244 lines
8.7 KiB
Python
244 lines
8.7 KiB
Python
import os
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from ui_button import TEXT_RIGHT, UIButton
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from ui_colors import UIColors
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from ui_dialog import Field, UIDialog
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from ui_edit_panel import GamePanel
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class ResetObjectButton(UIButton):
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caption = "Reset object properties"
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caption_justify = TEXT_RIGHT
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def selected(button):
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world = button.element.world
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world.reset_object_in_place(world.selected_objects[0])
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class EditObjectPropertyDialog(UIDialog):
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"dialog invoked by panel property click, modified at runtime as needed"
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base_title = "Set %s"
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field0_base_label = "New %s for %s:"
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field_width = UIDialog.default_field_width
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fields = [
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Field(label=field0_base_label, type=str, width=field_width, oneline=False)
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]
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confirm_caption = "Set"
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center_in_window = False
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game_mode_visible = True
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def is_input_valid(self):
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try:
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self.fields[0].type(self.field_texts[0])
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except Exception:
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return False, ""
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return True, None
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def confirm_pressed(self):
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valid, reason = self.is_input_valid()
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if not valid:
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return
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# set property for selected object(s)
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new_value = self.fields[0].type(self.field_texts[0])
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for obj in self.ui.app.gw.selected_objects:
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obj.set_object_property(self.item.prop_name, new_value)
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self.dismiss()
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# restore keyboard focus to edit panel
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self.ui.keyboard_focus_element = self.ui.edit_object_panel
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class EditObjectPropertyButton(UIButton):
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caption_justify = TEXT_RIGHT
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class PropertyItem:
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multi_value_text = "[various]"
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def __init__(self, prop_name):
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self.prop_name = prop_name
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# property value & type filled in after creation
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self.prop_value = None
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self.prop_type = None
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def set_value(self, value):
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# convert value to a button-friendly string
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if type(value) is float:
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valstr = f"{value:.3f}"
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# non-fixed decimal version may be shorter, if so use it
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if len(str(value)) < len(valstr):
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valstr = str(value)
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elif type(value) is str:
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# file? shorten to basename minus extension
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if os.path.exists:
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valstr = os.path.basename(value)
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valstr = os.path.splitext(valstr)[0]
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else:
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valstr = value
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else:
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valstr = str(value)
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# if values vary across objects use [various]
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if self.prop_value is not None and self.prop_value != valstr:
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self.prop_value = self.multi_value_text
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else:
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self.prop_value = valstr
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class EditObjectPanel(GamePanel):
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"panel showing info for selected game object"
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tile_width = 36
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tile_height = 36
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snap_right = True
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text_left = False
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base_button_classes = [ResetObjectButton]
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def __init__(self, ui):
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self.base_buttons = []
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self.property_buttons = []
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GamePanel.__init__(self, ui)
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def create_buttons(self):
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# buttons for persistent unique commands, eg reset object
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for i, button_class in enumerate(self.base_button_classes):
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button = button_class(self)
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button.caption += " "
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button.width = self.tile_width
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button.y = i + 1
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button.callback = button.selected
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if button.clear_before_caption_draw:
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button.refresh_caption()
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self.base_buttons.append(button)
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def callback(item=None):
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if not item:
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return
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self.clicked_item(item)
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for y in range(self.tile_height - len(self.base_buttons) - 1):
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button = EditObjectPropertyButton(self)
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button.y = y + len(self.base_buttons) + 1
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# button.cb_arg set in refresh_items
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button.callback = callback
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# below properties reset every update
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button.caption = str(y + 1)
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button.width = 10
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self.property_buttons.append(button)
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self.buttons = self.base_buttons[:] + self.property_buttons[:]
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def clicked_item(self, item):
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# if property is a bool just toggle/set it, no need for a dialog
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if item.prop_type is bool:
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for obj in self.world.selected_objects:
