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gui.py
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gui.py
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# Imports, sorted alphabetically.
# Python packages
import random
from math import floor, ceil
from functools import partial
# Third-party packages
import pyglet
from pyglet.gl import *
from pyglet.text import Label
from pyglet.window import key
from pyglet.image.atlas import TextureAtlas
# Modules from this project
from blocks import air_block
# FIXME: Initialize crafting in a proper way, other than by importing.
import crafting
import globals as G
from inventory import Inventory
from items import ItemStack
from utils import load_image, image_sprite, hidden_image_sprite, get_block_icon
__all__ = (
'Rectangle', 'Button', 'ToggleButton', 'Control', 'AbstractInventory',
'ItemSelector', 'InventorySelector', 'TextWidget', 'ProgressBarWidget',
'frame_image', 'button_image', 'button_highlighted', 'button_disabled',
'background_image', 'backdrop_images', 'rnd_backdrops', 'backdrop', 'ScrollbarWidget',
'resize_button_image'
)
class Rectangle:
def __init__(self, x, y, width, height):
self.position = x, y
self.size = width, height
def hit_test(self, x, y):
return (x >= self.min[0] and x <= self.max[0]) and (y >= self.min[1] and y <= self.max[1])
def vertex_list(self):
return [self.x, self.y,
self.x + self.width, self.y,
self.x + self.width, self.y + self.height,
self.x, self.y + self.height]
@property
def position(self):
return self.x, self.y
@position.setter
def position(self, position):
self.x, self.y = position
@property
def size(self):
return self.width, self.height
@size.setter
def size(self, size):
self.width, self.height = size
@property
def center(self):
return self.x + self.width // 2, self.y + self.height // 2
@property
def min(self):
return (self.x, self.y)
@property
def max(self):
return (self.x + self.width, self.y + self.height)
class Button(pyglet.event.EventDispatcher, Rectangle):
def __init__(self, parent, x, y, width, height, image=None, image_highlighted=None, caption=None, batch=None, group=None, label_group=None, font_name=G.DEFAULT_FONT, enabled=True):
super(Button, self).__init__(x, y, width, height)
parent.push_handlers(self)
self.batch, self.group, self.label_group = batch, group, label_group
self.sprite = image_sprite(image, self.batch, self.group)
self.sprite.scale = max(float(self.width) / float(image.width), float(self.height) / float(image.height))
self.sprite_highlighted = hidden_image_sprite(image_highlighted, self.batch, self.group)
self.sprite_highlighted.scale = max(float(self.width) / float(image_highlighted.width), float(self.height) / float(image_highlighted.height))
self.highlighted = False
self.label = Label(str(caption), font_name, 12, anchor_x='center', anchor_y='center',
color=(255, 255, 255, 255), batch=self.batch, group=self.label_group) if caption else None
self.position = x, y
self.enable(enabled)
def enable(self, enabled=True):
self.enabled = enabled
opacity = 255 if self.enabled else 100
if self.sprite:
self.sprite.opacity = opacity
if self.sprite_highlighted:
self.sprite_highlighted.opacity = opacity
if self.label:
self.label.color = (255, 255, 255, opacity)
def disable(self, enabled=False):
self.enable(enabled)
@property
def position(self):
return self.x, self.y
@position.setter
def position(self, position):
self.x, self.y = position
if hasattr(self, 'sprite') and self.sprite:
self.sprite.x, self.sprite.y = position
if hasattr(self, 'sprite_highlighted') and self.sprite_highlighted:
self.sprite_highlighted.x, self.sprite_highlighted.y = position
if hasattr(self, 'label') and self.label:
self.label.x, self.label.y = self.center
@property
def caption(self):
return self.label.text
@caption.setter
def caption(self, text):
self.label.text = text
def draw(self):
self.draw_sprite()
self.draw_label()
def draw_sprite(self):
if self.sprite and not (self.sprite_highlighted and self.highlighted):
