Borders and better spacing and game mode for info_area.
[naja.git] / naja / widgets / info_area.py
1 """
2 Widget for the game board information area.
3 """
4 import pygame
5 import pygame.locals as pgl
6
7 from naja.constants import (
8     INFO_SIZE, ACT, KEYS, EXAMINE, PALETTE,
9     ACTION_TEXT_OFFSET, INFO_LEFT_PADDING,
10     INFO_RIGHT_PADDING, BIT_SIZE)
11 from naja.events import finish_event
12 from naja.resources import resources
13 from naja.resources.mutators import EIGHT_BIT, blender
14 from naja.sound import sound
15 from naja.utils import bit_glyphs
16
17 from naja.widgets.base import Widget
18 from naja.widgets.tile import BIT_MAP
19 from naja.widgets.text import TextBoxWidget, TextWidget
20
21
22 HINTS = {
23     ACT: ("Choose an action using the Up/Down keys.\n"
24           "Press Return to execute the action."),
25     EXAMINE: "Select a card to examine using the arrow keys.",
26 }
27
28 HINT_LEGAL_MOVE = "\nPress Return to move to this card."
29
30 TITLES = {
31     ACT: "Choose an Action",
32     EXAMINE: "Select a Card",
33 }
34
35
36 class InfoAreaWidget(Widget):
37     """
38     Widget for the game board information area.
39     """
40     def __init__(self, pos, state):
41         super(InfoAreaWidget, self).__init__(pos, INFO_SIZE)
42         self.state = state
43         self.chosen = None
44         self.card_position = state.player.position
45         self.set_position(state.player.position)
46
47     def prepare(self):
48         if self.state.gameboard.player_mode == ACT:
49             self.set_position(self.state.player.position)
50         self.surface = pygame.surface.Surface(INFO_SIZE)
51         self.surface.fill((0, 0, 0))
52
53         box_width = INFO_SIZE[0] - INFO_LEFT_PADDING - INFO_RIGHT_PADDING
54         y_offset = 0
55         pos = lambda: (INFO_LEFT_PADDING, y_offset)
56
57         # Top title
58         title = TextWidget(
59             pos(), TITLES[self.state.gameboard.player_mode],
60             colour=PALETTE.WHITE)
61         title.render(self.surface)
62         y_offset += title.surface.get_rect().height - 4
63
64         # Bits
65         bits_text = ''.join('1' if bit in self.card.bitwise_operand else '0'
66                             for bit in reversed(range(8)))
67         if self.card.bitwise_operand:
68             bits_text = '%s %s' % (
69                 bits_text, bit_glyphs(self.card.bitwise_operand))
70         card_bits = TextBoxWidget(
71             pos(), bits_text, box_width=box_width,
72             colour=PALETTE.LIGHT_TURQUOISE, bg_colour=PALETTE.BLACK)
73         card_bits.render(self.surface)
74         y_offset += card_bits.surface.get_rect().height + 4
75
76         # Actions
77         for choice, action in enumerate(self.card.actions):
78             y_offset = self.prepare_action(choice, action, y_offset, box_width)
79
80         # Hint text
81         hint_text = HINTS[self.state.gameboard.player_mode]
82         if self.state.gameboard.player_mode == EXAMINE:
83             if self.card_position in self.state.player.legal_moves():
84                 hint_text += HINT_LEGAL_MOVE
85
86         hint = TextBoxWidget(
87             (0, 0), hint_text, padding=4,
88             box_width=box_width,
89             border=2, border_colour=PALETTE.GREY)
90         hint.prepare()
91         y_offset = (INFO_SIZE[1] - hint.surface.get_rect().height
92                     - BIT_SIZE[1] - 2)
93         self.surface.blit(hint.surface, pos())
94
95         # Game mode (puzzle, easy, standard, hard, etc ...)
