open_toontown_panda3d/direct/src/gui/DirectEntry.py

136 lines
5.0 KiB
Python

from DirectFrame import *
# DirectEntry States:
ENTRY_FOCUS_STATE = PGEntry.SFocus # 0
ENTRY_NO_FOCUS_STATE = PGEntry.SNoFocus # 1
ENTRY_INACTIVE_STATE = PGEntry.SInactive # 2
class DirectEntry(DirectFrame):
"""
DirectEntry(parent) - Create a DirectGuiWidget which responds
to keyboard buttons
"""
def __init__(self, parent = aspect2d, **kw):
# Inherits from DirectFrame
# A Direct Frame can have:
# - A background texture (pass in path to image, or Texture Card)
# - A midground geometry item (pass in geometry)
# - A foreground text Node (pass in text string or Onscreen Text)
# For a direct entry:
# Each button has 3 states (focus, noFocus, disabled)
# The same image/geom/text can be used for all three states or each
# state can have a different text/geom/image
# State transitions happen automatically based upon mouse interaction
optiondefs = (
# Define type of DirectGuiWidget
('pgFunc', PGEntry, None),
('numStates', 3, None),
('state', NORMAL, None),
('entryFont', None, None),
('width', 10, self.setup),
('numLines', 5, self.setup),
('focus', 0, self.setFocus),
('cursorKeys', 0, self.setCursorKeysActive),
('backgroundFocus', 0, self.setBackgroundFocus),
# Text used for the PGEntry text node
# NOTE: This overrides the DirectFrame text option
('initialText', '', INITOPT),
# Command to be called on hitting Enter
('command', None, None),
('extraArgs', [], None),
# Sounds to be used for button events
('rolloverSound', getDefaultRolloverSound(), self.setRolloverSound),
('clickSound', getDefaultClickSound(), self.setClickSound),
)
# Merge keyword options with default options
self.defineoptions(kw, optiondefs)
# Initialize superclasses
DirectFrame.__init__(self, parent)
if self['entryFont'] == None:
self['entryFont'] = getDefaultFont()
# Create Text Node Component
self.onscreenText = self.createcomponent(
'text', (), None,
OnscreenText,
(), parent = hidden,
# Pass in empty text to avoid extra work, since its really
# The PGEntry which will use the TextNode to generate geometry
text = '',
# PGEntry assumes left alignment
align = TMALIGNLEFT,
font = self['entryFont'],
scale = 1,
# Don't get rid of the text node
mayChange = 1)
# We want to keep this sucker frozen since its not
# in the scene graph
self.onscreenText.freeze()
# We can also get rid of the node path since we're just using the
# onscreenText as an easy way to access a text node as a component
self.onscreenText.removeNode()
# Bind command function
self.bind(ACCEPT, self.commandFunc)
# Call option initialization functions
self.initialiseoptions(DirectEntry)
# Update TextNodes for each state
for i in range(self['numStates']):
self.guiItem.setTextDef(i, self.onscreenText.textNode)
# Update initial text
if self['initialText']:
self.set(self['initialText'])
def setup(self):
self.node().setup(self['width'], self['numLines'])
def setFocus(self):
PGEntry.setFocus(self.guiItem, self['focus'])
def setCursorKeysActive(self):
PGEntry.setCursorKeysActive(self.guiItem, self['cursorKeys'])
def setBackgroundFocus(self):
PGEntry.setBackgroundFocus(self.guiItem, self['backgroundFocus'])
def setRolloverSound(self):
if base.wantSfx:
rolloverSound = self['rolloverSound']
if rolloverSound:
self.guiItem.setSound(ENTER + self.guiId, rolloverSound)
else:
self.guiItem.clearSound(ENTER + self.guiId)
def setClickSound(self):
if base.wantSfx:
clickSound = self['clickSound']
if clickSound:
self.guiItem.setSound(ACCEPT + self.guiId, clickSound)
else:
self.guiItem.clearSound(ACCEPT + self.guiId)
def commandFunc(self, event):
if self['command']:
# Pass any extra args to command
apply(self['command'], [self.get()] + self['extraArgs'])
def set(self, text):
self.guiItem.setText(text)
def get(self):
return self.guiItem.getText()
def setCursorPosition(self, pos):
if (pos < 0):
self.guiItem.setCursorPosition(len(self.get()) + pos)
else:
self.guiItem.setCursorPosition(pos)