mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-29 06:32:40 -06:00
356 lines
14 KiB
Python
Executable file
356 lines
14 KiB
Python
Executable file
"""Undocumented Module"""
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__all__ = ['DirectEntry']
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from pandac.PandaModules import *
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import DirectGuiGlobals as DGG
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from DirectFrame import *
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from OnscreenText import OnscreenText
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import string,types
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# import this to make sure it gets pulled into the publish
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import encodings.utf_8
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from direct.showbase.DirectObject import DirectObject
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# DirectEntry States:
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ENTRY_FOCUS_STATE = PGEntry.SFocus # 0
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ENTRY_NO_FOCUS_STATE = PGEntry.SNoFocus # 1
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ENTRY_INACTIVE_STATE = PGEntry.SInactive # 2
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class DirectEntry(DirectFrame):
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"""
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DirectEntry(parent) - Create a DirectGuiWidget which responds
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to keyboard buttons
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"""
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directWtext = ConfigVariableBool('direct-wtext', 1)
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AllowCapNamePrefixes = ("Al", "Ap", "Ben", "De", "Del", "Della", "Delle", "Der", "Di", "Du",
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"El", "Fitz", "La", "Las", "Le", "Les", "Lo", "Los",
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"Mac", "St", "Te", "Ten", "Van", "Von", )
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ForceCapNamePrefixes = ("D'", "DeLa", "Dell'", "L'", "M'", "Mc", "O'", )
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def __init__(self, parent = None, **kw):
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# Inherits from DirectFrame
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# A Direct Frame can have:
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# - A background texture (pass in path to image, or Texture Card)
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# - A midground geometry item (pass in geometry)
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# - A foreground text Node (pass in text string or Onscreen Text)
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# For a direct entry:
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# Each button has 3 states (focus, noFocus, disabled)
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# The same image/geom/text can be used for all three states or each
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# state can have a different text/geom/image
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# State transitions happen automatically based upon mouse interaction
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optiondefs = (
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# Define type of DirectGuiWidget
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('pgFunc', PGEntry, None),
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('numStates', 3, None),
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('state', DGG.NORMAL, None),
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('entryFont', None, DGG.INITOPT),
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('width', 10, self.setup),
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('numLines', 1, self.setup),
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('focus', 0, self.setFocus),
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('cursorKeys', 1, self.setCursorKeysActive),
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('obscured', 0, self.setObscureMode),
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# Setting backgroundFocus allows the entry box to get keyboard
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# events that are not handled by other things (i.e. events that
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# fall through to the background):
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('backgroundFocus', 0, self.setBackgroundFocus),
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# Text used for the PGEntry text node
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# NOTE: This overrides the DirectFrame text option
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('initialText', '', DGG.INITOPT),
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# Command to be called on hitting Enter
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('command', None, None),
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('extraArgs', [], None),
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# Command to be called when enter is hit but we fail to submit
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('failedCommand', None, None),
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('failedExtraArgs',[], None),
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# commands to be called when focus is gained or lost
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('focusInCommand', None, None),
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('focusInExtraArgs', [], None),
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('focusOutCommand', None, None),
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('focusOutExtraArgs', [], None),
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# Sounds to be used for button events
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('rolloverSound', DGG.getDefaultRolloverSound(), self.setRolloverSound),
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('clickSound', DGG.getDefaultClickSound(), self.setClickSound),
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('autoCapitalize', 0, self.autoCapitalizeFunc),
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('autoCapitalizeAllowPrefixes', DirectEntry.AllowCapNamePrefixes, None),
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('autoCapitalizeForcePrefixes', DirectEntry.ForceCapNamePrefixes, None),
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)
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# Merge keyword options with default options
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self.defineoptions(kw, optiondefs)
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# Initialize superclasses
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DirectFrame.__init__(self, parent)
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if self['entryFont'] == None:
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font = DGG.getDefaultFont()
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else:
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font = self['entryFont']
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# Create Text Node Component
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self.onscreenText = self.createcomponent(
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'text', (), None,
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OnscreenText,
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(), parent = hidden,
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# Pass in empty text to avoid extra work, since its really
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# The PGEntry which will use the TextNode to generate geometry
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text = '',
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align = TextNode.ALeft,
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font = font,
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scale = 1,
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# Don't get rid of the text node
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mayChange = 1)
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# We can get rid of the node path since we're just using the
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# onscreenText as an easy way to access a text node as a
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# component
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self.onscreenText.removeNode()
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# Bind command function
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self.bind(DGG.ACCEPT, self.commandFunc)
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self.bind(DGG.ACCEPTFAILED, self.failedCommandFunc)
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self.accept(self.guiItem.getFocusInEvent(), self.focusInCommandFunc)
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self.accept(self.guiItem.getFocusOutEvent(), self.focusOutCommandFunc)
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# listen for auto-capitalize events on a separate object to prevent
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# clashing with other parts of the system
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self._autoCapListener = DirectObject()
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# Call option initialization functions
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self.initialiseoptions(DirectEntry)
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if not hasattr(self, 'autoCapitalizeAllowPrefixes'):
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self.autoCapitalizeAllowPrefixes = DirectEntry.AllowCapNamePrefixes
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if not hasattr(self, 'autoCapitalizeForcePrefixes'):
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self.autoCapitalizeForcePrefixes = DirectEntry.ForceCapNamePrefixes
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# Update TextNodes for each state
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for i in range(self['numStates']):
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self.guiItem.setTextDef(i, self.onscreenText.textNode)
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# Now we should call setup() again to make sure it has the
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# right font def.
