changeset 692:d6ded808cc33 pyntnclick

Much scene management refactoring.
author Jeremy Thurgood <firxen@gmail.com>
date Tue, 14 Feb 2012 13:39:05 +0200
parents 60bf20849231
children c8b683dd56d3
files gamelib/scenes/cryo.py gamelib/scenes/game_widgets.py gamelib/scenes/map.py gamelib/tests/game_logic_utils.py pyntnclick/cursor.py pyntnclick/gamescreen.py pyntnclick/main.py pyntnclick/state.py pyntnclick/widgets/base.py
diffstat 9 files changed, 80 insertions(+), 122 deletions(-) [+]
line wrap: on
line diff
--- a/gamelib/scenes/cryo.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/gamelib/scenes/cryo.py	Tue Feb 14 13:39:05 2012 +0200
@@ -361,7 +361,7 @@
                     " other side is preventing it from opening completely.",
                     soundfile='chain.ogg')
         else:
-            self.game.set_current_scene('map')
+            self.game.change_scene('map')
             return None
 
     def interact_default(self, item):
--- a/gamelib/scenes/game_widgets.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/gamelib/scenes/game_widgets.py	Tue Feb 14 13:39:05 2012 +0200
@@ -21,7 +21,7 @@
 
     def interact_without(self):
         """Go to map."""
-        self.game.set_current_scene("map")
+        self.game.change_scene("map")
 
     def get_description(self):
         return 'An open doorway leads to the rest of the ship.'
--- a/gamelib/scenes/map.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/gamelib/scenes/map.py	Tue Feb 14 13:39:05 2012 +0200
@@ -57,7 +57,7 @@
     def interact(self, _item):
         """Go to destination."""
         if self.DEST in self.game.scenes:
-            self.game.set_current_scene(self.DEST)
+            self.game.change_scene(self.DEST)
 
 
 class ToCryo(DoorThing):
--- a/gamelib/tests/game_logic_utils.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/gamelib/tests/game_logic_utils.py	Tue Feb 14 13:39:05 2012 +0200
@@ -21,7 +21,7 @@
 
     def setUp(self):
         self.state = state.initial_state()
-        self.state.set_current_scene(self.CURRENT_SCENE)
+        self.state.change_scene(self.CURRENT_SCENE)
 
     def tearDown(self):
         for item in self.state.items.values():
--- a/pyntnclick/cursor.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/pyntnclick/cursor.py	Tue Feb 14 13:39:05 2012 +0200
@@ -3,7 +3,6 @@
 # Sprite Cursor
 
 from pygame.sprite import Sprite, RenderUpdates
-from pygame.rect import Rect
 import pygame
 import pygame.color
 import pygame.cursors
@@ -90,11 +89,4 @@
             self._cursor_group.add(self._loaded_cursor)
 
     def cursor_highlight(self):
-        #XXX: if not Rect((0, 0), SCENE_SIZE).collidepoint(pygame.mouse.get_pos()):
-        #XXX:     return False
-        #XXX: if self.game.highlight_override:
-        #XXX:     return True
-        current_thing = self.game.current_thing
-        if current_thing:
-            return current_thing.is_interactive()
-        return False
+        return self.container.mouseover_widget.highlight_cursor
--- a/pyntnclick/gamescreen.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/pyntnclick/gamescreen.py	Tue Feb 14 13:39:05 2012 +0200
@@ -78,7 +78,6 @@
         super(InventoryView, self).__init__(rect, gd)
         self.screen = screen
         self.game = screen.game
-        self.scene_widget = screen.scene_widget
 
         slots = (self.rect.width - self.MIN_UPDOWN_WIDTH) / self.bsize
         self.slots = [self.add(self.make_slot(i)) for i in range(slots)]
@@ -148,6 +147,7 @@
 
     def __init__(self, rect, gd, scene, screen, is_detail=False):
         super(SceneWidget, self).__init__(rect, gd)
+        self.name = scene.NAME
         self.scene = scene
         self.screen = screen
         self.game = screen.game
@@ -163,13 +163,19 @@
 
     def draw(self, surface):
         self.scene.draw(surface.subsurface(self.rect))
-        self.scene.draw_description(surface)
+        if self.parent.is_top(self):
+            self.scene.draw_description(surface)
         super(SceneWidget, self).draw(surface)
         if self.is_detail:
             border = self.rect.inflate(self.DETAIL_BORDER, self.DETAIL_BORDER)
             pygame.draw.rect(
                 surface, self.DETAIL_BORDER_COLOR, border, self.DETAIL_BORDER)
 
