
|
self.first_selection_made = True
|
|
return self.change_current_dir(field_text)
|
|
if os.path.isfile(field_text):
|
|
file_dir_name = os.path.dirname(field_text)
|
|
# if a file, change to its dir and select it
|
|
if self.directory_aware and file_dir_name != self.current_dir:
|
|
if self.change_current_dir(file_dir_name):
|
|
for i,item in enumerate(self.items):
|
|
if item.name == field_text:
|
|
self.set_selected_item_index(i)
|
|
item.picked(self)
|
|
return True
|
|
return False
|
|
|
|
def render(self):
|
|
UIDialog.render(self)
|
|
if self.show_preview_image and self.preview_renderable.texture:
|
|
self.preview_renderable.render()
|