import sys from enum import Enum from typing import Any, Optional from .display.texturepack import TexturePack from .enums import GameMode, KeyValues, DisplayActions from .settings import Settings class Menu: values: list def __init__(self): self.position = 0 def go_up(self) -> None: self.position = max(0, self.position - 1) def go_down(self) -> None: self.position = min(len(self.values) - 1, self.position + 1) def validate(self) -> Any: return self.values[self.position] class MainMenuValues(Enum): START = 'Jouer' SETTINGS = 'Paramètres' EXIT = 'Quitter' def __str__(self): return self.value class MainMenu(Menu): values = [e for e in MainMenuValues] def handle_key_pressed(self, key: KeyValues, game: Any) -> None: """ In the main menu, we can navigate through options. """ if key == KeyValues.DOWN: self.go_down() if key == KeyValues.UP: self.go_up() if key == KeyValues.ENTER: option = self.validate() if option == MainMenuValues.START: game.state = GameMode.PLAY elif option == MainMenuValues.SETTINGS: game.state = GameMode.SETTINGS elif option == MainMenuValues.EXIT: sys.exit(0) class SettingsMenu(Menu): waiting_for_key: bool = False def update_values(self, settings: Settings) -> None: self.values = list(settings.__dict__.items()) self.values.append(("RETURN", ["", "Retour"])) def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str, game: Any) -> None: """ Update settings """ if not self.waiting_for_key: # Navigate normally through the menu. if key == KeyValues.SPACE or \ key == KeyValues.ENTER and \ self.position == len(self.values) - 1: # Go back game.display_actions(DisplayActions.UPDATE) game.state = GameMode.MAINMENU if key == KeyValues.DOWN: self.go_down() if key == KeyValues.UP: self.go_up() if key == KeyValues.ENTER and self.position < len(self.values) - 1: # Change a setting option = self.values[self.position][0] if option == "TEXTURE_PACK": game.settings.TEXTURE_PACK = \ TexturePack.get_next_pack_name( game.settings.TEXTURE_PACK) game.settings.write_settings() self.update_values(game.settings) else: self.waiting_for_key = True self.update_values(game.settings) else: option = self.values[self.position][0] # Don't use an already mapped key if any(getattr(game.settings, opt) == raw_key for opt in game.settings.settings_keys if opt != option): return setattr(game.settings, option, raw_key) game.settings.write_settings() self.waiting_for_key = False self.update_values(game.settings) class ArbitraryMenu(Menu): def __init__(self, values: list): super().__init__() self.values = values