self.sprite_highlighted.visible, self.sprite.visible = False, True
self.sprite.draw()
elif self.sprite_highlighted and self.highlighted:
self.sprite_highlighted.visible, self.sprite.visible = True, False
self.sprite_highlighted.draw()
def draw_label(self):
if self.label:
self.label.draw()
def on_mouse_click(self, x, y, button, modifiers):
if self.enabled and self.hit_test(x, y):
self.dispatch_event('on_click')
Button.register_event_type('on_click')
class ToggleButton(Button):
_toggled = False
@property
def toggled(self):
return self._toggled
@toggled.setter
def toggled(self, value):
self._toggled = value
if self.label:
if self._toggled:
color = (100, 0, 100, 255)
else:
color = (255, 255, 255, 255)
self.label.color = color
def __init__(self, parent, x, y, width, height, image=None, image_highlighted=None, caption=None, batch=None, group=None, label_group=None, font_name=G.DEFAULT_FONT, enabled=True):
super(ToggleButton, self).__init__(parent, x, y, width, height, image=image, image_highlighted=image_highlighted, caption=caption, batch=batch, group=group, label_group=label_group, font_name=font_name, enabled=enabled)
def on_mouse_click(self, x, y, button, modifiers):
if self.enabled and self.hit_test(x, y):
self.toggled = not self._toggled
self.dispatch_event('on_toggle')
super(ToggleButton, self).on_mouse_click( x, y, button, modifiers)
ToggleButton.register_event_type('on_toggle')
class Slot(pyglet.event.EventDispatcher, Rectangle):
_item = None
_hightlight = None
def __init__(self, parent, x, y, width, height, inventory=None, index=0, is_quickslot=False, world=None, batch=None, group=None, label_group=None):
super(Slot, self).__init__(x, y, width, height)
parent.push_handlers(self)
self.batch, self.group = batch, group
self.label_group = label_group
self.position = x, y
self.world = world
self.amount_label = None
self.is_quickslot = is_quickslot
self.icon = None
self.inventory = inventory
self.index = index
self.vertex_list = None
def __repr__(self):
return "Slot #" + str(self.index) + " in " + repr(self.inventory)
@property
def item(self):
return self._item
@item.setter
def item(self, value):
self._item = value
if self.amount_label:
self.amount_label.delete()
self.amount_label = None
if not value:
self.icon = None
return
img = get_block_icon(self._item.get_object(), self.width, self.world)
self.icon = image_sprite(img, self.batch, self.group)
image_scale = 1.0 / (img.width / self.width)
self.icon.scale = image_scale
self.icon.x = self.x
self.icon.y = self.y
if self.is_quickslot:
self._item.quickslots_x = self.icon.x
self._item.quickslots_y = self.icon.y
if self._item.max_durability != -1 and self._item.durability != -1:
self.icon.opacity = min(self._item.max_durability, self._item.durability + 1) * 255 // self._item.max_durability
if self._item.amount > 1:
self.amount_label = pyglet.text.Label(
str(self._item.amount), font_name=G.DEFAULT_FONT, font_size=9,
x=self.icon.x + 8, y=self.icon.y, anchor_x='left', anchor_y='bottom',
color=self._item.get_object().amount_label_color, batch=self.batch,
group=self.label_group)
@property
def highlighted(self):
return self._hightlight
@highlighted.setter
def highlighted(self, value):
if self.vertex_list:
self.vertex_list.delete()
self.vertex_list = None
if value:
self.vertex_list = self.batch.add(4, GL_QUADS, self.group,
('v2f', [self.x, self.y, self.x + self.width, self.y, self.x + self.width, self.y + self.height, self.x, self.y + self.height]),
('c4B', (255, 255, 255, 100) * 4))
def on_mouse_click(self, x, y, button, modifiers):
if self.hit_test(x, y):
self.dispatch_event('on_click')
Slot.register_event_type('on_click')
class Control(pyglet.event.EventDispatcher):
def __init__(self, parent, visible=True, *args, **kwargs):
self.parent = parent
self.visible = visible
self.focused = False
self.x, self.y, self.width, self.height = 0, 0, 0, 0
def toggle(self, state=None):
self.visible = not self.visible if state is None else state
