本文整理汇总了Python中albow.TableView.row_is_selected方法的典型用法代码示例。如果您正苦于以下问题:Python TableView.row_is_selected方法的具体用法?Python TableView.row_is_selected怎么用?Python TableView.row_is_selected使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类albow.TableView
的用法示例。
在下文中一共展示了TableView.row_is_selected方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: removePreset
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def removePreset(self):
"""
Brings up a panel to remove presets.
"""
panel = Dialog()
p = self.getBrushFileList()
if not p:
alert('No presets saved')
return
def okPressed():
panel.dismiss()
name = p[presetTable.selectedIndex] + ".preset"
os.remove(os.path.join(directories.brushesDir, name))
self.tool.showPanel()
def selectTableRow(i, evt):
presetTable.selectedIndex = i
if evt.num_clicks == 2:
okPressed()
presetTable = TableView(columns=(TableColumn("", 200),))
presetTable.num_rows = lambda: len(p)
presetTable.row_data = lambda i: (p[i],)
presetTable.row_is_selected = lambda x: x == presetTable.selectedIndex
presetTable.click_row = selectTableRow
presetTable.selectedIndex = 0
choiceCol = Column((ValueDisplay(width=200, get_value=lambda: "Select preset to delete"), presetTable))
okButton = Button("OK", action=okPressed)
cancelButton = Button("Cancel", action=panel.dismiss)
row = Row([okButton, cancelButton])
panel.add(Column((choiceCol, row)))
panel.shrink_wrap()
panel.present()
示例2: __init__
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def __init__(self, tool):
Panel.__init__(self)
self.tool = tool
level = tool.editor.level
if hasattr(level, 'players'):
players = level.players or ["[No players]"]
else:
players = ["Player"]
self.players = players
tableview = TableView(columns=[
TableColumn("Player Name", 200),
])
tableview.index = 0
tableview.num_rows = lambda: len(players)
tableview.row_data = lambda i: (players[i],)
tableview.row_is_selected = lambda x: x == tableview.index
tableview.zebra_color = (0, 0, 0, 48)
def selectTableRow(i, evt):
tableview.index = i
tableview.click_row = selectTableRow
self.table = tableview
l = Label("Player: ")
col = [l, tableview]
gotoButton = Button("Goto Player", action=self.tool.gotoPlayer)
gotoCameraButton = Button("Goto Player's View", action=self.tool.gotoPlayerCamera)
moveButton = Button("Move Player", action=self.tool.movePlayer)
moveToCameraButton = Button("Align Player to Camera", action=self.tool.movePlayerToCamera)
col.extend([gotoButton, gotoCameraButton, moveButton, moveToCameraButton])
col = Column(col)
self.add(col)
self.shrink_wrap()
示例3: __init__
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def __init__(self, tool):
Panel.__init__(self)
self.tool = tool
self.player_UUID = {}
self.level = tool.editor.level
if hasattr(self.level, 'players'):
players = self.level.players or ["[No players]"]
if not self.level.oldPlayerFolderFormat:
for player in players:
if player != "Player" and player != "[No players]":
self.player_UUID[version_utils.getPlayerNameFromUUID(player)] = player
if "Player" in players:
self.player_UUID["Player"] = "Player"
if "[No players]" not in players:
players = sorted(self.player_UUID.keys(), key=lambda x: False if x == "Player" else x.lower())
else:
players = ["Player"]
self.players = players
max_height = self.tool.editor.mainViewport.height - self.tool.editor.netherPanel.height - self.tool.editor.subwidgets[0].height - self.margin - 2
addButton = Button("Add Player", action=self.tool.addPlayer)
removeButton = Button("Remove Player", action=self.tool.removePlayer)
gotoButton = Button("Goto Player", action=self.tool.gotoPlayer)
gotoCameraButton = Button("Goto Player's View", action=self.tool.gotoPlayerCamera)
moveButton = Button("Move Player", action=self.tool.movePlayer)
moveToCameraButton = Button("Align Player to Camera", action=self.tool.movePlayerToCamera)
reloadSkin = Button("Reload Skins", action=self.tool.reloadSkins, tooltipText="This pulls skins from the online server, so this may take a while")
print max_height
max_height -= sum((a.height for a in (addButton, removeButton, gotoButton, gotoCameraButton, moveButton, moveToCameraButton, reloadSkin)))
print max_height
tableview = TableView(columns=[
TableColumn("Player Name(s):", 200),
], height=max_height)
tableview.index = 0
tableview.num_rows = lambda: len(players)
tableview.row_data = lambda i: (players[i],)
