open_toontown_panda3d/direct/src/gui/OnscreenPanel.py

404 lines
14 KiB
Python

from ShowBaseGlobal import *
import GuiGlobals
import PandaObject
import Button
import Label
import OnscreenText
import types
def findPanel(uniqueName):
"""findPanel(string uniqueName)
Returns the panel whose uniqueName is given. This is mainly
useful for debugging, to get a pointer to the current onscreen
panel of a particular type.
"""
if OnscreenPanel.AllPanels.has_key(uniqueName):
return OnscreenPanel.AllPanels[uniqueName]
return None
def cleanupPanel(uniqueName):
"""cleanupPanel(string uniqueName)
Cleans up (removes) the panel with the given uniqueName. This
may be useful when some panels know about each other and know
that opening panel A should automatically close panel B, for
instance.
"""
if OnscreenPanel.AllPanels.has_key(uniqueName):
# calling cleanup() will remove it out of the AllPanels dict
# This way it will get removed from the dict even it we did
# not clean it up using this interface (ie somebody called
# self.cleanup() directly
OnscreenPanel.AllPanels[uniqueName].cleanup()
class OnscreenPanel(PandaObject.PandaObject, NodePath):
"""OnscreenPanel:
This class defines the basic interface to a user-interface panel
that pops up within the Panda window, overlaying whatever graphics
we may have already.
"""
AllPanels = {}
def __init__(self, panelName):
self.panelName = panelName
self.panelSetup = 0
# initialize our NodePath essence.
NodePath.__init__(self, aspect2d.attachNewNode(panelName))
NodePath.hide(self)
def makePanel(self,
rect = (-0.5, 0.5, -0.5, 0.5),
bg = (1, 1, 1, 1),
geom = GuiGlobals.getDefaultPanel(),
geomRect = (-0.5, 0.5, -0.5, 0.5),
drawOrder = 0,
font = GuiGlobals.getDefaultFont(),
support3d = 0):
"""makePanel()
Initializes the geometry to render the panel with the
specified parameters. This should only be called once, and
generally by the __init__ function.
The parameters are as follows:
rect: the (left, right, bottom, top) of the panel on the
screen. This is in aspect2d coordinates. The panel
will be set up in its own coordinate system so that (0,
0) is the center of the panel.
bg: the (r, g, b, a) background color of the panel.
geom: the model to use as the background panel geometry.
Normally you can safely let this default.
geomRect: the (left, right, bottom, top) rectangle around
the background panel geometry as it is modeled. This is
used to compute how the panel should be scaled to make
it fit the rectangle specified by rect, above.
drawOrder: the drawing order of this panel with respect to
all other things in the 'fixed' bin within render2d.
Buttons and text created within the panel via
makeButton() and makeText() will by default be given a
drawOrder slightly higher than this. Normally you can
safely let this default, unless you really expect this
panel to overlay some other panels.
font: the default font for buttons and text created within
the panel via makeButton() and makeText().
support3d: if this is set true, the panel will be set up so
that 3-d geometry (like a floating head) may be safely
parented to the panel.
"""
assert not self.panelSetup
# Clean up any previously existing panel with the same unique
# name. We don't allow any two panels with the same name to
# coexist.
uniqueName = self.getUniqueName()
cleanupPanel(uniqueName)
# Store this panel in our map of all open panels.
OnscreenPanel.AllPanels[uniqueName] = self
self.panelSetup = 1
self.panelDrawOrder = drawOrder
self.panelFont = font
self.panelButtons = []
self.panelText = []
if isinstance(geom, types.StringType):
# If 'geom' is a string, it's the name of a model to load.
self.panelGeom = loader.loadModelCopy(geom)
self.panelGeom.reparentTo(self)
else:
# Otherwise, it's a model to instance.
self.panelGeom = geom.instanceTo(self)
centerX = (rect[0] + rect[1]) / 2.0
centerY = (rect[2] + rect[3]) / 2.0
NodePath.setPos(self, centerX, 0, centerY)
# Scale and position the geometry to fill up our desired
# rectangle.
gCenterX = (geomRect[0] + geomRect[1]) / 2.0
gCenterY = (geomRect[2] + geomRect[3]) / 2.0
self.panelGeom.setPos(-gCenterX, 0, -gCenterY)
self.panelGeom.setScale((rect[1] - rect[0]) / (geomRect[1] - geomRect[0]), 1,
(rect[3] - rect[2]) / (geomRect[3] - geomRect[2]))
if bg[3] != 1:
self.panelGeom.setTransparency(1)
self.panelGeom.setColor(bg[0], bg[1], bg[2], bg[3])
self.setBin('fixed', self.panelDrawOrder)
if support3d:
# If we're supposed to support 3-d geometry in front of
# the panel, set a few extra attributes to ensure the
# panel geometry fills up the depth buffer as it goes,
# making it safe to put 3-d geometry in front of it.
dw = DepthWriteTransition()
self.panelGeom.setY(100)
self.panelGeom.arc().setTransition(dw, 2)
# Set up the panel as its own mouse region so mouse clicks on
# the panel don't inadvertently drive the toon around. This
# must be done after the panelGeom has been scaled
# appropriately, above.
self.geomRect = geomRect
self.panelRegion = MouseWatcherRegion(uniqueName, 0, 0, 0, 0)
self.panelRegion.setRelative(self.panelGeom,
geomRect[0], geomRect[1],
geomRect[2], geomRect[3])
self.panelRegion.setSort(self.panelDrawOrder)
def cleanup(self):
"""cleanup(self):
Removes the panel and frees all the resources associated with
it. This must be called to safely remove the panel from the
screen.