self.focused = not self.focused if state is None else state
self._on_toggled()
self.dispatch_event('on_toggled')
def draw(self):
if self.visible:
self._on_draw()
def focus(self):
self.focused = True
def _on_toggled(self):
pass
def _on_draw(self):
pass
Control.register_event_type('on_toggled')
Control.register_event_type('key_released')
class AbstractInventory(Control):
def __init__(self, parent, *args, **kwargs):
super(AbstractInventory, self).__init__(parent, *args, **kwargs)
self._current_index = 0
self.batch = pyglet.graphics.Batch()
self.group = pyglet.graphics.OrderedGroup(1)
self.labels_group = pyglet.graphics.OrderedGroup(2)
@property
def current_index(self):
return int(self._current_index)
@current_index.setter
def current_index(self, value):
self._current_index = value % self.max_items
self.update_current()
def update_current(self):
pass
class ItemSelector(AbstractInventory):
def __init__(self, parent, player, world, *args, **kwargs):
super(ItemSelector, self).__init__(parent, *args, **kwargs)
self.world = world
self.player = player
self.max_items = 9
self.icon_size = 32
self.visible = True
self.num_keys = [getattr(G, 'INVENTORY_%d_KEY' % i)
for i in range(1, 10)]
image = G.texture_pack_list.selected_texture_pack.load_texture(['gui', 'gui.png'])
image_scale = image.height // 256
x_size = 182 * image_scale
y_size = 22 * image_scale
self.frame = image_sprite(image, self.batch, 0, y=image.height - y_size, height=y_size, x=0, width=x_size)
self.frame.scale = (1.0 / image_scale) * 2
self.frame.x = (self.parent.window.width - self.frame.width) // 2
heart_image = load_image('resources', 'gui', 'heart.png')
x_size = 24 * image_scale
y_size = 22 * image_scale
self.active = image_sprite(image, self.batch, 0, y=(image.height - (y_size + (22 * image_scale))), height=y_size, x=0, width=x_size)
self.active.scale = (1.0 / image_scale) * 2
self.slots = []
slot_x = self.frame.x + 8
slot_y = self.frame.y + 8
for i in range(1, self.max_items + 1):
self.slots.append(Slot(self, slot_x, slot_y, self.icon_size, self.icon_size, inventory=self.player.quick_slots, index=i-1, is_quickslot=True, world=self.world, batch=self.batch, group=self.group, label_group=self.labels_group))
slot_x += self.icon_size + 8
self.hearts = []
for i in range(0, 10):
heart = image_sprite(heart_image, self.batch, 0)
self.hearts.append(heart)
self.current_block_label = None
def update_items(self):
self.player.quick_slots.remove_unnecessary_stacks()
items = self.player.quick_slots.get_items()
items = items[:self.max_items]
i = 0
for item in items:
self.slots[i].item = item
i += 1
self.update_current()
def update_current(self):
if self.current_block_label:
self.current_block_label.delete()
if hasattr(self.get_current_block_item(False), 'quickslots_x') and hasattr(self.get_current_block_item(False), 'quickslots_y'):
self.current_block_label = pyglet.text.Label(
self.get_current_block_item(False).name, font_name=G.DEFAULT_FONT, font_size=9,
x=self.get_current_block_item(False).quickslots_x + 0.25 * self.icon_size, y=self.get_current_block_item(False).quickslots_y - 20,
anchor_x='center', anchor_y='bottom',
color=(255, 255, 255, 255), batch=self.batch,
group=self.labels_group)
self.active.x = self.frame.x + (self.current_index * 40) - 2
def update_health(self):
hearts_to_show = self.player.health
showed_hearts = 0
for i, heart in enumerate(self.hearts):
heart.x = self.frame.x + i * (20 + 2) + (self.frame.width - hearts_to_show * (20 + 2)) // 2
heart.y = self.icon_size * 1.0 + 12
heart.visible = True
if showed_hearts >= hearts_to_show:
heart.visible = False
showed_hearts += 1
def get_current_block(self):
item = self.player.quick_slots.at(self.current_index)
if not item:
return
return item.get_object()
def get_current_block_item(self, remove=False):
item = self.player.quick_slots.at(self.current_index)
if remove:
self.player.quick_slots.remove_by_index(self.current_index,
quantity=item.amount)
return item