96         game_mode = TextBoxWidget(
97             (0, 0), "UNKNOWN", padding=4, centre=True,
98             colour=PALETTE.WHITE, border=2,
99             bg_colour=PALETTE.BLACK, border_colour=PALETTE.BLUE,
100             box_width=box_width)
101         game_mode.prepare()
102
103         y_offset = (INFO_SIZE[1] - BIT_SIZE[1] + 12)
104         self.surface.blit(game_mode.surface, pos())
105
106     def prepare_action(self, choice, action, y_offset, box_width):
107         x_offset = INFO_LEFT_PADDING
108         glyphs_x_offset = 0
109         glyphs_y_offset = y_offset
110         y_offset += ACTION_TEXT_OFFSET
111         action_viable = action.check_available(self.state.player)
112         text_colour = PALETTE.BLACK if action_viable else PALETTE.GREY
113
114         text = TextBoxWidget(
115             (x_offset, y_offset), action.get_text(self.card),
116             box_width=box_width,
117             fontsize=28, colour=text_colour,
118             border=2, border_colour=PALETTE.GREY)
119         text.render(self.surface)
120
121         border_colour = None
122         if choice == self.chosen:
123             border_colour = PALETTE.GREEN if action_viable else PALETTE.ORANGE
124         if border_colour:
125             bottom = y_offset + text.surface.get_rect().height
126             right = text.surface.get_rect().width + x_offset
127             pygame.draw.lines(self.surface, border_colour, True,
128                               [(x_offset, y_offset), (right, y_offset),
129                                (right, bottom), (x_offset, bottom)], 4)
130
131         if action.required_bits:
132             img_name = BIT_MAP[action.required_bits].replace(
133                 '.png', '_small.png')
134             img = resources.get_image(img_name,
135                                       transforms=(EIGHT_BIT,))
136             self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset))
137             glyphs_x_offset += img.get_width() + 4
138         else:
139             glyphs_x_offset = INFO_LEFT_PADDING
140
141         for glyph in action.GLYPHS:
142             img = resources.get_image(
143                 glyph, transforms=(EIGHT_BIT, blender(PALETTE.GREY)))
144             self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
145             glyphs_x_offset += img.get_width()
146         if action.MSB_GLYPH is not None:
147             img = resources.get_image(
148                 action.MSB_GLYPH,
149                 transforms=(EIGHT_BIT, blender(PALETTE.LIGHT_VIOLET)))
150             self.surface.blit(img, (glyphs_x_offset, glyphs_y_offset - 4))
151
152         return y_offset + text.surface.get_rect().height + 16
153
154     def set_position(self, position):
155         self.card_position = position
156         self.card = self.state.board_locations[self.card_position]
157         if self.state.gameboard.player_mode == ACT:
158             if self.chosen is None:
159                 self.chosen = 0
160         else:
161             self.chosen = None
162
163     def draw(self, surface):
164         surface.blit(self.surface, self.pos)
165
166     def next_action(self, viable_only=False, step=1):
167         num_actions = len(self.card.actions)
168         if num_actions == 0:
169             return
170         player = self.state.player
171         chosen = self.chosen
172         for i in range(num_actions - 1):
173             # loop through each action at most once.
174             chosen = (chosen + step) % num_actions
175             action = self.card.actions[chosen]
176             if not viable_only or action.check_available(player):
177                 sound.play_sound('zoop.ogg', volume=0.05)
178                 self.chosen = chosen
179
180     def prev_action(self, viable_only=False):
181         return self.next_action(viable_only=viable_only, step=-1)
182
183     def try_perform_action(self):
184         player = self.state.player
185         action = self.card.actions[self.chosen]
186         if not action.check_available(player):
187             sound.play_sound('error.ogg')
188         else:
189             sound.play_sound('chirp.ogg', volume=0.5)
190             action.perform_action(self.state.gameboard, self.card)
191             self.state.gameboard.card_used(player.position)
192             self.state.gameboard.change_mode(EXAMINE)
193             self.set_position(player.position)
194
195     def handle_event(self, ev):
196         if self.state.gameboard.player_mode == EXAMINE:
197             return super(InfoAreaWidget, self).handle_event(ev)
198         if ev.type == pgl.KEYDOWN:
199             if ev.key in KEYS.SELECT:
200                 self.try_perform_action()
201                 return finish_event()
202             if ev.key in KEYS.UP:
203                 self.next_action()
204                 return finish_event()
205             if ev.key in KEYS.DOWN:
206                 self.prev_action()
207                 return finish_event()
208             if ev.key in KEYS.SWITCH:
209                 self.next_action(viable_only=True)
210                 return finish_event()
211         return super(InfoAreaWidget, self).handle_event(ev)