The return value is true if the panel was cleaned up, or false
if it had already been cleaned up.
"""
if not self.panelSetup:
return 0
self.hide()
for button in self.panelButtons:
button.cleanup()
del self.panelButtons
for text in self.panelText:
text.cleanup()
del self.panelText
if not self.isEmpty():
self.removeNode()
# Remove this panel out of the AllPanels list
uniqueName = self.getUniqueName()
if OnscreenPanel.AllPanels.has_key(uniqueName):
del OnscreenPanel.AllPanels[uniqueName]
self.panelSetup = 0
return 1
def show(self):
"""show(self):
Show everything and hang hooks
"""
if not self.panelSetup:
return 0
NodePath.show(self)
# show the buttons that are meant to be shown
for button in self.panelButtons:
if button.panelManage:
button.manage(self)
if button.func != None:
if (button.event != None):
self.accept(button.event, button.func, [button.button])
else:
self.accept(button.button.getDownRolloverEvent(),
button.func, [button.button])
button.startBehavior()
base.mouseWatcherNode.addRegion(self.panelRegion)
def hide(self):
"""hide(self):
Hide everything and remove hooks
"""
if not self.panelSetup:
return 0
NodePath.hide(self)
# hide the shown buttons and remove all hooks
for button in self.panelButtons:
if (button.event != None):
self.ignore(button.event)
else:
self.ignore(button.button.getDownRolloverEvent())
if button.panelManage:
button.unmanage()
base.mouseWatcherNode.removeRegion(self.panelRegion)
def makeButton(self, name,
func = None,
manage = 1,
label = None,
labels = None,
scale = 0.1,
width = None,
align = None,
drawOrder = None,
font = None,
pos = (0, 0),
geomRect = None,
supportInactive = 0,
inactive = 0,
upStyle = Label.ButtonUp,
litStyle = Label.ButtonLit,
downStyle = Label.ButtonDown,
inactiveStyle = Label.ButtonInactive,
event = None):
"""makeButton(self, ...)
Creates a button on the panel. The return value is the button
itself. The position of the button is relative to the panel,
where (0, 0) is the center.
The button will automatically be managed (i.e. made visible)
unless manage is set to 0.
If func is specified, it is the name of a function that will
be called when the button is clicked. In this case, a hook
will automatically be assigned for the button, and removed
when cleanup() is called.
"""
assert self.panelSetup
if (label == None) and (labels == None):
label = name
if drawOrder == None:
drawOrder = self.panelDrawOrder + 10
if font == None:
font = self.panelFont
buttonName = self.getUniqueName() + '-' + name
button = Button.Button(buttonName,
label = label,
labels = labels,
scale = scale,
width = width,
align = align,
drawOrder = drawOrder,
font = font,
pos = pos,
geomRect = geomRect,
supportInactive = supportInactive,
inactive = inactive,
upStyle = upStyle,
litStyle = litStyle,
downStyle = downStyle,
inactiveStyle = inactiveStyle,
event = event)
self.panelButtons.append(button)
button.panelManage = manage
button.func = func
return button
def makeText(self, text = '',
style = OnscreenText.Plain,
pos = (0, 0),
scale = None,
fg = None,
bg = None,
shadow = None,
frame = None,
align = None,
wordwrap = None,
drawOrder = None,
font = None,
parent = None,
mayChange = 0):
"""makeText(self, ...)
Creates some text on the panel. The return value is an
OnscreenText object. The position of the text is relative to
the panel, where (0, 0) is the center.
The text need not be further managed by the derived class. It
will automatically be removed when cleanup() is called.
"""
assert self.panelSetup
if drawOrder == None:
drawOrder = self.panelDrawOrder + 10
if font == None:
font = self.panelFont
if parent == None:
parent = self
text = OnscreenText.OnscreenText(text,
style = style,
pos = pos,
scale = scale,
fg = fg,
bg = bg,
shadow = shadow,
frame = frame,
align = align,
wordwrap = wordwrap,
drawOrder = drawOrder,
font = font,
parent = parent,
mayChange = mayChange)
self.panelText.append(text)
return text
def getUniqueName(self):
"""getUniqueName(self):
Returns a name unique to this panel. If no two instances of
the same panel will ever be in existence at once, this can
simply be the panel name. If, for some reason, you want to
define a panel type that can have multiple instances, you
should redefine this function to return a unique name for each
instance.
"""
return self.panelName
def setPos(self, x, y, z):
"""setPos(self, x, y, z)
Repositions the panel onscreen, taking all of the panel's
managed buttons along with it.
"""
assert self.panelSetup
NodePath.setPos(self, x, y, z)
for button in self.panelButtons:
if button.managed:
button.unmanage()
button.manage(self)
self.panelRegion.setRelative(self.panelGeom,
self.geomRect[0], self.geomRect[1],
self.geomRect[2], self.geomRect[3])