def get_current_block_item_and_amount(self, remove=True):
item = self.player.quick_slots.at(self.current_index)
if item:
amount = item.amount
if remove:
self.player.quick_slots.remove_by_index(self.current_index,
quantity=item.amount)
return item, amount
return False
def remove_current_block(self, quantity=1):
self.player.quick_slots.remove_by_index(self.current_index, quantity=quantity)
self.update_items()
def _on_toggled(self):
if self.visible:
self.update_items()
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
if self.visible and self.parent.window.exclusive:
self.current_index -= scroll_y
return pyglet.event.EVENT_HANDLED
def on_key_press(self, symbol, modifiers):
if self.visible:
if symbol in self.num_keys:
index = (symbol - self.num_keys[0])
self.current_index = index
return pyglet.event.EVENT_HANDLED
elif symbol == G.VALIDATE_KEY:
current_block = self.get_current_block_item_and_amount()
if current_block:
if not self.player.inventory.add_item(
current_block[0].id, quantity=current_block[1], durability=current_block[0].durability):
self.player.quick_slots.add_item(
current_block[0].id, quantity=current_block[1], durability=current_block[0].durability)
self.update_items()
return pyglet.event.EVENT_HANDLED
def on_resize(self, width, height):
self.frame.x = (width - self.frame.width) // 2
self.frame.y = 0
self.active.y = self.frame.y + 2
slot_x = self.frame.x + 8
slot_y = self.frame.y + 8
for slot in self.slots:
slot.x = slot_x
slot_x += self.icon_size + 8
if self.visible:
self.update_health()
self.update_current()
self.update_items()
def _on_draw(self):
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.batch.draw()
glDisable(GL_BLEND)
class InventorySelector(AbstractInventory):
def __init__(self, parent, player, world, *args, **kwargs):
super(InventorySelector, self).__init__(parent, *args, **kwargs)
# inv, crafting, furnace and common slots
self.batch = [ pyglet.graphics.Batch() ] * 4
self.group = [ pyglet.graphics.OrderedGroup(x) for x in range(1, 5) ]
self.parent = parent
self.world = world
self.player = player
self.max_items = self.player.inventory.slot_count
self.current_index = 1
self.icon_size = 32
self.selected_item = None
self.selected_item_icon = None
self.mode = 0 # 0 - Normal inventory, 1 - Crafting Table, 2 - Furnace
self.change_image()
self.crafting_panel = Inventory(4)
self.crafting_outcome = None # should be an item stack
self.crafting_table_panel = Inventory(9)
self.furnace_panel = None # should be a FurnaceBlock
self.visible = False
self.slots = None
# slots for inventory and crafting table
self.inv_slots = []
self.crafting_slots = []
self.furnace_slots = []
# inventory slots - common
# 9 items per row
rows = floor(self.max_items // 9)
inventory_y = 0
inventory_height = (rows * (self.icon_size + 8)) + ((rows+1) * 3)
slot_x = self.frame.x + 16
slot_y = self.frame.y + inventory_y + inventory_height
for i in range(1, self.max_items + 1):
slot = Slot(self, slot_x, slot_y, self.icon_size, self.icon_size, inventory=self.player.inventory, index=i-1, is_quickslot=False, world=self.world, batch=self.batch[3], group=self.group[3], label_group=self.labels_group)
slot_x += self.icon_size + 4
if slot_x >= (self.frame.x + self.frame.width) - 16:
slot_x = self.frame.x + 16
slot_y -= self.icon_size + 4
self.inv_slots.append(slot)
self.crafting_slots.append(slot)
self.furnace_slots.append(slot)
# quick slots - common
slot_x = self.frame.x + 16
slot_y = self.frame.y + 16
for i in range(1, self.player.quick_slots.slot_count + 1):
slot = Slot(self, slot_x, slot_y, self.icon_size, self.icon_size, inventory=self.player.quick_slots, index=i-1, is_quickslot=True, world=self.world, batch=self.batch[3], group=self.group[3], label_group=self.labels_group)
slot_x += self.icon_size + 4
self.inv_slots.append(slot)
self.crafting_slots.append(slot)
self.furnace_slots.append(slot)
# armor slots - inventory only
slot_x = self.frame.x + 16
slot_y = inventory_y + inventory_height + (4 * self.icon_size) - 10