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self.setup()
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# Update initial text
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self.unicodeText = 0
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if self['initialText']:
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self.enterText(self['initialText'])
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def destroy(self):
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self.ignoreAll()
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self._autoCapListener.ignoreAll()
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DirectFrame.destroy(self)
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def setup(self):
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self.guiItem.setupMinimal(self['width'], self['numLines'])
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def setFocus(self):
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PGEntry.setFocus(self.guiItem, self['focus'])
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def setCursorKeysActive(self):
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PGEntry.setCursorKeysActive(self.guiItem, self['cursorKeys'])
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def setObscureMode(self):
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PGEntry.setObscureMode(self.guiItem, self['obscured'])
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def setBackgroundFocus(self):
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PGEntry.setBackgroundFocus(self.guiItem, self['backgroundFocus'])
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def setRolloverSound(self):
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rolloverSound = self['rolloverSound']
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if rolloverSound:
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self.guiItem.setSound(DGG.ENTER + self.guiId, rolloverSound)
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else:
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self.guiItem.clearSound(DGG.ENTER + self.guiId)
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def setClickSound(self):
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clickSound = self['clickSound']
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if clickSound:
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self.guiItem.setSound(DGG.ACCEPT + self.guiId, clickSound)
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else:
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self.guiItem.clearSound(DGG.ACCEPT + self.guiId)
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def commandFunc(self, event):
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if self['command']:
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# Pass any extra args to command
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apply(self['command'], [self.get()] + self['extraArgs'])
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def failedCommandFunc(self, event):
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if self['failedCommand']:
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# Pass any extra args
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apply(self['failedCommand'], [self.get()] + self['failedExtraArgs'])
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def autoCapitalizeFunc(self):
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if self['autoCapitalize']:
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self._autoCapListener.accept(self.guiItem.getTypeEvent(), self._handleTyping)
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self._autoCapListener.accept(self.guiItem.getEraseEvent(), self._handleErasing)
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else:
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self._autoCapListener.ignore(self.guiItem.getTypeEvent())
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self._autoCapListener.ignore(self.guiItem.getEraseEvent())
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def focusInCommandFunc(self):
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if self['focusInCommand']:
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apply(self['focusInCommand'], self['focusInExtraArgs'])
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if self['autoCapitalize']:
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self.accept(self.guiItem.getTypeEvent(), self._handleTyping)
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self.accept(self.guiItem.getEraseEvent(), self._handleErasing)
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def _handleTyping(self, guiEvent):
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self._autoCapitalize()
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def _handleErasing(self, guiEvent):
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self._autoCapitalize()
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def _autoCapitalize(self):
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name = self.get().decode('utf-8')
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# capitalize each word, allowing for things like McMutton
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capName = ''
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# track each individual word to detect prefixes like Mc
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wordSoFar = ''
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# track whether the previous character was part of a word or not
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wasNonWordChar = True
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for i in xrange(len(name)):
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character = name[i]
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# test to see if we are between words
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# - Count characters that can't be capitalized as a break between words
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# This assumes that string.lower and string.upper will return different
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# values for all unicode letters.
