111 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse
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# SPDX-License-Identifier: GPL-3.0-or-later
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from enum import Enum
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from typing import Any, Optional
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from .display.texturepack import TexturePack
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from .enums import GameMode, KeyValues, DisplayActions
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from .settings import Settings
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class Menu:
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    """
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    A Menu object is the logical representation of a menu in the game
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    """
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    values: list
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    def __init__(self):
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        self.position = 0
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    def go_up(self) -> None:
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        """
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        Moves the pointer of the menu on the previous value
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        """
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        self.position = max(0, self.position - 1)
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    def go_down(self) -> None:
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        """
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        Moves the pointer of the menu on the next value
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        """
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        self.position = min(len(self.values) - 1, self.position + 1)
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    def validate(self) -> Any:
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        """
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        Selects the value that is pointed by the menu pointer
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        """
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        return self.values[self.position]
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class MainMenuValues(Enum):
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    """
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    Values of the main menu
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    """
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    START = 'Nouvelle partie'
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    RESUME = 'Continuer'
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    SAVE = 'Sauvegarder'
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    LOAD = 'Charger'
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    SETTINGS = 'Paramètres'
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    EXIT = 'Quitter'
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    def __str__(self):
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        return self.value
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class MainMenu(Menu):
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    """
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    A special instance of a menu : the main menu
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    """
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    values = [e for e in MainMenuValues]
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class SettingsMenu(Menu):
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    """
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    A special instance of a menu : the settings menu
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    """
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    waiting_for_key: bool = False
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    def update_values(self, settings: Settings) -> None:
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        self.values = list(settings.__dict__.items())
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        self.values.append(("RETURN", ["", "Retour"]))
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    def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
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                           game: Any) -> None:
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        """
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        In the setting menu, we van select a setting and change it
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        """
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        if not self.waiting_for_key:
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            # Navigate normally through the menu.
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            if key == KeyValues.SPACE or \
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                    key == KeyValues.ENTER and \
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                    self.position == len(self.values) - 1:
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                # Go back
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                game.display_actions(DisplayActions.UPDATE)
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                game.state = GameMode.MAINMENU
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            if key == KeyValues.DOWN:
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                self.go_down()
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            if key == KeyValues.UP:
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                self.go_up()
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            if key == KeyValues.ENTER and self.position < len(self.values) - 1:
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                # Change a setting
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                option = self.values[self.position][0]
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                if option == "TEXTURE_PACK":
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                    game.settings.TEXTURE_PACK = \
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                        TexturePack.get_next_pack_name(
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                            game.settings.TEXTURE_PACK)
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                    game.settings.write_settings()
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                    self.update_values(game.settings)
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                else:
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                    self.waiting_for_key = True
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                    self.update_values(game.settings)
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        else:
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            option = self.values[self.position][0]
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            # Don't use an already mapped key
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            if any(getattr(game.settings, opt) == raw_key
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                   for opt in game.settings.settings_keys if opt != option):
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                return
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            setattr(game.settings, option, raw_key)
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            game.settings.write_settings()
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            self.waiting_for_key = False
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            self.update_values(game.settings)
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