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# if multiple object values vary, set it True
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if item.prop_value == PropertyItem.multi_value_text:
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obj.set_object_property(item.prop_name, True)
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else:
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val = getattr(obj, item.prop_name)
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obj.set_object_property(item.prop_name, not val)
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return
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# set dialog values appropriate to property being edited
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EditObjectPropertyDialog.title = (
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EditObjectPropertyDialog.base_title % item.prop_name
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)
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# can't set named tuple values directly, build a new one and set it
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old_field = EditObjectPropertyDialog.fields[0]
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new_label = EditObjectPropertyDialog.field0_base_label % (
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item.prop_type.__name__,
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item.prop_name,
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)
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new_type = item.prop_type
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# if None, assume string
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if item.prop_type is type(None):
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new_type = str
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new_field = Field(
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label=new_label,
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type=new_type,
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width=old_field.width,
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oneline=old_field.oneline,
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)
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EditObjectPropertyDialog.fields[0] = new_field
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tile_x = int(self.ui.width_tiles * self.ui.scale) - self.tile_width
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tile_x -= EditObjectPropertyDialog.tile_width
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# give dialog a handle to item
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EditObjectPropertyDialog.item = item
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self.ui.open_dialog(EditObjectPropertyDialog)
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self.ui.active_dialog.field_texts[0] = str(item.prop_value)
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self.ui.active_dialog.tile_x, self.ui.active_dialog.tile_y = tile_x, self.tile_y
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self.ui.active_dialog.reset_loc()
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def get_label(self):
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# if 1 object seleted, show its name; if >1 selected, show #
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selected = len(self.world.selected_objects)
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# panel shouldn't draw when nothing selected, fill in anyway
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if selected == 0:
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return "[nothing selected]"
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elif selected == 1 and self.world.selected_objects[0]:
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return self.world.selected_objects[0].name
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else:
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return f"[{selected} selected]"
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def refresh_items(self):
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if len(self.world.selected_objects) == 0:
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return
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# get list of unique properties across all selected objects
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propnames = []
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for obj in self.world.selected_objects:
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# sometimes object deselect puts None into this list
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# TODO: understand why, fix if needed
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if obj is None:
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continue
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for propname in obj.serialized + obj.editable:
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if propname not in propnames:
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propnames.append(propname)
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# build list of items from properties
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items = []
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for propname in propnames:
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item = PropertyItem(propname)
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for obj in self.world.selected_objects:
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if hasattr(obj, propname):
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# fill in type and value
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if item.prop_type is None:
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item.prop_type = type(getattr(obj, propname))
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item.set_value(getattr(obj, propname))
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items.append(item)
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# set each line
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for i, b in enumerate(self.property_buttons):
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item = None
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if i < len(items):
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item = items[i]
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self.draw_property_line(b, i, item)
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self.draw_buttons()
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def draw_property_line(self, button, button_index, item):
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"set button + label appearance correctly"
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y = button_index + len(self.base_buttons) + 1
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self.art.clear_line(0, 0, y, self.fg_color, self.bg_color)
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if item is None:
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button.caption = ""
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button.cb_arg = None
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button.can_hover = False
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return
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# set button caption, width, x based on value
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button.caption = f"{item.prop_value} "
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button.width = len(button.caption) + 1
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button.x = self.tile_width - button.width
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button.cb_arg = item
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button.can_hover = True
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# set non-button text to the left correctly
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x = button.x + 1
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label = f"{item.prop_name}: "
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self.art.write_string(0, 0, x, y, label, UIColors.darkgrey, None, True)
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def update(self):
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# redraw contents every update
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if self.is_visible():
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self.draw_titlebar()
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self.refresh_items()
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GamePanel.update(self)
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self.renderable.alpha = 1 if self is self.ui.keyboard_focus_element else 0.5
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def is_visible(self):
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return GamePanel.is_visible(self) and len(self.world.selected_objects) > 0
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