"""Undocumented Module""" __all__ = ['DirectEntry'] from pandac.PandaModules import * import DirectGuiGlobals as DGG from DirectFrame import * from OnscreenText import OnscreenText import string,types # import this to make sure it gets pulled into the publish import encodings.utf_8 from direct.showbase.DirectObject import DirectObject # DirectEntry States: ENTRY_FOCUS_STATE = PGEntry.SFocus # 0 ENTRY_NO_FOCUS_STATE = PGEntry.SNoFocus # 1 ENTRY_INACTIVE_STATE = PGEntry.SInactive # 2 class DirectEntry(DirectFrame): """ DirectEntry(parent) - Create a DirectGuiWidget which responds to keyboard buttons """ directWtext = ConfigVariableBool('direct-wtext', 1) AllowCapNamePrefixes = ("Al", "Ap", "Ben", "De", "Del", "Della", "Delle", "Der", "Di", "Du", "El", "Fitz", "La", "Las", "Le", "Les", "Lo", "Los", "Mac", "St", "Te", "Ten", "Van", "Von", ) ForceCapNamePrefixes = ("D'", "DeLa", "Dell'", "L'", "M'", "Mc", "O'", ) def __init__(self, parent = None, **kw): # Inherits from DirectFrame # A Direct Frame can have: # - A background texture (pass in path to image, or Texture Card) # - A midground geometry item (pass in geometry) # - A foreground text Node (pass in text string or Onscreen Text) # For a direct entry: # Each button has 3 states (focus, noFocus, disabled) # The same image/geom/text can be used for all three states or each # state can have a different text/geom/image # State transitions happen automatically based upon mouse interaction optiondefs = ( # Define type of DirectGuiWidget ('pgFunc', PGEntry, None), ('numStates', 3, None), ('state', DGG.NORMAL, None), ('entryFont', None, DGG.INITOPT), ('width', 10, self.setup), ('numLines', 1, self.setup), ('focus', 0, self.setFocus), ('cursorKeys', 1, self.setCursorKeysActive), ('obscured', 0, self.setObscureMode), # Setting backgroundFocus allows the entry box to get keyboard # events that are not handled by other things (i.e. events that # fall through to the background): ('backgroundFocus', 0, self.setBackgroundFocus), # Text used for the PGEntry text node # NOTE: This overrides the DirectFrame text option ('initialText', '', DGG.INITOPT), # Command to be called on hitting Enter ('command', None, None), ('extraArgs', [], None), # Command to be called when enter is hit but we fail to submit ('failedCommand', None, None), ('failedExtraArgs',[], None), # commands to be called when focus is gained or lost ('focusInCommand', None, None), ('focusInExtraArgs', [], None), ('focusOutCommand', None, None), ('focusOutExtraArgs', [], None), # Sounds to be used for button events ('rolloverSound', DGG.getDefaultRolloverSound(), self.setRolloverSound), ('clickSound', DGG.getDefaultClickSound(), self.setClickSound), ('autoCapitalize', 0, self.autoCapitalizeFunc), ('autoCapitalizeAllowPrefixes', DirectEntry.AllowCapNamePrefixes, None), ('autoCapitalizeForcePrefixes', DirectEntry.ForceCapNamePrefixes, None), ) # Merge keyword options with default options self.defineoptions(kw, optiondefs) # Initialize superclasses DirectFrame.__init__(self, parent) if self['entryFont'] == None: font = DGG.getDefaultFont() else: font = self['entryFont'] # Create Text Node Component self.onscreenText = self.createcomponent( 'text', (), None, OnscreenText, (), parent = hidden, # Pass in empty text to avoid extra work, since its really # The PGEntry which will use the TextNode to generate geometry text = '', align = TextNode.ALeft, font = font, scale = 1, # Don't get rid of the text node mayChange = 1) # We can get rid of the node path since we're just using the # onscreenText as an easy way to access a text node as a # component self.onscreenText.removeNode() # Bind command function