Always draw borders.
[naja.git] / naja / widgets / info_area.py
index f9f2573364ff1e93edf21a0fa8a9b681066eb346..5f19a1ed77435c84c58a897992b72b768db87dc1 100644 (file)
@@ -5,7 +5,7 @@ import pygame
 import pygame.locals as pgl
 
 from naja.constants import (INFO_SIZE, EIGHT_BIT_SCALE, ACT, KEYS,
-                            EXAMINE)
+                            EXAMINE, PALETTE)
 from naja.events import finish_event
 from naja.resources import resources
 from naja.resources.mutators import EIGHT_BIT
@@ -79,15 +79,17 @@ class InfoAreaWidget(Widget):
             box_width=(INFO_SIZE[0] - 16) // EIGHT_BIT_SCALE,
             fontsize=28)
         text.render(self.surface)
-        # self.chosen may be None, in which case we don't draw the border.
-        if choice == self.chosen:
-            if not action.check_available(self.state.player):
-                colour = (255, 0, 0, 255)
-            else:
-                colour = (255, 255, 0, 128)
+        border_colour = None
+        if not action.check_available(self.state.player):
+            border_colour = PALETTE.ORANGE + (255,)
+        elif choice == self.chosen:
+            border_colour = PALETTE.PINK + (128,)
+        else:
+            border_colour = PALETTE.GREEN + (128,)
+        if border_colour:
             bottom = y_offset + text.surface.get_rect().height
-            right = text.surface.get_rect().width + 12
-            pygame.draw.lines(self.surface, colour, True,
+            right = text.surface.get_rect().width + 18
+            pygame.draw.lines(self.surface, border_colour, True,
                               [(18, y_offset), (right, y_offset),
                                (right, bottom), (18, bottom)], 4)
         if action.required_bits:
@@ -110,30 +112,48 @@ class InfoAreaWidget(Widget):
     def draw(self, surface):
         surface.blit(self.surface, self.pos)
 
+    def next_viable_action(self, step=1):
+        num_actions = len(self.card.actions)
+        if num_actions == 0:
+            return
+        player = self.state.player
+        chosen = self.chosen
+        for i in range(num_actions - 1):
+            # loop through each action at most once.
+            chosen = (chosen + step) % num_actions
+            action = self.card.actions[chosen]
+            if action.check_available(player):
+                sound.play_sound('change_action.ogg', volume=0.05)
+                self.chosen = chosen
+
+    def prev_viable_action(self):
+        return self.next_viable_action(step=-1)
+
+    def try_perform_action(self):
+        player = self.state.player
+        action = self.card.actions[self.chosen]
+        if not action.check_available(player):
+            sound.play_sound('error.ogg')
+        else:
+            action.perform_action(self.state.gameboard, self.card)
+            self.state.gameboard.replace_card(player.position)
+            self.state.gameboard.change_mode(EXAMINE)
+            self.set_position(player.position)
+
     def handle_event(self, ev):
         if self.state.gameboard.player_mode == EXAMINE:
             return super(InfoAreaWidget, self).handle_event(ev)
         if ev.type == pgl.KEYDOWN:
             if ev.key in KEYS.SELECT:
-                player = self.state.player
-                action = self.card.actions[self.chosen]
-                if not action.check_available(player):
-                    sound.play_sound('error.ogg')
-                    print "BEEP!"
-                else:
-                    action.perform_action(self.state.gameboard, self.card)
-                    self.state.gameboard.replace_card(player.position)
-                    self.state.gameboard.change_mode(EXAMINE)
-                    self.set_position(player.position)
+                self.try_perform_action()
                 return finish_event()
             if ev.key in KEYS.UP:
-                if self.chosen > 0:
-                    self.chosen -= 1
-                    sound.play_sound('change_action.ogg')
+                self.next_viable_action()
                 return finish_event()
             if ev.key in KEYS.DOWN:
-                if self.chosen + 1 < len(self.card.actions):
-                    sound.play_sound('change_action.ogg')
-                    self.chosen += 1
+                self.prev_viable_action()
+                return finish_event()
+            if ev.key in KEYS.SWITCH:
+                self.next_viable_action()
                 return finish_event()
         return super(InfoAreaWidget, self).handle_event(ev)