tableview.row_is_selected = lambda x: x == tableview.index
tableview.zebra_color = (0, 0, 0, 48)
def selectTableRow(i, evt):
tableview.index = i
tableview.click_row = selectTableRow
self.table = tableview
col = [self.table]
col.extend([addButton, removeButton, gotoButton, gotoCameraButton, moveButton, moveToCameraButton, reloadSkin])
col = Column(col, margin=0, spacing=2)
col.shrink_wrap()
self.add(col)
self.shrink_wrap()
示例4: __init__
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def __init__(self, tool):
Panel.__init__(self)
self.tool = tool
self.player_UUID = {}
self.level = tool.editor.level
if hasattr(self.level, 'players'):
players = self.level.players or ["[No players]"]
if not self.level.oldPlayerFolderFormat:
for player in players:
if player != "Player":
self.player_UUID[version_utils.getPlayerNameFromUUID(player)] = player
self.player_UUID["Player"] = "Player"
players = self.player_UUID.keys()
else:
players = ["Player"]
self.players = players
tableview = TableView(columns=[
TableColumn("Player Name", 200),
])
tableview.index = 0
tableview.num_rows = lambda: len(players)
tableview.row_data = lambda i: (players[i],)
tableview.row_is_selected = lambda x: x == tableview.index
tableview.zebra_color = (0, 0, 0, 48)
def selectTableRow(i, evt):
tableview.index = i
tableview.click_row = selectTableRow
self.table = tableview
l = Label("Player: ")
col = [l, self.table]
addButton = Button("Add Player", action=self.tool.addPlayer)
removeButton = Button("Remove Player", action=self.tool.removePlayer)
gotoButton = Button("Goto Player", action=self.tool.gotoPlayer)
gotoCameraButton = Button("Goto Player's View", action=self.tool.gotoPlayerCamera)
moveButton = Button("Move Player", action=self.tool.movePlayer)
moveToCameraButton = Button("Align Player to Camera", action=self.tool.movePlayerToCamera)
col.extend([addButton, removeButton, gotoButton, gotoCameraButton, moveButton, moveToCameraButton])
col = Column(col)
self.add(col)
self.shrink_wrap()
示例5: __init__
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def __init__(self, tool):
Panel.__init__(self, name='Panel.PlayerPositionPanel')
self.tool = tool
self.player_UUID = {"UUID": [], "Name": []}
self.level = tool.editor.level
self.playercache = PlayerCache()
# Add this instance to PlayerCache 'targets'. PlayerCache generated processes will call
# this instance 'update_player' method when they have finished their execution.
self.playercache.add_target(self.update_player)
if hasattr(self.level, 'players'):
players = self.level.players or ["[No players]"]
if not self.level.oldPlayerFolderFormat:
for player in players:
if player != "Player" and player != "[No players]":
if len(player) > 4 and player[4] == "-":
os.rename(os.path.join(self.level.worldFolder.getFolderPath("playerdata"), player+".dat"), os.path.join(self.level.worldFolder.getFolderPath("playerdata"), player.replace("-", "", 1)+".dat"))
player = player.replace("-", "", 1)
# print 5
data = self.playercache.getPlayerInfo(player, use_old_data=True)
#self.player_UUID[data[0]] = data[1]
self.player_UUID["UUID"].append(data[0])
self.player_UUID["Name"].append(data[1])
#self.player_UUID[player] = data
if "Player" in players:
#self.player_UUID["Player (Single Player)"] = "Player"
self.player_UUID["UUID"].append("Player")
self.player_UUID["Name"].append("Player (Single Player)")
if "[No players]" not in players:
self.player_names = sorted(self.player_UUID.values(), key=lambda x: False if x == "Player (Single Player)" else x)
else:
self.player_UUID["UUID"].append("[No players]")
self.player_UUID["Name"].append("[No players]")
else:
players = ["Player (Single Player)"]
self.players = players
if 'Player' in self.player_UUID['UUID'] and 'Player (Single Player)' in self.player_UUID['Name']:
self.player_UUID['UUID'].insert(0, self.player_UUID['UUID'].pop(self.player_UUID['UUID'].index('Player')))
self.player_UUID['Name'].insert(0, self.player_UUID['Name'].pop(self.player_UUID['Name'].index('Player (Single Player)')))
self.pages = TabPanel()
tab_height = self.pages.tab_height
max_height = tab_height + self.tool.editor.mainViewport.height - self.tool.editor.toolbar.height - self.tool.editor.subwidgets[0].height - self.pages.margin * 2
#-# Uncomment the following line to have a maximum height for this panel.