for i in range(1, 4 + 1):
slot = Slot(self, slot_x, slot_y, self.icon_size, self.icon_size, inventory=self.player.armor, index=i-1, is_quickslot=False, world=self.world, batch=self.batch[0], group=self.group[0], label_group=self.labels_group)
slot_y += self.icon_size + 4
self.inv_slots.append(slot)
# crafting slots
# only for inventory and crafting table, furnace slots initialization is in self.set_furnace
for mode, panel, slots in [(0, self.crafting_panel, self.inv_slots),
(1, self.crafting_table_panel, self.crafting_slots)]:
crafting_rows = (2 if mode == 0 else 3 if mode == 1 else 2)
slot_x = self.frame.x + (176 if mode == 0 else 56 if mode == 1 else 63)
slot_y = self.frame.y + (inventory_y + inventory_height + (46 if mode == 0 else 25 if mode == 1 else 32)) + ((crafting_rows * self.icon_size) + (crafting_rows * 3))
self.current_panel = panel
for i in range(1, self.current_panel.slot_count + 1):
slot = Slot(self, slot_x, slot_y, self.icon_size, self.icon_size, inventory=self.current_panel, index=i-1, is_quickslot=False, world=self.world, batch=self.batch[mode], group=self.group[mode], label_group=self.labels_group)
slots.append(slot)
slot_x += self.icon_size + 4
if i%(2 if mode == 0 else 3 if mode == 1 else 1) == 0:
slot_x = self.frame.x + (176 if mode == 0 else 56 if mode == 1 else 63)
slot_y -= self.icon_size + 4
# crafting outcome slot
for mode, slots in [(0, self.inv_slots),
(1, self.crafting_slots),
(2, self.furnace_slots)]:
slot_x, slot_y = 0, 0
if mode == 0:
slot_x, slot_y = 288, 96
elif mode == 1:
slot_x, slot_y = 246, 64
elif mode == 2:
slot_x, slot_y = 222, 67
slot = Slot(self, self.frame.x + slot_x, self.frame.y + inventory_y + inventory_height + slot_y, self.icon_size, self.icon_size, inventory=0, index=256, is_quickslot=False, world=self.world, batch=self.batch[mode], group=self.group[mode], label_group=self.labels_group)
slots.append(slot)
self.switch_mode(0)
def switch_mode(self, mode=0, reset_mode=True):
self.mode = mode
self.change_image()
if mode == 0:
self.slots = self.inv_slots
self.current_panel = self.crafting_panel
if reset_mode: self.reset_furnace()
elif mode == 1:
self.current_panel = self.crafting_table_panel
self.slots = self.crafting_slots
elif mode == 2:
self.slots = self.furnace_slots
self.current_panel = self.furnace_panel
def change_image(self):
image = G.texture_pack_list.selected_texture_pack.load_texture(['gui', 'inventory.png' if self.mode == 0 else 'crafting.png' if self.mode == 1 else 'furnace.png'])
image_scale = image.height // 256
x_size = 176 * image_scale
y_size = 166 * image_scale
self.frame = image_sprite(image, self.batch[self.mode], 0, y=image.height - y_size, height=y_size, x=0, width=x_size)
self.frame.scale = (1.0 / image_scale) * 2
self.frame.x = (self.parent.window.width - self.frame.width) // 2
self.frame.y = 74
def update_items(self):
# only inventory has armor slots
items = self.player.inventory.get_items()[:self.max_items] + self.player.quick_slots.get_items()[:self.player.quick_slots.slot_count] + \
(self.player.armor.get_items()[:4] if self.mode == 0 else [])
i = 0
for item in items:
self.slots[i].item = item
i += 1
# NOTE: each line in the crafting panel should be a sub-list in the crafting ingredient list
crafting_ingredients = [[], [], []] if self.mode == 1 else [[], []]
items = self.current_panel.get_items()[:self.current_panel.slot_count]
for j, item in enumerate(items):
self.slots[i].item = item
if not item or item.get_object().id > 0:
crafting_ingredients[int(floor(j // (2 if self.mode == 0 else 3 if self.mode == 1 else 1)))].append(air_block if not item else item.get_object())
i += 1
if len(crafting_ingredients) > 0:
if self.mode < 2:
outcome = G.recipes.craft(crafting_ingredients)
self.set_crafting_outcome(outcome)
elif self.mode == 2:
outcome = self.furnace_panel.get_smelt_outcome()
self.set_crafting_outcome(outcome)
self.world.packetreceiver.send_player_inventory() # Tell the server.
