from direct.showbase.DirectObject import DirectObject from direct.gui.DirectGui import DirectFrame, DirectButton import direct.gui.DirectGuiGlobals as DGG from toontown.parties import PartyUtils class CannonGui(DirectObject): notify = directNotify.newCategory('CannonGui') FIRE_KEY = 'control' UP_KEY = 'arrow_up' DOWN_KEY = 'arrow_down' LEFT_KEY = 'arrow_left' RIGHT_KEY = 'arrow_right' FIRE_PRESSED = 'cannongui_fire_pressed' def __init__(self): self.__loaded = False self.leftPressed = 0 self.rightPressed = 0 self.upPressed = 0 self.downPressed = 0 self.__aimPad = None self.__timerPad = None return def load(self): if self.__loaded: return self.__timerPad = PartyUtils.getNewToontownTimer() guiModel = 'phase_4/models/gui/cannon_game_gui' guiNode = loader.loadModel(guiModel) self.__aimPad = DirectFrame(image=guiNode.find('**/CannonFire_PAD'), relief=None, pos=(0.7, 0, -0.553333), scale=0.8) guiNode.removeNode() self.fireButton = DirectButton(parent=self.__aimPad, image=((guiModel, '**/Fire_Btn_UP'), (guiModel, '**/Fire_Btn_DN'), (guiModel, '**/Fire_Btn_RLVR')), relief=None, pos=(0.0115741, 0, 0.00505051), scale=1.0, command=self.__firePressed) self.upButton = DirectButton(parent=self.__aimPad, image=((guiModel, '**/Cannon_Arrow_UP'), (guiModel, '**/Cannon_Arrow_DN'), (guiModel, '**/Cannon_Arrow_RLVR')), relief=None, pos=(0.0115741, 0, 0.221717)) self.downButton = DirectButton(parent=self.__aimPad, image=((guiModel, '**/Cannon_Arrow_UP'), (guiModel, '**/Cannon_Arrow_DN'), (guiModel, '**/Cannon_Arrow_RLVR')), relief=None, pos=(0.0136112, 0, -0.210101), image_hpr=(0, 0, 180)) self.leftButton = DirectButton(parent=self.__aimPad, image=((guiModel, '**/Cannon_Arrow_UP'), (guiModel, '**/Cannon_Arrow_DN'), (guiModel, '**/Cannon_Arrow_RLVR')), relief=None, pos=(-0.199352, 0, -0.000505269), image_hpr=(0, 0, -90)) self.rightButton = DirectButton(parent=self.__aimPad, image=((guiModel, '**/Cannon_Arrow_UP'), (guiModel, '**/Cannon_Arrow_DN'), (guiModel, '**/Cannon_Arrow_RLVR')), relief=None, pos=(0.219167, 0, -0.00101024), image_hpr=(0, 0, 90)) self.__aimPad.setColor(1, 1, 1, 0.9) def bindButton(button, upHandler, downHandler): button.bind(DGG.B1PRESS, lambda x, handler = upHandler: handler()) button.bind(DGG.B1RELEASE, lambda x, handler = downHandler: handler()) bindButton(self.upButton, self.__upPressed, self.__upReleased) bindButton(self.downButton, self.__downPressed, self.__downReleased) bindButton(self.leftButton, self.__leftPressed, self.__leftReleased) bindButton(self.rightButton, self.__rightPressed, self.__rightReleased) self.__loaded = True return def unload(self): self.ignoreAll() if not self.__loaded: return self.disable() self.upButton.unbind(DGG.B1PRESS) self.upButton.unbind(DGG.B1RELEASE) self.downButton.unbind(DGG.B1PRESS) self.downButton.unbind(DGG.B1RELEASE) self.leftButton.unbind(DGG.B1PRESS) self.leftButton.unbind(DGG.B1RELEASE) self.rightButton.unbind(DGG.B1PRESS) self.rightButton.unbind(DGG.B1RELEASE) self.fireButton.destroy() self.__aimPad.destroy() del self.__aimPad del self.fireButton del self.upButton del self.downButton del self.leftButton del self.rightButton self.__timerPad.destroy() del self.__timerPad self.__loaded = False def enable(self, timer = 0): self.__aimPad.show() base.setCellsActive([base.bottomCells[2], base.bottomCells[3]], 0) base.setCellsActive([base.rightCells[1]], 0) if timer > 0: self.__timerPad.setTime(timer) self.__timerPad.countdown(timer) self.__timerPad.show() self.enableKeys() def disable(self): self.__aimPad.hide() base.setCellsActive([base.bottomCells[2], base.bottomCells[3]], 1) base.setCellsActive([base.rightCells[1]], 1) self.