# max_height = min(max_height, 500)
self.editNBTDataButton = Button("Edit NBT", action=self.editNBTData, tooltipText="Open the NBT Explorer to edit player's attributes and inventory")
addButton = Button("Add", action=self.tool.addPlayer)
removeButton = Button("Remove", action=self.tool.removePlayer)
gotoButton = Button("Goto", action=self.tool.gotoPlayer)
gotoCameraButton = Button("Goto View", action=self.tool.gotoPlayerCamera)
moveButton = Button("Move", action=self.tool.movePlayer)
moveToCameraButton = Button("Align to Camera", action=self.tool.movePlayerToCamera)
reloadSkin = Button("Reload Skins", action=self.tool.reloadSkins, tooltipText="This pulls skins from the online server, so this may take a while")
btns = [self.editNBTDataButton]
if not isinstance(self.level, pymclevel.leveldbpocket.PocketLeveldbWorld):
btns.extend([addButton, removeButton])
btns.extend([gotoButton, gotoCameraButton, moveButton, moveToCameraButton, reloadSkin])
btns = Column(btns, margin=0, spacing=2)
h = max_height - btns.height - self.pages.margin * 2 - 2 - self.font.get_linesize() * 2
col = Label('')
def close():
self.pages.show_page(col)
self.nbttree = NBTExplorerToolPanel(self.tool.editor, nbtObject={}, height=max_height, \
close_text="Go Back", no_header=True, close_action=close,
load_text=None)
self.nbttree.shrink_wrap()
self.nbtpage = Column([self.nbttree])
self.nbtpage.shrink_wrap()
self.pages.add_page("NBT Data", self.nbtpage)
self.pages.set_rect(map(lambda x:x+self.margin, self.nbttree._rect))
tableview = TableView(nrows=(h - (self.font.get_linesize() * 2.5)) / self.font.get_linesize(),
header_height=self.font.get_linesize(),
columns=[TableColumn("Player Name(s):", (self.nbttree.width - (self.margin * 3)) / 3),
TableColumn("Player UUID(s):", (self.nbttree.width - (self.margin * 3)))],
)
tableview.index = 0
tableview.num_rows = lambda: len(self.player_UUID["UUID"])
tableview.row_data = lambda i: (self.player_UUID["Name"][i],self.player_UUID["UUID"][i])
tableview.row_is_selected = lambda x: x == tableview.index
tableview.zebra_color = (0, 0, 0, 48)
def selectTableRow(i, evt):
tableview.index = i
tableview.click_row = selectTableRow
def mouse_down(e):
if e.button == 1 and e.num_clicks > 1:
self.editNBTData()
TableRowView.mouse_down(tableview.rows, e)
#.........这里部分代码省略.........
示例6: build_inventory
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def build_inventory(self, items):
inventory = self.data.get('Player', {}).get('Inventory', TAG_List()) or self.data.get('Inventory', TAG_List())
rows = []
items = items[0]
slots = [["%s"%i,"","0","0"] for i in range(36)]
slots += [["%s"%i,"","0","0"] for i in range(100, 104)]
slots_set = []
for item in items:
#&# Prototype for blocks/items names
item_dict = mcitems.items.get(item['id'].value, None)
if item_dict == None:
name = item['id'].value
else:
if type(item_dict['name']) == list:
if int(item['Damage'].value) >= len(item_dict['name']):
block_id = map_block.get(item['id'].value, None)
name = alphaMaterials.get((int(block_id), int(item['Damage'].value))).name.rsplit('(', 1)[0].strip()
else:
name = item_dict['name'][int(item['Damage'].value)]
else:
name = item_dict['name']
s = int(item['Slot'].value)
slots_set.append(s)
if s >= 100:
s = s - 100 + 36
slots[s] = item['Slot'].value, mclangres.translate(name), item['Count'].value, item['Damage'].value
#slots[s] = item['Slot'].value, item['id'].value.split(':')[-1], item['Count'].value, item['Damage'].value
#&#
width = self.side_panel_width - self.margin * 5
c0w = max(15, self.font.size("000")[0]) + 4
c2w = max(15, self.font.size("00")[0]) + 4
c3w = max(15, self.font.size("000")[0]) + 4
c1w = width - c0w - c2w - c3w
font_height = self.font.size("qd")[1]
tableCols = [TableColumn("#", c0w),
TableColumn("ID", c1w),
TableColumn("C", c2w),
TableColumn("D", c3w),
]
height = self.displayRow.subwidgets[0].height
table = TableView(height=height - (self.margin * 2),
width=width,