def get_current_block_item_and_amount(self):
item = self.player.inventory.at(self.current_index)
if item:
amount = item.amount
self.player.inventory.remove_by_index(self.current_index, quantity=item.amount)
return item, amount
return False
def toggle(self, reset_mode=True):
if not self.visible:
self.update_items()
if reset_mode:
self.mode = 0
self.switch_mode(self.mode, reset_mode)
self.parent.item_list.toggle()
self.parent.window.set_exclusive_mouse(self.visible)
self.visible = not self.visible
def set_furnace(self, furnace):
self.furnace_panel = furnace
crafting_rows = 2
rows = floor(self.max_items // 9)
inventory_y = 0
inventory_height = (rows * (self.icon_size + 8)) + ((rows+1) * 3)
slot_x = self.frame.x + 63
slot_y = self.frame.y + (inventory_y + inventory_height + 32) + ((crafting_rows * self.icon_size) + (crafting_rows * 3))
for i in range(1, self.furnace_panel.slot_count + 1):
slot = Slot(self, slot_x, slot_y, self.icon_size, self.icon_size, inventory=self.furnace_panel, index=i-1, is_quickslot=False, world=self.world, batch=self.batch[2], group=self.group[2], label_group=self.labels_group)
self.furnace_slots.append(slot)
slot_x += self.icon_size + 4
if i == 0:
slot_x = self.frame.x + 63
slot_y -= self.icon_size + 4
# install callback
self.furnace_panel.set_outcome_callback(self.update_items)
self.furnace_panel.set_fuel_callback(self.update_items)
def reset_furnace(self):
# remove callback
if self.furnace_panel is None:
return
self.furnace_panel.set_outcome_callback(None)
self.furnace_panel.set_fuel_callback(None)
self.furnace_panel = None
def set_crafting_outcome(self, item):
self.crafting_outcome = item
self.slots[-1].item = item
def set_selected_item(self, item, x=0, y=0):
if not item:
self.remove_selected_item()
return
self.selected_item = item
img = get_block_icon(item.get_object(), self.icon_size, self.world)
self.selected_item_icon = image_sprite(img, self.batch[self.mode], self.group[self.mode])
image_scale = 0.8 / (img.width / self.icon_size)
self.selected_item_icon.scale = image_scale
self.selected_item_icon.x = x - (self.selected_item_icon.width // 2)
self.selected_item_icon.y = y - (self.selected_item_icon.height // 2)
def remove_selected_item(self):
self.selected_item = None
self.selected_item_icon = None
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
if self.visible:
return pyglet.event.EVENT_HANDLED
def on_mouse_press(self, x, y, button, modifiers):
if not self.visible:
return False
if x < 0.0 or y < 0.0:
return pyglet.event.EVENT_HANDLED
inventory = None
index = -1
for slot in self.slots:
if slot.hit_test(x, y):
inventory = slot.inventory
index = slot.index
break
if index == 256: # 256 for crafting outcome
if self.crafting_outcome:
self.remove_selected_item()
# set selected_item to the crafting outcome so that users can put it in inventory
self.set_selected_item(self.crafting_outcome, x, y)
# cost
for ingre in self.current_panel.slots:
if ingre :
ingre.change_amount(-1)
# ingredient has been used up
if ingre.amount <= 0:
self.set_crafting_outcome(None)
self.current_panel.remove_unnecessary_stacks()
self.update_items()
return pyglet.event.EVENT_HANDLED
if self.selected_item:
if index == -1:
# throw it
if not (self.frame.x <= x <= self.frame.x + self.frame.width and self.frame.y <= y <= self.frame.y + self.frame.height):
self.remove_selected_item()
self.update_items()
return pyglet.event.EVENT_HANDLED
item = inventory.at(index)
if (item and item.type == self.selected_item.type) or not item:
amount_to_change = 1
if button != pyglet.window.mouse.RIGHT:
amount_to_change = self.selected_item.amount
if item:
remaining = item.change_amount(amount_to_change)
else:
if hasattr(inventory, 'set_slot'):
inventory.set_slot(index, ItemStack(type=self.selected_item.type, durability=self.selected_item.durability, amount=amount_to_change))
else:
inventory.slots[index] = ItemStack(type=self.selected_item.type, durability=self.selected_item.durability, amount=amount_to_change)
remaining = self.selected_item.amount - amount_to_change
if remaining > 0:
self.selected_item.change_amount((self.selected_item.amount - remaining) * -1)
else:
self.set_selected_item(None)
self.update_items()
return pyglet.event.EVENT_HANDLED
if hasattr(inventory, 'set_slot'):
inventory.set_slot(index, self.selected_item)
else:
inventory.slots[index] = self.selected_item
self.set_selected_item(item, x, y)
else:
if index == -1:
return pyglet.event.EVENT_HANDLED
item = inventory.at(index)
if not item:
return pyglet.event.EVENT_HANDLED
if modifiers & pyglet.window.key.MOD_SHIFT:
