Move hint up in preparation for state mode display (i.e. puzzle vs difficulty).
[naja.git] / naja / widgets / info_area.py
index ee9fccfdb5abd6d422f3855c549718ea4af9e6fe..f6fde804c2e22aaaf2cd2e7e6e93d8eeca75f60a 100644 (file)
 """
 Widget for the game board information area.
 """
+import pygame
+import pygame.locals as pgl
 
-from naja.constants import INFO_SIZE
+from naja.constants import (
+    INFO_SIZE, ACT, KEYS, EXAMINE, PALETTE,
+    ACTION_TEXT_OFFSET, INFO_LEFT_PADDING, BIT_SIZE)
+from naja.events import finish_event
+from naja.resources import resources
+from naja.resources.mutators import EIGHT_BIT, blender
+from naja.sound import sound
+from naja.utils import bit_glyphs
 
 from naja.widgets.base import Widget
+from naja.widgets.tile import BIT_MAP
+from naja.widgets.text import TextBoxWidget, TextWidget
+
+
+HINTS = {
+    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.",
+}
+
+HINT_LEGAL_MOVE = "\nPress Return to move to this card."
+
+TITLES = {
+    ACT: "Choose an Action",
+    EXAMINE: "Select a Card",
+}
 
 
 class InfoAreaWidget(Widget):
     """
     Widget for the game board information area.
     """
-    def __init__(self, pos, image=None):
+    def __init__(self, pos, state):
         super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
+        self.state = state
+        self.chosen = None
+        self.card_position = state.player.position
+        self.set_position(state.player.position)
 
     def prepare(self):
-        pass
+        if self.state.gameboard.player_mode == ACT:
+            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
+        title = TextWidget(
+            (INFO_LEFT_PADDING, 0), TITLES[self.state.gameboard.player_mode],
+            colour=PALETTE.WHITE)
+        title.render(self.surface)
+        y_offset = title.surface.get_rect().height - 4
+
+        # TODO: Make this better.
+        bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
+                            for bit in reversed(range(8)))
+        if self.card.bitwise_operand:
+            bits_text = '%s %s' % (
+                bits_text, bit_glyphs(self.card.bitwise_operand))
+        card_bits = TextBoxWidget((INFO_LEFT_PADDING, y_offset), bits_text,
+                                  box_width=(INFO_SIZE[0] - INFO_LEFT_PADDING),
+                                  colour=PALETTE.LIGHT_TURQUOISE,
+                                  bg_colour=PALETTE.BLACK)
+        card_bits.render(self.surface)
+        y_offset += card_bits.surface.get_rect().height + 4
+
+        for choice, action in enumerate(self.card.actions):
+            y_offset = self.prepare_action(choice, action, y_offset)
+        # We cheat horribly for layout reasons
+        hint_text = HINTS[self.state.gameboard.player_mode]
+        if self.state.gameboard.player_mode == EXAMINE:
+            if self.card_position in self.state.player.legal_moves():
+                hint_text += HINT_LEGAL_MOVE
+
+        hint = TextBoxWidget((0, 0), hint_text, padding=4,
+                             box_width=(INFO_SIZE[0] - INFO_LEFT_PADDING - 8))
+        hint.prepare()
+        y_offset = (
+            INFO_SIZE[1] - hint.surface.get_rect().height - BIT_SIZE[1]
+            - 2)
+        self.surface.blit(hint.surface, (INFO_LEFT_PADDING, y_offset))
+
+    def prepare_action(self, choice, action, y_offset):
+        x_offset = INFO_LEFT_PADDING
+        glyphs_x_offset = 0
+        glyphs_y_offset = y_offset
+        y_offset += ACTION_TEXT_OFFSET
+        action_viable = action.check_available(self.state.player)
+        text_colour = PALETTE.BLACK if action_viable else PALETTE.GREY
+
+        text = TextBoxWidget(
+            (x_offset, y_offset), action.get_text(self.card),
+            box_width=(INFO_SIZE[0] - INFO_LEFT_PADDING - 8),
+            fontsize=28, colour=text_colour)
+        text.render(self.surface)
+
+        border_colour = None
+        if choice == self.chosen:
+            border_colour = PALETTE.GREEN if action_viable else PALETTE.ORANGE
+        if border_colour:
+            bottom = y_offset + text.surface.get_rect().height
+            right = text.surface.get_rect().width + x_offset
+            pygame.draw.lines(self.surface, border_colour, True,
+                              [(x_offset, y_offset), (right, y_offset),
+                               (right, bottom), (x_offset, bottom)], 4)
+
+        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, (glyphs_x_offset, glyphs_y_offset))
+            glyphs_x_offset += img.get_width() + 4
+        else:
+            glyphs_x_offset = INFO_LEFT_PADDING
+
+        for glyph in action.GLYPHS:
+            img = resources.get_image(
+                glyph, transforms=(EIGHT_BIT, blender(PALETTE.GREY)))
+            self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
+            glyphs_x_offset += img.get_width()
+        if action.MSB_GLYPH is not None:
+            img = resources.get_image(
+                action.MSB_GLYPH,
+                transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
+            self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
+
+        return y_offset + text.surface.get_rect().height + 16
+
+    def set_position(self, position):
+        self.card_position = position
+        self.card = self.state.board_locations[self.card_position]
+        if self.state.gameboard.player_mode == ACT:
+            if self.chosen is None:
+                self.chosen = 0
+        else:
+            self.chosen = None
 
     def draw(self, surface):
-        pass
-        #surface.blit(self.surface, self.pos)
+        surface.blit(self.surface, self.pos)
+
+    def next_action(self, viable_only=False, 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 not viable_only or action.check_available(player):
+                sound.play_sound('zoop.ogg', volume=0.05)
+                self.chosen = chosen
+
+    def prev_action(self, viable_only=False):
+        return self.next_action(viable_only=viable_only, 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:
+            sound.play_sound('chirp.ogg', volume=0.5)
+            action.perform_action(self.state.gameboard, self.card)
+            self.state.gameboard.card_used(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:
+                self.try_perform_action()
+                return finish_event()
+            if ev.key in KEYS.UP:
+                self.next_action()
+                return finish_event()
+            if ev.key in KEYS.DOWN:
+                self.prev_action()
+                return finish_event()
+            if ev.key in KEYS.SWITCH:
+                self.next_action(viable_only=True)
+                return finish_event()
+        return super(InfoAreaWidget, self).handle_event(ev)