nrows=((height - (self.margin * 2) - font_height / 2) / font_height),
columns=tableCols,
row_height=font_height,
header_height=font_height / 2)
table.rows.tooltipText = "Double-click to edit"
table.selected_row = None
table.slots = slots
def num_rows():
return len(slots)
table.num_rows = num_rows
def row_data(n):
return slots[n]
table.row_data = row_data
def click_row(n, e):
table.selected_row = n
if e.num_clicks > 1:
SlotEditor(table, row_data(n)).present()
table.click_row = click_row
def row_is_selected(n):
return n == table.selected_row
table.row_is_selected = row_is_selected
def change_value(data):
s, i, c, d = data
s = int(s)
s_idx = 0
#&# Prototype for blocks/items names
name, state = map_items.get(mclangres.untranslate(i), (i, '0'))
if ':' not in name:
name = 'minecraft:%s'%name
#&#
if s in slots_set:
for slot in inventory:
if slot['Slot'].value == s:
if not i or int(c) < 1:
del inventory[s_idx]
i = ""
c = u'0'
d = u'0'
else:
#&# Prototype for blocks/items names
#slot['id'].value = 'minecraft:%s'%i
slot['id'].value = name
#&#
slot['Count'].value = int(c)
slot['Damage'].value = int(state)
break
s_idx += 1
else:
new_slot = TAG_Compound()
new_slot['Slot'] = TAG_Byte(s)
#&# Prototype for blocka/items names
#new_slot['id'] = TAG_String('minecraft:%s'%i)
#.........这里部分代码省略.........
示例7: build_inventory
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def build_inventory(self, items):
print "build_inventory"
print "Inventory" in self.data.keys()
# print type(self.data['Inventory'])
inventory = self.data.get('Player', {}).get('Inventory', TAG_List()) or self.data.get('Inventory', TAG_List())
rows = []
items = items[0]
slots = [["%s"%i,"","0","0"] for i in range(36)]
slots_set = []
for item in items:
s = int(item['Slot'].value)
slots_set.append(s)
slots[s] = item['Slot'].value, item['id'].value.split(':')[-1], item['Count'].value, item['Damage'].value
width = self.width / 2 - self.margin * 4
c0w = max(15, self.font.size("00")[0]) + 4
c2w = max(15, self.font.size("00")[0]) + 4
c3w = max(15, self.font.size("000")[0]) + 4
c1w = width - c0w - c2w - c3w
font_height = self.font.size("qd")[1]
tableCols = [TableColumn("#", c0w),
TableColumn("ID", c1w),
TableColumn("C", c2w),
TableColumn("D", c3w),
]
height = self.displayRow.subwidgets[0].height
table = TableView(height=height - (self.margin * 2),
width=width,
nrows=((height - (self.margin * 2) - font_height / 2) / font_height),
columns=tableCols,
row_height=font_height,
header_height=font_height / 2)
table.rows.tooltipText = "Double-click to edit"
table.selected_row = None
table.slots = slots
def num_rows():
return len(slots)
table.num_rows = num_rows
def row_data(n):
return slots[n]
table.row_data = row_data
def click_row(n, e):
table.selected_row = n
if e.num_clicks > 1:
SlotEditor(table, row_data(n)).present()
table.click_row = click_row
def row_is_selected(n):
return n == table.selected_row
table.row_is_selected = row_is_selected
def change_value(data):
s, i, c, d = data
s = int(s)
s_idx = 0
if s in slots_set:
# for slot in self.data['Player']['Inventory']:
for slot in inventory:
if slot['Slot'].value == s:
if not i or int(c) < 1:
del inventory[s_idx]
i = ""
c = u'0'
d = u'0'
else:
slot['id'].value = 'minecraft:%s'%i
slot['Count'].value = int(c)
slot['Damage'].value = int(d)
break
s_idx += 1
else:
new_slot = TAG_Compound()
new_slot['Slot'] = TAG_Byte(s)
new_slot['id'] = TAG_String('minecraft:%s'%i)
new_slot['Count'] = TAG_Byte(int(c))
new_slot['Damage'] = TAG_Short(int(d))
idx = s
for slot in inventory:
if slot['Slot'].value >= s:
idx = slot['Slot'].value
break
inventory.insert(s, new_slot)
slots_set.append(s)
table.slots[s] = slots[s] = s, i, c, d
table.change_value = change_value
rows.append(table)
return rows
示例8: build_inventory
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def build_inventory(self, items):
if 'playerGameType' in self.tree.get_item_parent(self.displayed_item)[9].keys():
player = True
else:
player = False
