squirrel-battle/dungeonbattle/menus.py

108 lines
3.3 KiB
Python

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:
"""
A Menu object is the logical representation of a menu in the game
"""
values: list
def __init__(self):
self.position = 0
def go_up(self) -> None:
"""
Moves the pointer of the menu on the previous value
"""
self.position = max(0, self.position - 1)
def go_down(self) -> None:
"""
Moves the pointer of the menu on the next value
"""
self.position = min(len(self.values) - 1, self.position + 1)
def validate(self) -> Any:
"""
Selects the value that is pointed by the menu pointer
"""
return self.values[self.position]
class MainMenuValues(Enum):
"""
Values of the main menu
"""
START = 'Nouvelle partie'
RESUME = 'Continuer'
SAVE = 'Sauvegarder'
LOAD = 'Charger'
SETTINGS = 'Paramètres'
EXIT = 'Quitter'
def __str__(self):
return self.value
class MainMenu(Menu):
"""
A special instance of a menu : the main menu
"""
values = [e for e in MainMenuValues]
class SettingsMenu(Menu):
"""
A special instance of a menu : the settings 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:
"""
In the setting menu, we van select a setting and change it
"""
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)