self.bind(DGG.ACCEPT, self.commandFunc) self.bind(DGG.ACCEPTFAILED, self.failedCommandFunc) self.accept(self.guiItem.getFocusInEvent(), self.focusInCommandFunc) self.accept(self.guiItem.getFocusOutEvent(), self.focusOutCommandFunc) # listen for auto-capitalize events on a separate object to prevent # clashing with other parts of the system self._autoCapListener = DirectObject() # Call option initialization functions self.initialiseoptions(DirectEntry) if not hasattr(self, 'autoCapitalizeAllowPrefixes'): self.autoCapitalizeAllowPrefixes = DirectEntry.AllowCapNamePrefixes if not hasattr(self, 'autoCapitalizeForcePrefixes'): self.autoCapitalizeForcePrefixes = DirectEntry.ForceCapNamePrefixes # Update TextNodes for each state for i in range(self['numStates']): self.guiItem.setTextDef(i, self.onscreenText.textNode) # Now we should call setup() again to make sure it has the # right font def. self.setup() # Update initial text self.unicodeText = 0 if self['initialText']: self.enterText(self['initialText']) def destroy(self): self.ignoreAll() self._autoCapListener.ignoreAll() DirectFrame.destroy(self) def setup(self): self.guiItem.setupMinimal(self['width'], self['numLines']) def setFocus(self): PGEntry.setFocus(self.guiItem, self['focus']) def setCursorKeysActive(self): PGEntry.setCursorKeysActive(self.guiItem, self['cursorKeys']) def setObscureMode(self): PGEntry.setObscureMode(self.guiItem, self['obscured']) def setBackgroundFocus(self): PGEntry.setBackgroundFocus(self.guiItem, self['backgroundFocus']) def setRolloverSound(self): rolloverSound = self['rolloverSound'] if rolloverSound: self.guiItem.setSound(DGG.ENTER + self.guiId, rolloverSound) else: self.guiItem.clearSound(DGG.ENTER + self.guiId) def setClickSound(self): clickSound = self['clickSound'] if clickSound: self.guiItem.setSound(DGG.ACCEPT + self.guiId, clickSound) else: self.guiItem.clearSound(DGG.ACCEPT + self.guiId) def commandFunc(self, event): if self['command']: # Pass any extra args to command apply(self['command'], [self.get()] + self['extraArgs']) def failedCommandFunc(self, event): if self['failedCommand']: # Pass any extra args apply(self['failedCommand'], [self.get()] + self['failedExtraArgs']) def autoCapitalizeFunc(self): if self['autoCapitalize']: self._autoCapListener.accept(self.guiItem.getTypeEvent(), self._handleTyping) self._autoCapListener.accept(self.guiItem.getEraseEvent(), self._handleErasing) else: self._autoCapListener.ignore(self.guiItem.getTypeEvent()) self._autoCapListener.ignore(self.guiItem.getEraseEvent()) def focusInCommandFunc(self): if self['focusInCommand']: apply(self['focusInCommand'], self['focusInExtraArgs']) if self['autoCapitalize']: self.accept(self.guiItem.getTypeEvent(), self._handleTyping) self.accept(self.guiItem.getEraseEvent(), self._handleErasing) def _handleTyping(self, guiEvent): self._autoCapitalize() def _handleErasing(self, guiEvent): self._autoCapitalize() def _autoCapitalize(self): name = self.get().decode('utf-8') # capitalize each word, allowing for things like McMutton capName = '' # track each individual word to detect prefixes like Mc wordSoFar = '' # track whether the previous character was part of a word or not wasNonWordChar = True for i in xrange(len(name)): character = name[i] # test to see if we are between words # - Count characters that can't be capitalized as a break between words # This assumes that string.lower and string.upper will return different # values for all unicode letters. # - Don't count apostrophes as a break between words if ((string.lower(character) == string.upper(character)) and (character != "'")): # we are between words wordSoFar = '' wasNonWordChar = True else: capitalize = False if wasNonWordChar: # first letter of a word, capitalize it unconditionally; capitalize = True elif (character == string.upper(character) and len(self.autoCapitalizeAllowPrefixes) and wordSoFar in self.autoCapitalizeAllowPrefixes): # first letter after one of the prefixes, allow it to be capitalized capitalize = True elif (len(self.autoCapitalizeForcePrefixes) and wordSoFar in self.autoCapitalizeForcePrefixes): # first letter after one of the force prefixes, force it to be capitalized capitalize = True if capitalize: # allow this letter to remain capitalized character = string.upper(character) else: character = string.lower(character) wordSoFar += character wasNonWordChar = False capName += character self.enterText(capName.encode('utf-8')) def focusOutCommandFunc(self): if self['focusOutCommand']: apply(self['focusOutCommand'], self['focusOutExtraArgs']) if self['autoCapitalize']: self.ignore(self.guiItem.getTypeEvent()) self.ignore(self.guiItem.getEraseEvent()) def set(self, text): """ Changes the text currently showing in the typable region; does not change the current cursor position. Also see enterText(). """ self.unicodeText = isinstance(text, types.UnicodeType) if self.unicodeText: self.guiItem.setWtext(text) else: self.guiItem.setText(text) def get(self, plain = False): """ Returns the text currently showing in the typable region. If plain is True, the returned text will not include any formatting characters like nested color-change codes. """ wantWide = self.unicodeText or self.guiItem.isWtext() if not self.directWtext.getValue(): # If the user has configured wide-text off, then always # return an 8-bit string. This will be encoded if # necessary, according to Panda's default encoding. wantWide = False if plain: if wantWide: return self.guiItem.getPlainWtext() else: return self.guiItem.getPlainText() else: if wantWide: return self.guiItem.getWtext() else: return self.guiItem.getText() def setCursorPosition(self, pos): if (pos < 0): self.guiItem.setCursorPosition(self.guiItem.getNumCharacters() + pos) else: self.guiItem.setCursorPosition(pos) def enterText(self, text): """ sets the entry's text, and moves the cursor to the end """ self.set(text) self.setCursorPosition(self.guiItem.getNumCharacters()) def getFont(self): return self.onscreenText.getFont() def getBounds(self, state = 0): # Compute the width and height for the entry itself, ignoring # geometry etc. tn = self.onscreenText.textNode mat = tn.getTransform() align = tn.getAlign() lineHeight = tn.getLineHeight() numLines = self['numLines'] width = self['width'] if align == TextNode.ALeft: left = 0.0 right = width elif align == TextNode.ACenter: left = -width / 2.0 right = width / 2.0 elif align == TextNode.ARight: left = -width right = 0.0 bottom = -0.3 * lineHeight - (lineHeight * (numLines - 1)) top = lineHeight self.ll.set(left, 0.0, bottom) self.ur.set(right, 0.0, top) self.ll = mat.xformPoint(Point3.rfu(left, 0.0, bottom)) self.ur = mat.xformPoint(Point3.rfu(right, 0.0, top)) vec_right = Vec3.right() vec_up = Vec3.up() left = (vec_right[0] * self.ll[0] + vec_right[1] * self.ll[1] + vec_right[2] * self.ll[2]) right = (vec_right[0] * self.ur[0] + vec_right[1] * self.ur[1] + vec_right[2] * self.ur[2]) bottom = (vec_up[0] * self.ll[0] + vec_up[1] * self.ll[1] + vec_up[2] * self.ll[2]) top = (vec_up[0] * self.ur[0] + vec_up[1] * self.ur[1] + vec_up[2] * self.ur[2]) self.ll = Point3(left, 0.0, bottom) self.ur = Point3(right, 0.0, top) # Scale bounds to give a pad around graphics. We also want to # scale around the border width. pad = self['pad'] borderWidth = self['borderWidth'] self.bounds = [self.ll[0] - pad[0] - borderWidth[0], self.ur[0] + pad[0] + borderWidth[0], self.ll[2] - pad[1] - borderWidth[1], self.ur[2] + pad[1] + borderWidth[1]] return self.bounds