inventory = self.tree.get_item_parent(self.displayed_item)[9].get('Inventory', TAG_List())
rows = []
items = items[0]
slots = [["%s"%i,"","0","0"] for i in range(36)]
slots += [["%s"%i,"","0","0"] for i in range(100, 104)]
slots_set = []
for item, i in zip(items, range(len(items))):
#&# Prototype for blocks/items names
item_dict = mcitems.items.get(item['id'].value, None)
if item_dict == None:
name = item['id'].value
else:
if type(item_dict['name']) == list:
if int(item['Damage'].value) >= len(item_dict['name']):
block_id = map_block.get(item['id'].value, None)
name = alphaMaterials.get((int(block_id), int(item['Damage'].value))).name.rsplit('(', 1)[0].strip()
else:
name = item_dict['name'][int(item['Damage'].value)]
else:
name = item_dict['name']
s = i
_s = 0 + i
if player:
s = int(item['Slot'].value)
_s = 0 + s
slots_set.append(s)
if s >= 100:
s = s - 100 + 36
slots[s] = _s, mclangres.translate(name), item['Count'].value, item['Damage'].value
#slots[s] = item['Slot'].value, item['id'].value.split(':')[-1], item['Count'].value, item['Damage'].value
#&#
width = self.side_panel_width - self.margin * 5
c0w = max(15, self.font.size("000")[0]) + 4
c2w = max(15, self.font.size("00")[0]) + 4
c3w = max(15, self.font.size("000")[0]) + 4
c1w = width - c0w - c2w - c3w
font_height = self.font.size("qd")[1]
tableCols = [TableColumn("#", c0w),
TableColumn("ID", c1w),
TableColumn("C", c2w),
TableColumn("D", c3w),
]
height = self.displayRow.subwidgets[0].height
table = TableView(height=height - (self.margin * 2),
width=width,
nrows=((height - (self.margin * 2) - font_height / 2) / font_height),
columns=tableCols,
row_height=font_height,
header_height=font_height / 2)
table.rows.tooltipText = "Double-click to edit"
table.selected_row = None
table.slots = slots
def num_rows():
return len(slots)
table.num_rows = num_rows
def row_data(n):
return slots[n]
table.row_data = row_data
def click_row(n, e):
table.focus()
table.selected_row = n
if e.num_clicks > 1:
SlotEditor(table, row_data(n)).present()
table.click_row = click_row
def row_is_selected(n):
return n == table.selected_row
table.row_is_selected = row_is_selected
def change_value(data):
s, i, c, d = data
s = int(s)
s_idx = 0
#&# Prototype for blocks/items names
name, state = map_items.get(mclangres.untranslate(i), (i, '0'))
if ':' not in name:
name = 'minecraft:%s'%name
#&#
if s in slots_set:
for slot in inventory:
ok1 = False
if player:
ok1 = slot['Slot'].value == s
else:
ok1 = inventory.index(slot) == s
if ok1:
if not i or int(c) < 1:
del inventory[s_idx]
i = ""
c = u'0'
d = u'0'
#.........这里部分代码省略.........
示例9: __init__
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def __init__(self, tool):
Panel.__init__(self)
self.tool = tool
self.player_UUID = {}
self.level = tool.editor.level
if hasattr(self.level, 'players'):
players = self.level.players or ["[No players]"]
if not self.level.oldPlayerFolderFormat:
for player in players:
if player != "Player" and player != "[No players]":
if len(player) > 4 and player[4] == "-":
os.rename(os.path.join(self.level.worldFolder.getFolderPath("playerdata"), player+".dat"), os.path.join(self.level.worldFolder.getFolderPath("playerdata"), player.replace("-", "", 1)+".dat"))
player = player.replace("-", "", 1)
data = version_utils.playercache.getPlayerInfo(player)
if isinstance(data, tuple):
self.player_UUID[data[1]] = data[0]
else:
self.player_UUID[player] = data
if "Player" in players:
self.player_UUID["Player (Single Player)"] = "Player"
if "[No players]" not in players:
players = sorted(self.player_UUID.keys(), key=lambda x: False if x == "Player (Single Player)" else x)
else:
players = ["Player (Single Player)"]
self.players = players
self.pages = TabPanel()
tab_height = self.pages.tab_height
max_height = tab_height + self.tool.editor.mainViewport.height - self.tool.editor.toolbar.height - self.tool.editor.subwidgets[0].height - self.pages.margin * 2
#-# Uncomment the following line to have a maximum height for this panel.
