Tweak hint position and add padding
[naja.git] / naja / widgets / info_area.py
index a2956a0d139a4d1d1cd369fed03cccddf6769228..a89e96533dfee3b7773aeb21c7876bb6e4963c6c 100644 (file)
@@ -4,8 +4,9 @@ Widget for the game board information area.
 import pygame
 import pygame.locals as pgl
 
-from naja.constants import INFO_SIZE, EIGHT_BIT_SCALE, MOVE, ACT, KEYS
-from naja.events import InvalidateTheWorld, PlayerMoved
+from naja.constants import (INFO_SIZE, EIGHT_BIT_SCALE, MOVE, ACT, KEYS,
+                            EXAMINE)
+from naja.events import finish_event
 from naja.resources import resources
 from naja.resources.mutators import EIGHT_BIT
 
@@ -15,14 +16,18 @@ from naja.widgets.text import TextBoxWidget, TextWidget
 
 
 HINTS = {
-        MOVE: "Move using the arrow keys.\nPress SPACE to stay in place",
+        MOVE: "Move using the arrow keys.\nPress SPACE to stay in place\n"
+              "Press TAB to change to Examine mode",
         ACT: "Choose an action using the Up/Down keys.\n"
              "Press Return to execute the action.",
+        EXAMINE: "Select a card to examine using the arrow keys.\n"
+                 "Press TAB to change to Move mode",
         }
 
 TITLES = {
         MOVE: "Move the Robot",
         ACT: "Choose an Action",
+        EXAMINE: "Select a Card",
         }
 
 
@@ -36,6 +41,8 @@ class InfoAreaWidget(Widget):
         self.set_position(state.player.position)
 
     def prepare(self):
+        if self.state.gameboard.player_mode in (ACT, MOVE):
+            self.set_position(self.state.player.position)
         self.surface = pygame.surface.Surface(INFO_SIZE)
         self.surface.fill((0, 0, 0))
         # Extract actions and such from the card
@@ -43,64 +50,82 @@ class InfoAreaWidget(Widget):
                            colour=(255, 255, 255))
         title.render(self.surface)
         y_offset = title.surface.get_rect().height + 8
+
+        # TODO: Make this better.
+        bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
+                            for bit in reversed(range(8)))
+        card_bits = TextWidget((0, y_offset), bits_text, colour=(255, 255, 0))
+        card_bits.render(self.surface)
+        y_offset += card_bits.surface.get_rect().height + 8
+
         for choice, action in enumerate(self.card.actions):
-            if action.required_bits:
-                img_name = BIT_MAP[action.required_bits].replace('.png', '_small.png')
-                img = resources.get_image(img_name,
-                                          transforms=(EIGHT_BIT,))
-                self.surface.blit(img, (0, y_offset))
-                y_offset += 8
-            text = TextBoxWidget((12, y_offset), action.TEXT,
-                                 box_width=(INFO_SIZE[0] - 12) // EIGHT_BIT_SCALE,
-                                 fontsize=28)
-            text.render(self.surface)
-            if choice == self.chosen:
-                colour = (255, 255, 0, 128)
-                bottom = y_offset + text.surface.get_rect().height
-                right = text.surface.get_rect().width + 12
-                pygame.draw.lines(self.surface, colour, True,
-                                  [(12, y_offset), (right, y_offset),
-                                   (right, bottom), (12, bottom)], 4)
-            y_offset += text.surface.get_rect().height + 16
+            y_offset = self.prepare_action(choice, action, y_offset)
         # We cheat horribly for layout reasons
-        hint = TextBoxWidget((0, 0), HINTS[self.state.gameboard.player_mode],
-                             box_width = INFO_SIZE[0] // EIGHT_BIT_SCALE)
+        hint = TextBoxWidget((4, 0), HINTS[self.state.gameboard.player_mode],
+                             padding=2,
+                             box_width=(INFO_SIZE[0] - 4) // EIGHT_BIT_SCALE)
         hint.prepare()
         y_offset = INFO_SIZE[1] - hint.surface.get_rect().height
-        self.surface.blit(hint.surface, (0, y_offset))
+        self.surface.blit(hint.surface, (4, y_offset))
+
+    def prepare_action(self, choice, action, y_offset):
+        if action.required_bits:
+            img_name = BIT_MAP[action.required_bits].replace(
+                '.png', '_small.png')
+            img = resources.get_image(img_name,
+                                      transforms=(EIGHT_BIT,))
+            self.surface.blit(img, (0, y_offset))
+            y_offset += 8
+        text = TextBoxWidget(
+            (12, y_offset), action.get_text(),
+            box_width=(INFO_SIZE[0] - 12) // 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)
+            bottom = y_offset + text.surface.get_rect().height
+            right = text.surface.get_rect().width + 12
+            pygame.draw.lines(self.surface, colour, True,
+                              [(12, y_offset), (right, y_offset),
+                               (right, bottom), (12, bottom)], 4)
+        return y_offset + text.surface.get_rect().height + 16
 
     def set_position(self, position):
         self.card = self.state.board_locations[position]
-        self.chosen = 0
+        if self.state.gameboard.player_mode == ACT:
+            if self.chosen is None:
+                self.chosen = 0
+        else:
+            self.chosen = None
 
     def draw(self, surface):
         surface.blit(self.surface, self.pos)
 
     def handle_event(self, ev):
-        if PlayerMoved.matches(ev):
-            self.set_position(self.state.player.position)
-            return False
-
-        if self.state.gameboard.player_mode == MOVE:
+        if self.state.gameboard.player_mode in (MOVE, 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(self.state.gameboard.player):
+                if not action.check_available(player):
                     print "BEEP!"
-                    return True
-                action.perform_action(self.state.gameboard, self.card)
-                self.state.gameboard.change_mode()
-                InvalidateTheWorld.post()
-                return True
+                else:
+                    action.perform_action(self.state.gameboard, self.card)
+                    self.state.gameboard.replace_card(player.position)
+                    self.state.gameboard.change_mode(MOVE)
+                return finish_event()
             if ev.key in KEYS.UP:
                 if self.chosen > 0:
                     self.chosen -= 1
-                    InvalidateTheWorld.post()
-                    return True
+                return finish_event()
             if ev.key in KEYS.DOWN:
                 if self.chosen + 1 < len(self.card.actions):
                     self.chosen += 1
-                    InvalidateTheWorld.post()
-                    return True
+                return finish_event()
         return super(InfoAreaWidget, self).handle_event(ev)