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# - Don't count apostrophes as a break between words
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if ((string.lower(character) == string.upper(character)) and (character != "'")):
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# we are between words
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wordSoFar = ''
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wasNonWordChar = True
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else:
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capitalize = False
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if wasNonWordChar:
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# first letter of a word, capitalize it unconditionally;
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capitalize = True
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elif (character == string.upper(character) and
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len(self.autoCapitalizeAllowPrefixes) and
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wordSoFar in self.autoCapitalizeAllowPrefixes):
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# first letter after one of the prefixes, allow it to be capitalized
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capitalize = True
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elif (len(self.autoCapitalizeForcePrefixes) and
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wordSoFar in self.autoCapitalizeForcePrefixes):
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# first letter after one of the force prefixes, force it to be capitalized
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capitalize = True
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if capitalize:
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# allow this letter to remain capitalized
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character = string.upper(character)
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else:
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character = string.lower(character)
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wordSoFar += character
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wasNonWordChar = False
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capName += character
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self.enterText(capName.encode('utf-8'))
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def focusOutCommandFunc(self):
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if self['focusOutCommand']:
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apply(self['focusOutCommand'], self['focusOutExtraArgs'])
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if self['autoCapitalize']:
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self.ignore(self.guiItem.getTypeEvent())
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self.ignore(self.guiItem.getEraseEvent())
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def set(self, text):
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""" Changes the text currently showing in the typable region;
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does not change the current cursor position. Also see
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enterText(). """
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self.unicodeText = isinstance(text, types.UnicodeType)
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if self.unicodeText:
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self.guiItem.setWtext(text)
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else:
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self.guiItem.setText(text)
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def get(self, plain = False):
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""" Returns the text currently showing in the typable region.
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If plain is True, the returned text will not include any
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formatting characters like nested color-change codes. """
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wantWide = self.unicodeText or self.guiItem.isWtext()
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if not self.directWtext.getValue():
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# If the user has configured wide-text off, then always
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# return an 8-bit string. This will be encoded if
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# necessary, according to Panda's default encoding.
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wantWide = False
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if plain:
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if wantWide:
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return self.guiItem.getPlainWtext()
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else:
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return self.guiItem.getPlainText()
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else:
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if wantWide:
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return self.guiItem.getWtext()
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else:
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return self.guiItem.getText()
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def setCursorPosition(self, pos):
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if (pos < 0):
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self.guiItem.setCursorPosition(self.guiItem.getNumCharacters() + pos)
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else:
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self.guiItem.setCursorPosition(pos)
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def enterText(self, text):
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""" sets the entry's text, and moves the cursor to the end """
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self.set(text)
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self.setCursorPosition(self.guiItem.getNumCharacters())
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def getFont(self):
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return self.onscreenText.getFont()
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def getBounds(self, state = 0):
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# Compute the width and height for the entry itself, ignoring
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# geometry etc.
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tn = self.onscreenText.textNode
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mat = tn.getTransform()
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align = tn.getAlign()
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lineHeight = tn.getLineHeight()
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numLines = self['numLines']
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width = self['width']
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if align == TextNode.ALeft:
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left = 0.0
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right = width
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elif align == TextNode.ACenter:
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left = -width / 2.0
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right = width / 2.0
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elif align == TextNode.ARight:
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left = -width
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right = 0.0
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bottom = -0.3 * lineHeight - (lineHeight * (numLines - 1))
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top = lineHeight
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self.ll.set(left, 0.0, bottom)
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self.ur.set(right, 0.0, top)
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self.ll = mat.xformPoint(Point3.rfu(left, 0.0, bottom))
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self.ur = mat.xformPoint(Point3.rfu(right, 0.0, top))
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vec_right = Vec3.right()
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vec_up = Vec3.up()
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left = (vec_right[0] * self.ll[0]
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+ vec_right[1] * self.ll[1]
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+ vec_right[2] * self.ll[2])
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right = (vec_right[0] * self.ur[0]
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+ vec_right[1] * self.ur[1]
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+ vec_right[2] * self.ur[2])
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bottom = (vec_up[0] * self.ll[0]
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+ vec_up[1] * self.ll[1]
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+ vec_up[2] * self.ll[2])
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top = (vec_up[0] * self.ur[0]
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+ vec_up[1] * self.ur[1]
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+ vec_up[2] * self.ur[2])
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self.ll = Point3(left, 0.0, bottom)
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self.ur = Point3(right, 0.0, top)
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# Scale bounds to give a pad around graphics. We also want to
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# scale around the border width.
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pad = self['pad']
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borderWidth = self['borderWidth']
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self.bounds = [self.ll[0] - pad[0] - borderWidth[0],
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self.ur[0] + pad[0] + borderWidth[0],
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self.ll[2] - pad[1] - borderWidth[1],
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self.ur[2] + pad[1] + borderWidth[1]]
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return self.bounds
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