# max_height = min(max_height, 500)
self.editNBTDataButton = Button("Edit NBT", action=self.editNBTData, tooltipText="Open the NBT Explorer to edit player's attributes and inventory")
addButton = Button("Add", action=self.tool.addPlayer)
removeButton = Button("Remove", action=self.tool.removePlayer)
gotoButton = Button("Goto", action=self.tool.gotoPlayer)
gotoCameraButton = Button("Goto View", action=self.tool.gotoPlayerCamera)
moveButton = Button("Move", action=self.tool.movePlayer)
moveToCameraButton = Button("Align to Camera", action=self.tool.movePlayerToCamera)
reloadSkin = Button("Reload Skins", action=self.tool.reloadSkins, tooltipText="This pulls skins from the online server, so this may take a while")
btns = Column([self.editNBTDataButton, addButton, removeButton, gotoButton, gotoCameraButton, moveButton, moveToCameraButton, reloadSkin], margin=0, spacing=2)
h = max_height - btns.height - self.pages.margin * 2 - 2 - self.font.get_linesize() * 2
col = Label('')
def close():
self.pages.show_page(col)
self.nbttree = NBTExplorerToolPanel(self.tool.editor, nbtObject={}, height=max_height, \
close_text="Go Back", no_header=True, close_action=close,
load_text=None)
self.nbttree.shrink_wrap()
self.nbtpage = Column([self.nbttree,])
self.nbtpage.shrink_wrap()
self.pages.add_page("NBT Data", self.nbtpage)
self.pages.set_rect(map(lambda x:x+self.margin, self.nbttree._rect))
tableview = TableView(nrows=(h - (self.font.get_linesize() * 2.5)) / self.font.get_linesize(),
header_height=self.font.get_linesize(),
columns=[TableColumn("Player Name(s):", self.nbttree.width - (self.margin * 3)),],
)
tableview.index = 0
tableview.num_rows = lambda: len(players)
tableview.row_data = lambda i: (players[i],)
tableview.row_is_selected = lambda x: x == tableview.index
tableview.zebra_color = (0, 0, 0, 48)
def selectTableRow(i, evt):
tableview.index = i
tableview.click_row = selectTableRow
def mouse_down(e):
if e.button == 1 and e.num_clicks > 1:
self.editNBTData()
TableRowView.mouse_down(tableview.rows, e)
tableview.rows.mouse_down = mouse_down
tableview.rows.tooltipText = "Double-click or use the button below to edit the NBT Data."
self.table = tableview
col.set_parent(None)
self.col = col = Column([tableview, btns], spacing=2)
self.pages.add_page("Players", col, 0)
self.pages.shrink_wrap()
self.pages.show_page(col)
self.add(self.pages)
self.shrink_wrap()
self.max_height = max_height
示例10: __init__old
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def __init__old(self, blockInfo, materials, *a, **kw):
self.root = get_root()
self.allowWildcards = False
Dialog.__init__(self, *a, **kw)
panelWidth = 518
self.click_outside_response = 0
self.materials = materials
self.anySubtype = blockInfo.wildcard
self.matchingBlocks = materials.allBlocks
try:
self.selectedBlockIndex = self.matchingBlocks.index(blockInfo)
except ValueError:
self.selectedBlockIndex = 0
for i, b in enumerate(self.matchingBlocks):
if blockInfo.ID == b.ID and blockInfo.blockData == b.blockData:
self.selectedBlockIndex = i
break
lbl = Label("Search")
# lbl.rect.topleft = (0,0)
fld = TextFieldWrapped(300)
# fld.rect.topleft = (100, 10)
# fld.centery = lbl.centery
# fld.left = lbl.right
fld.change_action = self.textEntered
fld.enter_action = self.ok
fld.escape_action = self.cancel
self.awesomeField = fld
searchRow = Row((lbl, fld))
def formatBlockName(x):
block = self.matchingBlocks[x]
r = "{name}".format(name=block.name)
if block.aka:
r += " [{0}]".format(block.aka)
return r
def formatBlockID(x):
block = self.matchingBlocks[x]
ident = "({id}:{data})".format(id=block.ID, data=block.blockData)
return ident
tableview = TableView(columns=[TableColumn(" ", 24, "l", lambda x: ""),
TableColumn("Name", 415, "l", formatBlockName),
TableColumn("ID", 45, "l", formatBlockID)
])
tableicons = [blockview.BlockView(materials) for i in range(tableview.rows.num_rows())]
for t in tableicons:
t.size = (16, 16)
t.margin = 0
icons = Column(tableicons, spacing=2)
# tableview.margin = 5
tableview.num_rows = lambda: len(self.matchingBlocks)
tableview.row_data = lambda x: (self.matchingBlocks[x], x, x)
tableview.row_is_selected = lambda x: x == self.selectedBlockIndex