+    @property
+    def highlight_cursor(self):
+        return (self.scene.current_thing
+                and self.scene.current_thing.is_interactive())
+
     def queue_widget(self, widget):
         self._message_queue.append(widget)
 
@@ -179,7 +185,7 @@
             self.game.cancel_doodah(self.screen)
         else:
             pos = self.global_to_local(event.pos)
-            result = self.game.interact(pos)
+            result = self.scene.interact(self.game.tool, pos)
             handle_result(result, self)
 
     def animate(self):
@@ -188,8 +194,8 @@
         #    self.invalidate()
         # We do this here so we can get enter and leave events regardless
         # of what happens
-        result = self.game.check_enter_leave(self.screen)
-        handle_result(result, self)
+        # result = self.game.check_enter_leave(self.screen)
+        # handle_result(result, self)
         if self._message_queue:
             # Only add a message if we're at the top
             if self.screen.screen_modal.is_top(self.screen.inner_container):
@@ -220,15 +226,9 @@
         # according
         self.queue_widget(widget)
 
-    def show_detail(self, detail):
-        self.screen.show_detail(detail)
-
     def close(self, event, widget):
         self.screen.close_detail(self)
 
-    def end_game(self):
-        self.screen.change_screen('end')
-
 
 class ToolBar(Container):
     def __init__(self, rect, gd, screen):
@@ -284,21 +284,15 @@
         self.gd.running = False
         self.create_initial_state = self.gd.initial_state
         self.container.add_callback(KEYDOWN, self.key_pressed)
-        self.scene_widget = None
 
     def _clear_all(self):
         for widget in self.container.children[:]:
             self.container.remove(widget)
 
     def process_event(self, event_name, data):
-        if event_name == 'restart':
-            self.start_game()
-        elif event_name == 'inventory':
-            self.inventory.update_slots()
-        elif event_name == 'change_scene':
-            self.change_scene(data)
+        getattr(self, 'game_event_%s' % event_name, lambda d: None)(data)
 
-    def start_game(self):
+    def game_event_restart(self, data):
         self._clear_all()
         self.game = self.create_initial_state()
 
@@ -313,29 +307,48 @@
 
         self.scene_modal = self.inner_container.add(
             ModalStackContainer(rect, self.gd))
-        self.change_scene(None)
-
         self.toolbar = self.inner_container.add(
             ToolBar((0, rect.height), self.gd, self))
         self.inventory = self.toolbar.inventory
 
+        self.game.change_scene
         self.gd.running = True
 
+    def game_event_inventory(self, data):
+        self.inventory.update_slots()
+
+    def game_event_change_scene(self, data):
+        scene_name = data['name']
+        if data['detail']:
+            self.show_detail(scene_name)
+        else:
+            self.change_scene(scene_name)
+
     def change_scene(self, scene_name):
-        self.scene_modal.remove_all()
-        self.scene_widget = self.scene_modal.add(
-            SceneWidget(self.scene_modal.rect.copy(), self.gd,
-                        self.game.current_scene, self))
+        for scene_widget in reversed(self.scene_modal.children[:]):
+            self.scene_modal.remove(scene_widget)
+            scene_widget.scene.leave()
+        scene = self.game.scenes[scene_name]
+        self.game.current_scene = scene
+        self._add_scene(scene)
 
