added tooltips for all the other tools
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 2a1cc35a18c8c0a12f546d4067c6e7edac7676dc..ecab05f289814b6bc39d0e883c28a4b0bd43e342 100644 (file)
@@ -11,7 +11,7 @@ import pymunk.pygame_util
 
 from .base import BaseScene
 from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light, seed_cost, light_info, light_name
 from ..infobar import InfoBar
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
@@ -21,7 +21,7 @@ from ..sound import sound
 from ..transforms import Overlay, Alpha, ColourWedges
 
 from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
-from ..widgets import ImageButton
+from ..widgets import ImageButton, Tooltip
 from ..turnip import Turnip, TurnipInvalidPosition
 
 
@@ -96,7 +96,7 @@ class DayScene(BaseScene):
 
         x, y, step = 50, SCREEN_SIZE[1] - 40, 50
 
-        tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y)))
+        tools.append(ImageButton('32', 'seed.png', name='seed', pos=(x, y), tooltip=Tooltip(["Plant seed"])))
         x += step
 
         for light_config in gamestate.station["available_lights"]:
@@ -104,21 +104,23 @@ class DayScene(BaseScene):
                 '32', '%s.png' % light_config["type"], name='light',
                 pos=(x, y))
             tool.light_config = light_config
+            tool_name = light_name(light_config)
+            tool.tooltip = Tooltip(["Place %s" % tool_name])
             tools.append(tool)
             x += step
 
         tools.append(ImageButton(
-            '32', 'remove.png', name='remove light', pos=(x, y)))
+            '32', 'remove.png', name='remove light', pos=(x, y), tooltip=Tooltip(["Remove light"])))
         x += step
 
         tools.append(ImageButton(
-            '32', 'default_cursor.png', name='reset tool', pos=(x, y)))
+            '32', 'default_cursor.png', name='reset tool', pos=(x, y), tooltip=Tooltip(["Reset tool"])))
 
         tools.append(ImageButton(
             '32', 'night.png', name='start night',
-            pos=(SCREEN_SIZE[0] - 100, y)))
+            pos=(SCREEN_SIZE[0] - 100, y), tooltip=Tooltip(["Start night"])))
         tools.append(ImageButton(
-            '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y)))
+            '32', 'exit.png', name='exit', pos=(SCREEN_SIZE[0] - 50, y), tooltip=Tooltip(["Exit"])))
         return tools
 
     def exit(self, gamestate):
@@ -155,10 +157,11 @@ class DayScene(BaseScene):
         self._obstacles.render(surface)
         self._lights.render_fittings(surface)
         self._infobar.render(surface, gamestate)
-        for tool in self._tools:
-            tool.render(surface)
         for light_tool in self._light_toolbar:
             light_tool.render(surface)
+        for tool in self._tools:
+            tool.render(surface)
+                
         self._draw_cursor(surface)
         if self._game_over_text:
             for surf, pos in self._game_over_text:
@@ -170,11 +173,19 @@ class DayScene(BaseScene):
         colour_combos = light_config["available_colours"]
         for combo in colour_combos:
             colours = combo.split("/")
+            cost = seed_cost(light_config, len(colours))
+            
             light_fitting = light_fitting_by_type(light_config["type"])
             light_tool = ImageButton(
                 "32", light_fitting, transform=ColourWedges(colours=colours),
                 pos=(x, height), name=combo)
+            
             light_tool.colours = colours
+            light_tool.cost = cost
+
+            tooltip_text = ["cost: %d" % cost] + light_info(light_config)
+            light_tool.tooltip = Tooltip(tooltip_text)
+            
             self._light_toolbar.append(light_tool)
             x += 40
 
@@ -188,7 +199,7 @@ class DayScene(BaseScene):
             # since that looks weird, but we don't want to center
             # the turnip under the mouse either, since that
             # causes issues as well, so we compromise
-            pos = (ev.pos[0] - 18, ev.pos[1] - 18)
+            pos = (ev.pos[0] - 6, ev.pos[1] - 6)
             try:
                 turnip = Turnip(age=0, pos=pos, space=self._space)
                 self._turnips.append(turnip)
@@ -203,6 +214,7 @@ class DayScene(BaseScene):
         angle = math.atan2(distance[1], distance[0])
         # Set light angle to this position
         self._dragging.ray_manager.direction = math.degrees(angle)
+        self._dragging.ray_manager.update_shapes()
         # Hackily update gamestate with new angle
         for light_cfg in gamestate.station["lights"]:
             light_pos = pymunk.Vec2d(light_cfg["position"])
@@ -210,9 +222,8 @@ class DayScene(BaseScene):
                 light_cfg["direction"] = math.degrees(angle)
                 break
 
-    def _place_light(self, gamestate, cfg, colours, ev):
+    def _place_light(self, gamestate, cfg, cost, colours, ev):
         cfg = cfg.copy()
-        cost = cfg.pop("cost")
         cfg.pop("available_colours")
         if gamestate.seeds > cost:
             pos = pymunk.pygame_util.from_pygame(
@@ -290,6 +301,7 @@ class DayScene(BaseScene):
                             transform=ColourWedges(colours=light_tool.colours))
                         # colour=COLOURS[0] + (172,)))
                         self._light_colors = light_tool.colours
+                        self._light_cost = light_tool.cost
                         return
                 if self._tool:
                     if self._tool.name == "seed":
@@ -299,7 +311,7 @@ class DayScene(BaseScene):
                     elif self._tool.name == "light" and self._light_colors:
                         self._place_light(
                             gamestate, self._tool.light_config,
-                            self._light_colors, ev)
+                            self._light_cost, self._light_colors, ev)
                 else:
                     # Not tool, so check lights
                     self._lights.toggle_nearest(ev.pos, surfpos=True)