add_to = self.player.quick_slots if inventory == self.player.inventory else self.player.inventory
add_to.add_item(item.type, item.amount, durability=item.durability)
inventory.remove_all_by_index(index)
self.update_items()
return pyglet.event.EVENT_HANDLED
new_stack = False
if button == pyglet.window.mouse.RIGHT:
if item.amount > 1:
split_amount = int(ceil(item.amount / 2))
item.change_amount(split_amount * -1)
new_item = ItemStack(item.type, split_amount, item.durability)
self.set_selected_item(new_item, x, y)
new_stack = True
if not new_stack:
self.set_selected_item(item, x, y)
inventory.remove_all_by_index(index)
self.update_items()
return pyglet.event.EVENT_HANDLED
def on_mouse_motion(self, x, y, dx, dy):
if self.visible:
for slot in self.slots:
slot.highlighted = slot.hit_test(x, y)
if self.selected_item_icon:
self.selected_item_icon.x = x - (self.selected_item_icon.width // 2)
self.selected_item_icon.y = y - (self.selected_item_icon.height // 2)
return pyglet.event.EVENT_HANDLED
def on_mouse_drag(self, x, y, dx, dy, button, modifiers):
if self.visible:
if button == pyglet.window.mouse.LEFT:
self.on_mouse_motion(x, y, dx, dy)
return pyglet.event.EVENT_HANDLED
def on_key_press(self, symbol, modifiers):
if self.visible:
if symbol == G.ESCAPE_KEY:
self.toggle()
return pyglet.event.EVENT_HANDLED
elif symbol == G.VALIDATE_KEY:
return pyglet.event.EVENT_HANDLED
def on_resize(self, width, height):
self.frame.x = (width - self.frame.width) // 2
self.frame.y = 74
if self.visible:
self.update_items()
def _on_draw(self):
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.batch[self.mode].draw()
self.batch[3].draw()
if self.selected_item_icon:
self.selected_item_icon.draw()
glDisable(GL_BLEND)
# TODO: This is a total hack. The issue seen here: https://code.google.com/p/pyglet/issues/detail?id=471
# Makes it impossible to set styles to a FormattedDocument (font family, font size, color, etc) because if the document
# text ever becomes empty, exceptions are thrown. There is a fix below from 2012 but it apparently does not exist
# in 1.1.4? So I apply it by rewriting the RunIterator.__getitem__ method.
# https://code.google.com/p/pyglet/source/diff?spec=svn64e3a450c83bd2245f047bb96fdacd79208d8b6a&r=64e3a450c83bd2245f047bb96fdacd79208d8b6a&format=side&path=/pyglet/text/runlist.py
def __run_iterator_fix(self, index):
while index >= self.end and index > self.start:
# condition has special case for 0-length run (fixes issue 471)
self.start, self.end, self.value = next(self)
return self.value
from pyglet.text.runlist import RunIterator
RunIterator.__getitem__ = __run_iterator_fix
class TextWidget(Control):
"""
Variation of this example: http://www.pyglet.org/doc/programming_guide/text_input.py
"""
batch: pyglet.graphics.Batch
x: int
y: int
width: int
height: int
def __init__(self, parent, text, x: int, y: int, width: int, height: int = None, multi_line=False,
font_size=12,
font_name=G.DEFAULT_FONT,
text_color=(0, 0, 0, 255),
background_color=(200, 200, 200, 128),
readonly=False,
batch = None,
enable_escape = False,
*args, **kwargs):
super(TextWidget, self).__init__(parent, *args, **kwargs)
self.batch = pyglet.graphics.Batch() if not batch else batch
self.vertex_list = None
blank_text = not bool(text)
self.document = pyglet.text.document.FormattedDocument(text if not blank_text else ' ')
self.default_style = dict(color=text_color,
font_size=font_size,
font_name=font_name)
# parse escape sequences
self.enable_escape = enable_escape
self.document.set_style(0, len(self.document.text), self.default_style)
font = self.document.get_font(0)
if blank_text:
self.clear()
self.padding = 10
self.x = x
self.y = y
self.width = width
self.height = height or (font.ascent - font.descent) + self.padding
self.multi_line = multi_line
self.background_color = background_color
self.layout = pyglet.text.layout.IncrementalTextLayout(
self.document, self.width, self.height, multiline=self.multi_line, batch=self.batch)
self.caret = pyglet.text.caret.Caret(self.layout)
self.caret.visible = not readonly
self.readonly = readonly
self.layout.x = x
self.layout.y = y
self.resize()
def focus(self):
super(TextWidget, self).focus()
self.caret.visible = True
self.caret.mark = 0
self.caret.position = len(self.document.text)
def hit_test(self, x, y):
return (0 < x - self.layout.x < self.layout.width and
0 < y - self.layout.y < self.layout.height)
@property
def text(self):
return self.document.text
@text.setter
def text(self, text):
self.document.text = text
def clear(self):
self.text = ''
def write(self, text, **kwargs):
"""
Write the text to the widget.