     def show_detail(self, detail_name):
-        detail = self.game.set_current_detail(detail_name)
-        detail_rect = Rect((0, 0), detail.get_detail_size())
-        detail_rect.center = self.scene_modal.rect.center
-        self.scene_modal.add(
-            SceneWidget(detail_rect, self.gd, detail, self, is_detail=True))
+        self._add_scene(self.game.detail_views[detail_name], True)
+
+    def _add_scene(self, scene, detail=False):
+        rect = self.scene_modal.rect.copy()
+        if detail:
+            rect = Rect((0, 0), scene.get_detail_size())
+            rect.center = self.scene_modal.rect.center
+
+        scene_widget = self.scene_modal.add(
+            SceneWidget(rect, self.gd, scene, self, detail))
+
+        handle_result(scene.enter(), scene_widget)
 
     def close_detail(self, detail):
         self.scene_modal.remove(detail)
+        detail.scene.leave()
 
     def animate(self):
         """Animate the scene widgets"""
--- a/pyntnclick/main.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/pyntnclick/main.py	Tue Feb 14 13:39:05 2012 +0200
@@ -80,8 +80,7 @@
         initial_state.set_debug_rects(self._debug_rects)
         for scene in self._scene_list:
             initial_state.load_scenes(scene)
-        initial_state.set_current_scene(self._initial_scene)
-        initial_state.set_do_enter_leave()
+        initial_state.change_scene(self._initial_scene)
         return initial_state
 
     def game_constants(self):
--- a/pyntnclick/state.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/pyntnclick/state.py	Tue Feb 14 13:39:05 2012 +0200
@@ -41,11 +41,7 @@
         if self.message:
             scene_widget.show_message(self.message)
         if self.detail_view:
-            scene_widget.show_detail(self.detail_view)
-        if (self.close_detail
-            and hasattr(scene_widget, 'parent')
-            and hasattr(scene_widget.parent, 'clear_detail')):
-            scene_widget.parent.clear_detail()
+            scene_widget.game.show_detail(self.detail_view)
         if self.end_game:
             scene_widget.end_game()
 
@@ -116,16 +112,6 @@
         self.data = GameState()
         # current scene
         self.current_scene = None
-        # current detail view
-        self.current_detail = None
-        # scene we came from, for enter and leave processing
-        self.previous_scene = None
-        # scene transion helpers
-        self.do_check = None
-        self.old_pos = None
-        # current thing
-        self.current_thing = None
-        self.highlight_override = False
         # debug rects
         self.debug_rects = False
 
@@ -157,22 +143,13 @@
                 scene = scene_cls(self)
                 self.add_detail_view(scene)
 
-    def set_current_scene(self, name):
-        old_scene = self.current_scene
-        self.current_scene = self.scenes[name]
-        self.current_thing = None
-        if old_scene and old_scene != self.current_scene:
-            self.previous_scene = old_scene
-            self.set_do_enter_leave()
-        ScreenEvent.post('game', 'change_scene', name)
+    def change_scene(self, name):
+        ScreenEvent.post('game', 'change_scene',
+                         {'name': name, 'detail': False})
 
-    def set_current_detail(self, name):
-        self.current_thing = None
-        if name is None:
-            self.current_detail = None
-        else:
-            self.current_detail = self.detail_views[name]
-            return self.current_detail
+    def show_detail(self, name):
+        ScreenEvent.post('game', 'change_scene',
+                         {'name': name, 'detail': True})
 
     def _update_inventory(self):
         ScreenEvent.post('game', 'inventory', None)
@@ -208,12 +185,6 @@
     def set_tool(self, item):
         self.tool = item
 
-    def interact(self, pos):
-        return self.current_scene.interact(self.tool, pos)
-
-    def interact_detail(self, pos):
-        return self.current_detail.interact(self.tool, pos)
-
     def cancel_doodah(self, screen):
         if self.tool:
             self.set_tool(None)
@@ -222,38 +193,10 @@
         #elif self.current_detail:
         #    screen.state_widget.clear_detail()
 
-    def do_enter_detail(self):
-        if self.current_detail:
-            self.current_detail.enter()
-
-    def do_leave_detail(self):
-        if self.current_detail:
-            self.current_detail.leave()
-
     def animate(self):
         if not self.do_check:
             return self.current_scene.animate()
 
