# Copyright 2004-2015 Tom Rothamel # # Permission is hereby granted, free of charge, to any person # obtaining a copy of this software and associated documentation files # (the "Software"), to deal in the Software without restriction, # including without limitation the rights to use, copy, modify, merge, # publish, distribute, sublicense, and/or sell copies of the Software, # and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. init: python: # A dict of 5-tuples mapping button labels to image buttons. config.image_buttons = { } # A dict mapping label to image. config.image_labels = { } # Maps from button or label to additional properties. config.button_properties = { } config.button_text_properties = { } config.label_properties = { } def _button_factory(label, type=None, selected=None, disabled=False, clicked=None, properties={}, index=None, **props): """ This function is called to create the various buttons used in the game menu. By overriding this function, one can (for example) replace the default textbuttons with image buttons. When it is called, it's expected to add a button to the screen. @param label: The label of this button, before translation. @param type: The type of the button. One of "mm" (main menu), "gm_nav" (game menu), "file_picker_nav", "yesno", or "prefs". @param selected: True if the button is selected, False if not, or None if it doesn't matter. @param disabled: True if the button is disabled, False if not. @param clicked: A function that should be executed when the button is clicked. @param properties: Addtional layout properties. """ props.update(properties) props.update(config.button_properties.get(label, { })) if disabled: clicked = None if selected and not disabled: role = "selected_" else: role = "" if label in config.image_buttons: (idle, hover, sel_idle, sel_hover, disabled) = config.image_buttons[label] ui.imagebutton(idle, hover, disabled, hover, sel_idle, sel_hover, disabled, sel_hover, clicked=clicked, style=style.image_button[label], role=role, **props) return button_style = type + "_button" text_style = type + "_button_text" if index is None: index = label button_style = getattr(style, button_style)[index] text_style = getattr(style, text_style)[index] ui.button(style=button_style, clicked=clicked, role=role, **props) ui.text(_(label), style=text_style, **config.button_text_properties.get(label, { })) def _label_factory(label, type, properties={}, **props): """ This function is called to create a new label. It can be overridden by the user to change how these labels are created. @param label: The label of the box. @param type: "prefs" or "yesno". (perhaps more by now.) @param properties: This may contain position properties. """ props.update(properties) props.update(config.label_properties.get(label, { })) if label in config.image_labels: ui.image(config.image_labels[label], **props) return style = getattr(store.style, type + "_label")[label] ui.text(_(label), style=style, **props)