tableview.click_row = self.selectTableRow
draw_table_cell = tableview.draw_table_cell
def draw_block_table_cell(surf, i, data, cell_rect, column):
if isinstance(data, Block):
tableicons[i - tableview.rows.scroll].blockInfo = data
else:
draw_table_cell(surf, i, data, cell_rect, column)
tableview.draw_table_cell = draw_block_table_cell
tableview.width = panelWidth
tableview.anchor = "lrbt"
# self.add(tableview)
self.tableview = tableview
tableWidget = Widget()
tableWidget.add(tableview)
tableWidget.shrink_wrap()
def wdraw(*args):
for t in tableicons:
t.blockInfo = materials.Air
tableWidget.draw = wdraw
self.blockButton = blockView = thumbview.BlockThumbView(materials, self.blockInfo)
blockView.centerx = self.centerx
blockView.top = tableview.bottom
# self.add(blockview)
but = Button("OK")
but.action = self.ok
but.top = blockView.bottom
but.centerx = self.centerx
but.align = "c"
#.........这里部分代码省略.........
示例11: editContainer
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def editContainer(self, point, containerID):
tileEntityTag = self.editor.level.tileEntityAt(*point)
if tileEntityTag is None:
tileEntityTag = pymclevel.TileEntity.Create(containerID)
pymclevel.TileEntity.setpos(tileEntityTag, point)
self.editor.level.addTileEntity(tileEntityTag)
if tileEntityTag["id"].value != containerID:
return
undoBackupEntityTag = copy.deepcopy(tileEntityTag)
def itemProp(key):
# xxx do validation here
def getter(self):
if 0 == len(tileEntityTag["Items"]):
return 0
return tileEntityTag["Items"][self.selectedItemIndex][key].value
def setter(self, val):
if 0 == len(tileEntityTag["Items"]):
return
self.dirty = True
tileEntityTag["Items"][self.selectedItemIndex][key].value = val
return property(getter, setter)
class ChestWidget(Widget):
dirty = False
Slot = itemProp("Slot")
id = itemProp("id")
Damage = itemProp("Damage")
Count = itemProp("Count")
itemLimit = pymclevel.TileEntity.maxItems.get(containerID, 26)
def slotFormat(slot):
slotNames = pymclevel.TileEntity.slotNames.get(containerID)
if slotNames:
return slotNames.get(slot, slot)
return slot
chestWidget = ChestWidget()
chestItemTable = TableView(columns=[
TableColumn("Slot", 60, "l", fmt=slotFormat),
TableColumn("ID / ID Name", 345, "l"),
TableColumn("DMG", 50, "l"),
TableColumn("Count", 65, "l"),
TableColumn("Name", 260, "l"),
])
def itemName(id, damage):
try:
return pymclevel.items.items.findItem(id, damage).name
except pymclevel.items.ItemNotFound:
return "Unknown Item"
def getRowData(i):
item = tileEntityTag["Items"][i]
slot, id, damage, count = item["Slot"].value, item["id"].value, item["Damage"].value, item["Count"].value
return slot, id, damage, count, itemName(id, damage)
chestWidget.selectedItemIndex = 0
def selectTableRow(i, evt):
chestWidget.selectedItemIndex = i
chestItemTable.num_rows = lambda: len(tileEntityTag["Items"])
chestItemTable.row_data = getRowData
chestItemTable.row_is_selected = lambda x: x == chestWidget.selectedItemIndex
chestItemTable.click_row = selectTableRow
fieldRow = (
mceutils.IntInputRow("Slot: ", ref=AttrRef(chestWidget, 'Slot'), min=0, max=26),
mceutils.TextInputRow("ID / ID Name: ", ref=AttrRef(chestWidget, 'id'), width=300),
# Text to allow the input of internal item names
mceutils.IntInputRow("DMG: ", ref=AttrRef(chestWidget, 'Damage'), min=-32768, max=32767),
mceutils.IntInputRow("Count: ", ref=AttrRef(chestWidget, 'Count'), min=-64, max=64),
)
def deleteFromWorld():
i = chestWidget.selectedItemIndex
item = tileEntityTag["Items"][i]
id = item["id"].value
Damage = item["Damage"].value
deleteSameDamage = mceutils.CheckBoxLabel("Only delete items with the same damage value")
deleteBlocksToo = mceutils.CheckBoxLabel("Also delete blocks placed in the world")
if id not in (8, 9, 10, 11): # fluid blocks
deleteBlocksToo.value = True
w = wrapped_label(
"WARNING: You are about to modify the entire world. This cannot be undone. Really delete all copies of this item from all land, chests, furnaces, dispensers, dropped items, item-containing tiles, and player inventories in this world?",
60)
col = (w, deleteSameDamage)
if id < 256:
col += (deleteBlocksToo,)
d = Dialog(Column(col), ["OK", "Cancel"])
#.........这里部分代码省略.........
