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path: root/PukllanapacActivity.py
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#Copyright (c) 2010 Walter Bender
#Copyright (c) 2012 Ignacio Rodriguez

# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# You should have received a copy of the GNU General Public
# License along with this library; if not, write to the
# Free Software Foundation, 51 Franklin Street, Suite 500 Boston, MA
# 02110-1335 USA
from gi.repository import GObject, Gtk, Gdk
import pygtk
pygtk.require('2.0')

import sugar3
from sugar3.activity import activity
from sugar3.graphics.toolbarbox import ToolbarBox
from sugar3.bundle.activitybundle import ActivityBundle
from sugar3.activity.widgets import ActivityToolbarButton
from sugar3.activity.widgets import StopButton
from sugar3.graphics.toolbarbox import ToolbarButton

from sugar3.datastore import datastore

from gettext import gettext as _
import locale
import os.path

from toolbar_utils import radio_factory, label_factory, separator_factory, \
    button_factory
from window import Game

SERVICE = 'org.sugarlabs.PukllanapacActivity'
IFACE = SERVICE
PATH = '/org/augarlabs/PukllanapacActivity'
LEVEL_ICONS = ['level1', 'level2', 'level3']
GAME_ICONS = ['rectangle', 'hexagon', 'hexagon2']


class PukllanapacActivity(activity.Activity):
    """ Sliding puzzle game """

    def __init__(self, handle):
        """ Initialize the toolbars and the game board """
        super(PukllanapacActivity,self).__init__(handle)

        self._play_level = 0
        self._play_mode = 0
        self._setup_toolbars()

        # Create a canvas
        canvas = Gtk.DrawingArea()
        canvas.set_size_request(Gdk.Screen.width(), \
                                Gdk.Screen.height())
        self.set_canvas(canvas)
        canvas.show()
        self.show_all()

        self.win = Game(canvas, os.path.join(activity.get_bundle_path(),
                                            'images'), self)

        # Restore game state from Journal or start new game
        if 'play_level' in self.metadata:
            self.change_play_level_cb(play_level=int(
                    self.metadata['play_level']))
        if 'play_mode' in self.metadata:
            self.change_play_mode_cb(play_mode=int(
                    self.metadata['play_mode']))
        grid = []
        for i in range(24):
            if 'card' + str(i) in self.metadata:
                grid.append(int(self.metadata['card' + str(i)]))
            self.win.grid.restore_grid(grid, self.win.mode)
        for i in range(24):
            if 'rotate' + str(i) in self.metadata:
                self.win.grid.card_table[grid[i]].set_orientation(
                    int(self.metadata['rotate' + str(i)]))
        self.win.mask(self._play_level)

    def write_file(self, file_path):
        """ Write the grid status to the Journal """
        self.metadata['play_mode'] = self._play_mode
        self.metadata['play_level'] = self._play_level
        for i in range(24):
            self.metadata['card' + str(i)] = str(self.win.grid.grid[i])
            self.metadata['rotate' + str(i)] = str(
                self.win.grid.card_table[self.win.grid.grid[i]].orientation)

    def _setup_toolbars(self):
        """ Setup the toolbars.. """

	toolbox = ToolbarBox()

        # Activity toolbar
        activity_button = ActivityToolbarButton(self)

        toolbox.toolbar.insert(activity_button, 0)
        activity_button.show()
        self.set_toolbar_box(toolbox)
        toolbox.show()
        toolbar = toolbox.toolbar

        # Add the buttons and labels to the toolbars
        mode = self._play_mode
        mode += 1
        if mode == len(GAME_ICONS):
            mode = 0
        self.game_buttons = []
        group = None
        for i in range(len(GAME_ICONS)):
            self.game_buttons.append(radio_factory(GAME_ICONS[i],
                                                   toolbar,
                                                   self.change_play_mode_cb,
                                                   cb_arg=i,
                                                   tooltip=_('Select game.'),
                                                   group=group))
            group = self.game_buttons[0]
        self.game_buttons[mode].set_active(True)

        separator_factory(toolbar, expand=False, visible=True)

        self.level_button = button_factory(LEVEL_ICONS[self._play_level],
                                           toolbar,
                                           self.change_play_level_cb,
                                           tooltip=_('Set difficulty level.'))

        self.status_label = label_factory(toolbar,
                                          _("drag to swap"),
                                          width=200)

        separator_factory(toolbox.toolbar, expand=True, visible=False)

        stop_button = StopButton(self)
        stop_button.props.accelerator = '<Ctrl>q'
        toolbox.toolbar.insert(stop_button, -1)
        stop_button.show()

    def change_play_level_cb(self, button=None, play_level=None):
        """ Cycle between levels """
        if self._play_mode > 0:
            return
        if play_level is None:
            self._play_level += 1
            if self._play_level == len(LEVEL_ICONS):
                self._play_level = 0
        else:
            self._play_level = play_level
        self.level_button.set_icon(LEVEL_ICONS[self._play_level])
        self.win.grid.reset(GAME_ICONS[self._play_mode])
        self.win.mask(self._play_level)

    def change_play_mode_cb(self, button=None, play_mode=None):
        """ Cycle between game modes """
        if play_mode is None:
            self._play_mode += 1
            if self._play_mode == len(GAME_ICONS):
                self._play_mode = 0
        else:
            self._play_mode = play_mode
        mode = self._play_mode
        mode += 1
        if mode == len(GAME_ICONS):
            mode = 0
        if hasattr(self, 'win'):
            self.win.mode = GAME_ICONS[self._play_mode]
            self.win.grid.initialize_cards(self.win.sprites, self.win.path,
                                          self.win.card_dim, self.win.scale,
                                          GAME_ICONS[self._play_mode])
            # Only one level (difficult) for modes > 0
            if self._play_mode > 0:
                self._play_level = len(LEVEL_ICONS) - 1
                self.level_button.set_icon(LEVEL_ICONS[self._play_level])
                self.win.mask(self._play_level)
            self.win.grid.reset(GAME_ICONS[self._play_mode])