__timerPad.hide() self.disableKeys() def enableKeys(self): self.enableAimKeys() self.enableFireKey() def disableKeys(self): self.__aimPad.hide() self.disableAimKeys() self.disableFireKey() def enableAimKeys(self): self.leftPressed = 0 self.rightPressed = 0 self.upPressed = 0 self.downPressed = 0 self.accept(self.UP_KEY, self.__upKeyPressed) self.accept(self.DOWN_KEY, self.__downKeyPressed) self.accept(self.LEFT_KEY, self.__leftKeyPressed) self.accept(self.RIGHT_KEY, self.__rightKeyPressed) def disableAimKeys(self): self.ignore(self.UP_KEY) self.ignore(self.DOWN_KEY) self.ignore(self.LEFT_KEY) self.ignore(self.RIGHT_KEY) messenger.send(self.UP_KEY + '-up') messenger.send(self.DOWN_KEY + '-up') messenger.send(self.LEFT_KEY + '-up') messenger.send(self.RIGHT_KEY + '-up') self.ignore(self.UP_KEY + '-up') self.ignore(self.DOWN_KEY + '-up') self.ignore(self.LEFT_KEY + '-up') self.ignore(self.RIGHT_KEY + '-up') def enableFireKey(self): self.accept(self.FIRE_KEY, self.__fireKeyPressed) def disableFireKey(self): self.ignore(self.FIRE_KEY) self.ignore(self.FIRE_KEY + '-up') def __fireKeyPressed(self): self.ignore(self.FIRE_KEY) self.accept(self.FIRE_KEY + '-up', self.__fireKeyReleased) self.__firePressed() def __upKeyPressed(self): self.ignore(self.UP_KEY) self.accept(self.UP_KEY + '-up', self.__upKeyReleased) self.__upPressed() def __downKeyPressed(self): self.ignore(self.DOWN_KEY) self.accept(self.DOWN_KEY + '-up', self.__downKeyReleased) self.__downPressed() def __leftKeyPressed(self): self.ignore(self.LEFT_KEY) self.accept(self.LEFT_KEY + '-up', self.__leftKeyReleased) self.__leftPressed() def __rightKeyPressed(self): self.ignore(self.RIGHT_KEY) self.accept(self.RIGHT_KEY + '-up', self.__rightKeyReleased) self.__rightPressed() def __fireKeyReleased(self): self.ignore(self.FIRE_KEY + '-up') self.accept(self.FIRE_KEY, self.__fireKeyPressed) def __leftKeyReleased(self): self.ignore(self.LEFT_KEY + '-up') self.accept(self.LEFT_KEY, self.__leftKeyPressed) self.__leftReleased() def __rightKeyReleased(self): self.ignore(self.RIGHT_KEY + '-up') self.accept(self.RIGHT_KEY, self.__rightKeyPressed) self.__rightReleased() def __upKeyReleased(self): self.ignore(self.UP_KEY + '-up') self.accept(self.UP_KEY, self.__upKeyPressed) self.__upReleased() def __downKeyReleased(self): self.ignore(self.DOWN_KEY + '-up') self.accept(self.DOWN_KEY, self.__downKeyPressed) self.__downReleased() def __upPressed(self): self.notify.debug('up pressed') self.upPressed = self.__enterControlActive(self.upPressed) def __downPressed(self): self.notify.debug('down pressed') self.downPressed = self.__enterControlActive(self.downPressed) def __leftPressed(self): self.notify.debug('left pressed') self.leftPressed = self.__enterControlActive(self.leftPressed) def __rightPressed(self): self.notify.debug('right pressed') self.rightPressed = self.__enterControlActive(self.rightPressed) def __upReleased(self): self.notify.debug('up released') self.upPressed = self.__exitControlActive(self.upPressed) def __downReleased(self): self.notify.debug('down released') self.downPressed = self.__exitControlActive(self.downPressed) def __leftReleased(self): self.notify.debug('left released') self.leftPressed = self.__exitControlActive(self.leftPressed) def __rightReleased(self): self.notify.debug('right released') self.rightPressed = self.__exitControlActive(self.rightPressed) def __firePressed(self): self.notify.debug('fire pressed') messenger.send(CannonGui.FIRE_PRESSED) def __enterControlActive(self, control): return control + 1 def __exitControlActive(self, control): return max(0, control - 1)