示例12: editMonsterSpawner
# 需要导入模块: from albow import TableView [as 别名]
# 或者: from albow.TableView import row_is_selected [as 别名]
def editMonsterSpawner(self, point):
mobs = self.mobs
tileEntity = self.editor.level.tileEntityAt(*point)
undoBackupEntityTag = copy.deepcopy(tileEntity)
if not tileEntity:
tileEntity = pymclevel.TAG_Compound()
tileEntity["id"] = pymclevel.TAG_String("MobSpawner")
tileEntity["x"] = pymclevel.TAG_Int(point[0])
tileEntity["y"] = pymclevel.TAG_Int(point[1])
tileEntity["z"] = pymclevel.TAG_Int(point[2])
tileEntity["Delay"] = pymclevel.TAG_Short(120)
tileEntity["EntityId"] = pymclevel.TAG_String(mobs[0])
self.editor.level.addTileEntity(tileEntity)
panel = Dialog()
def addMob(id):
if id not in mobs:
mobs.insert(0, id)
mobTable.selectedIndex = 0
def selectTableRow(i, evt):
if mobs[i] == "[Custom]":
id = input_text("Type in an EntityID for this spawner. Invalid IDs may crash Minecraft.", 150)
if id:
addMob(id)
else:
return
mobTable.selectedIndex = mobs.index(id)
else:
mobTable.selectedIndex = i
if evt.num_clicks == 2:
panel.dismiss()
mobTable = TableView(columns=(
TableColumn("", 200),
)
)
mobTable.num_rows = lambda: len(mobs)
mobTable.row_data = lambda i: (mobs[i],)
mobTable.row_is_selected = lambda x: x == mobTable.selectedIndex
mobTable.click_row = selectTableRow
mobTable.selectedIndex = 0
def selectedMob():
return mobs[mobTable.selectedIndex]
id = tileEntity["EntityId"].value
addMob(id)
mobTable.selectedIndex = mobs.index(id)
choiceCol = Column((ValueDisplay(width=200, get_value=lambda: selectedMob() + " spawner"), mobTable))
okButton = Button("OK", action=panel.dismiss)
panel.add(Column((choiceCol, okButton)))
panel.shrink_wrap()
panel.present()
class MonsterSpawnerEditOperation(Operation):
def __init__(self, tool, level):
self.tool = tool
self.level = level
self.undoBackupEntityTag = undoBackupEntityTag
self.canUndo = False
def perform(self, recordUndo=True):
if self.level.saving:
alert("Cannot perform action while saving is taking place")
return
self.level.addTileEntity(tileEntity)
self.canUndo = True
def undo(self):
self.redoBackupEntityTag = copy.deepcopy(tileEntity)
self.level.addTileEntity(self.undoBackupEntityTag)
return pymclevel.BoundingBox(pymclevel.TileEntity.pos(tileEntity), (1, 1, 1))
def redo(self):
self.level.addTileEntity(self.redoBackupEntityTag)
return pymclevel.BoundingBox(pymclevel.TileEntity.pos(tileEntity), (1, 1, 1))
if id != selectedMob():
tileEntity["EntityId"] = pymclevel.TAG_String(selectedMob())
op = MonsterSpawnerEditOperation(self.editor, self.editor.level)
self.editor.addOperation(op)
if op.canUndo:
self.editor.addUnsavedEdit()