-    def check_enter_leave(self, screen):
-        if not self.do_check:
-            return None
-        if self.do_check == self.gd.constants.leave:
-            self.do_check = self.gd.constants.enter
-            if self.previous_scene:
-                return self.previous_scene.leave()
-            return None
-        elif self.do_check == self.gd.constants.enter:
-            self.do_check = None
-            # Fix descriptions, etc.
-            if self.old_pos:
-                self.current_scene.update_current_thing(self.old_pos)
-            return self.current_scene.enter()
-        raise RuntimeError('invalid do_check value %s' % self.do_check)
-
-    def set_do_enter_leave(self):
-        """Flag that we need to run the enter loop"""
-        self.do_check = self.gd.constants.leave
-
 
 class GameDeveloperGizmo(object):
     """Base class for objects game developers see."""
@@ -328,6 +271,7 @@
         self.state_key = self.name
         # map of thing names -> Thing objects
         self.things = {}
+        self.current_thing = None
         self._background = None
 
     def set_game(self, game):
@@ -344,13 +288,13 @@
 
     def remove_thing(self, thing):
         del self.things[thing.name]
-        if thing is self.game.current_thing:
-            self.game.current_thing.leave()
-            self.game.current_thing = None
+        if thing is self.current_thing:
+            self.current_thing.leave()
+            self.current_thing = None
 
     def _get_description(self, dest_rect):
-        text = (self.game.current_thing and
-                self.game.current_thing.get_description())
+        text = (self.current_thing and
+                self.current_thing.get_description())
         if text is None:
             return None
         label = LabelWidget((0, 10), self.gd, text)
@@ -389,8 +333,8 @@
 
         Returns a Result object to provide feedback to the player.
         """
-        if self.game.current_thing is not None:
-            return self.game.current_thing.interact(item)
+        if self.current_thing is not None:
+            return self.current_thing.interact(item)
 
     def animate(self):
         """Animate all the things in the scene.
@@ -409,14 +353,14 @@
         return None
 
     def update_current_thing(self, pos):
-        if self.game.current_thing is not None:
-            if not self.game.current_thing.contains(pos):
-                self.game.current_thing.leave()
-                self.game.current_thing = None
+        if self.current_thing is not None:
+            if not self.current_thing.contains(pos):
+                self.current_thing.leave()
+                self.current_thing = None
         for thing in self.things.itervalues():
             if thing.contains(pos):
                 thing.enter(self.game.tool)
-                self.game.current_thing = thing
+                self.current_thing = thing
                 break
 
     def mouse_move(self, pos):
--- a/pyntnclick/widgets/base.py	Tue Feb 14 13:05:10 2012 +0200
+++ b/pyntnclick/widgets/base.py	Tue Feb 14 13:39:05 2012 +0200
@@ -9,6 +9,8 @@
 
 class Widget(object):
 
+    highlight_cursor = False
+
     def __init__(self, rect, gd):
         if not isinstance(rect, pygame.Rect):
             rect = pygame.Rect(rect, (0, 0))
@@ -19,6 +21,8 @@
         self.parent = None
         self.disabled = False
         self.callbacks = collections.defaultdict(list)
+        # To track which widget the mouse is over
+        self.mouseover_widget = self
 
     def add_callback(self, eventtype, callback, *args):
         self.callbacks[eventtype].append((callback, args))
@@ -64,6 +68,8 @@
 
 class Button(Widget):
 
+    highlight_cursor = True
+
     def event(self, ev):
         if super(Button, self).event(ev):
             return True
@@ -93,10 +99,13 @@
         """Push an event down through the tree, and fire our own event as a
         last resort
         """
+        self.mouseover_widget = self
         if ev.type in (MOUSEMOTION, MOUSEBUTTONUP, MOUSEBUTTONDOWN):
             for child in self.children[:]:
                 if child.rect.collidepoint(ev.pos):
-                    if child.event(ev):
+                    result = child.event(ev)
+                    self.mouseover_widget = child.mouseover_widget
+                    if result:
                         return True
 
         else:
@@ -137,6 +146,7 @@
     def event(self, ev):
         """Only the topmost child gets events.
         """
+        self.mouseover_widget = self.children[-1].mouseover_widget
         if self.children[-1].event(ev):
             return True