"""
start = len(self.text)
end = start + len(text)
self.document.insert_text(start, text)
self.document.set_style(start, end, kwargs)
if self.multi_line:
self.layout.view_y = -self.layout.content_height # Scroll to the bottom
def write_escape(self, text):
# parse escape sequences
# a escape sequence is a sub-sequence in the text which starts with '$$'
# currently available escape sequences:
# $$r: set text color to red
# $$g: set text color to green
# $$b: set text color to blue
# $$y: set text color to yellow
# $$m: set text color to magenta
# $$c: set text color to cyan
# $$D: set text style to default
style = self.default_style.copy()
cooked_text = ''
escape = 0
for c in text:
# command
if escape == 1:
if c == 'r':
style['color'] = [255, 0, 0, 255]
if c == 'g':
style['color'] = [0, 255, 0, 255]
if c == 'b':
style['color'] = [0, 0, 255, 255]
if c == 'y':
style['color'] = [255, 255, 0, 255]
if c == 'm':
style['color'] = [255, 0, 255, 255]
if c == 'c':
style['color'] = [0, 255, 255, 255]
if c == 'D':
style = self.default_style.copy()
escape = 0 # end sequence
continue
if c == '$':
# first '$' char
if escape == 0:
escape = -1
continue
# second '$' char
if escape == -1:
# output the text
self.write(cooked_text, **style)
cooked_text = ''
escape = 1
else:
cooked_text += c
if cooked_text != '':
self.write(cooked_text, **style)
def write_line(self, text, **kwargs):
"""
Write the text followed by a newline. Only effective if multi_line is True.
"""
if self.enable_escape:
self.write_escape("%s\n" % text)
else:
self.write("%s\n" % text, **kwargs)
def resize(self, x=None, y=None, width=None, height=None):
self.x = x or self.x
self.y = y or self.y
self.width = width or self.width
self.height = height or self.height
# Recreate the bounding box
self.rectangle = Rectangle(self.x - self.padding, self.y - self.padding,
self.width + self.padding, self.height + self.padding)
# And reposition the text layout
self.layout.x = self.x + self.padding
self.layout.y = (self.rectangle.y + (self.rectangle.height//2) - (self.height//2))
self.layout.width = self.rectangle.width - self.padding
self.layout.height = self.rectangle.height - self.padding
if self.vertex_list:
self.vertex_list.delete()
self.vertex_list = self.batch.add(4, pyglet.gl.GL_QUADS, None,
('v2i', self.rectangle.vertex_list()),
('c4B', self.background_color * 4)
)
def _on_draw(self):
self.batch.draw()
def _on_toggled(self):
self.parent.set_exclusive_mouse(not self.visible)
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
if self.visible:
self.caret.on_mouse_drag(x, y, dx, dy, buttons, modifiers)
return pyglet.event.EVENT_HANDLED
def on_text(self, text):
if self.visible:
if not self.multi_line:
text = text.replace('\r', '') # Remove carriage returns
self.caret.on_text(text)
return pyglet.event.EVENT_HANDLED
def on_text_motion(self, motion):
if self.visible:
self.caret.on_text_motion(motion)
return pyglet.event.EVENT_HANDLED