本文整理汇总了Python中fofix.game.Dialogs.showMessage方法的典型用法代码示例。如果您正苦于以下问题:Python Dialogs.showMessage方法的具体用法?Python Dialogs.showMessage怎么用?Python Dialogs.showMessage使用的例子?那么恭喜您, 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fofix.game.Dialogs
的用法示例。
在下文中一共展示了Dialogs.showMessage方法的9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: shown
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def shown(self):
self.engine.view.pushLayer(self.menu)
shaders.checkIfEnabled()
if not self.shownOnce:
self.shownOnce = True
if hasattr(sys, 'frozen'):
# Check whether this is a release binary being run from an svn/git
# working copy or whether this is an svn/git binary not being run
# from an corresponding working copy.
currentVcs, buildVcs = None, None
if VFS.isdir('/gameroot/.git'):
currentVcs = 'git'
elif VFS.isdir('/gameroot/src/.svn'):
currentVcs = 'Subversion'
if 'git' in Version.version():
buildVcs = 'git'
elif 'svn' in Version.version():
buildVcs = 'Subversion'
if currentVcs != buildVcs:
if buildVcs is None:
msg = _('This binary release is being run from a %(currentVcs)s working copy. This is not the correct way to run FoFiX from %(currentVcs)s. Please see one of the following web pages to set your %(currentVcs)s working copy up correctly:') + \
'\n\nhttp://code.google.com/p/fofix/wiki/RunningUnderPython26' + \
'\nhttp://code.google.com/p/fofix/wiki/RequiredSourceModules'
else:
msg = _('This binary was built from a %(buildVcs)s working copy but is not running from one. The FoFiX Team will not provide any support whatsoever for this binary. Please see the following site for official binary releases:') + \
'\n\nhttp://code.google.com/p/fofix/'
Dialogs.showMessage(self.engine, msg % {'buildVcs': buildVcs, 'currentVcs': currentVcs})
示例2: showTutorial
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def showTutorial(self):
# evilynux - Make sure tutorial exists before launching
tutorialpath = self.engine.tutorialFolder
if not os.path.isdir(self.engine.resource.fileName(tutorialpath)):
log.debug("No folder found: %s" % tutorialpath)
Dialogs.showMessage(self.engine, _("No tutorials found!"))
return
self.engine.startWorld(1, None, 0, 0, tutorial = True)
self.launchLayer(lambda: Lobby(self.engine))
示例3: setNewKeyMapping
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def setNewKeyMapping(engine, config, section, option, key):
oldKey = config.get(section, option)
config.set(section, option, key)
keyCheckerMode = Config.get("game", "key_checker_mode")
if key == "None" or key is None:
return True
b = isKeyMappingOK(config, option)
if b != 0:
if keyCheckerMode > 0:
from fofix.game import Dialogs
Dialogs.showMessage(engine, _("This key conflicts with the following keys: %s") % str(b))
if keyCheckerMode == 2: #enforce no conflicts!
config.set(section, option, oldKey)
return False
return True
示例4: checkParts
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def checkParts(self):
info = song.loadSongInfo(self.engine, self.songName, library = self.libraryName)
guitars = []
drums = []
vocals = []
for part in info.parts:
if part.id == 4 or part.id == 7:
drums.append(part)
elif part.id == 5:
vocals.append(part)
else:
guitars.append(part)
if len(drums) == 0 and self.engine.input.gameDrums > 0:
Dialogs.showMessage(self.engine, _("There are no drum parts in this song. Change your controllers to play."))
return False
if len(guitars) == 0 and self.engine.input.gameGuitars > 0:
Dialogs.showMessage(self.engine, _("There are no guitar parts in this song. Change your controllers to play."))
return False
if len(vocals) == 0 and self.engine.input.gameMics > 0:
Dialogs.showMessage(self.engine, _("There are no vocal parts in this song. Change your controllers to play."))
return False
return True
示例5: saveCharacter
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def saveCharacter(self):
pref = self.choices[0:8]
pref.insert(7, self.neck)
if len(self.choices[0]) > 0:
if self.choices[0].lower() == "default":
Dialogs.showMessage(self.engine, _("That is a terrible name. Choose something not 'default'"))
elif self.choices[0].lower() not in self.invalidNames or self.choices[0] == self.player:
Player.updatePlayer(self.player, pref)
self.updatedName = self.choices[0]
if self.avatar is not None:
shutil.copy(self.engine.resource.fileName(self.avatar),os.path.join(self.engine.data.path,"users","players",self.choices[0]+".png"))
if self.oldName:
if os.path.exists(self.engine.resource.fileName(os.path.join("users","players",self.oldName+".png"))) and self.oldName != self.choices[0]:
if self.avatar is None:
os.rename(self.engine.resource.fileName(os.path.join("users","players",self.oldName+".png")), os.path.join(self.engine.data.path,"users","players",self.choices[0]+".png"))
else:
os.remove(self.engine.resource.fileName(os.path.join("users","players",self.oldName+".png")))
self.engine.view.popLayer(self)
self.engine.input.removeKeyListener(self)
else:
Dialogs.showMessage(self.engine, _("That name already exists!"))
else:
Dialogs.showMessage(self.engine, _("Please enter a name!"))
示例6: showMessages
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def showMessages(self):
msg = self.engine.startupMessages.pop()
self.showStartupMessages = False
Dialogs.showMessage(self.engine, msg)
示例7: __init__
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def __init__(self, engine):
if not engine.world:
raise WorldNotStarted
self.engine = engine
self.minPlayers = self.engine.world.minPlayers
self.maxPlayers = self.engine.world.maxPlayers
self.tutorial = self.engine.world.tutorial
self.gameMode = self.engine.world.gameMode
self.multiMode = self.engine.world.multiMode
self.time = 0.0
self.keyControl = 0
self.keyGrab = False
self.scrolling = [0,0,0,0]
self.rate = [0,0,0,0]
self.delay = [0,0,0,0]
self.scroller = [0, self.scrollUp, self.scrollDown]
self.gameStarted = False
self.done = True
self.active = False
self.blockedItems = [1]
self.selectedItems = []
self.blockedPlayers = []
self.selectedPlayers = []
self.playerList = [None for i in range(4)]
self.fullView = self.engine.view.geometry[2:4]
self.music = True
self.creator = CreateCharacter(self.engine)
#key vars
self.fontDict = self.engine.data.fontDict
self.geometry = self.engine.view.geometry[2:4]
self.fontScreenBottom = self.engine.data.fontScreenBottom
self.aspectRatio = self.engine.view.aspectRatio
self.drawStarScore = self.engine.drawStarScore
self.gameModeText = self.engine.world.gameName
self.yes = []
self.no = []
self.conf = []
self.up = []
self.down = []
self.controls = [j for j in self.engine.input.controls.controls]
self.types = []
self.allowed = [True for i in range(4)]
for i, type in enumerate(self.engine.input.controls.type):
self.types.append(type)
if type in GUITARTYPES:
if not self.engine.world.allowGuitar:
self.allowed[i] = False
else:
self.yes.extend([Player.CONTROLS[i][Player.KEY1], Player.CONTROLS[i][Player.KEY1A], Player.CONTROLS[i][Player.START]])
self.no.extend([Player.CONTROLS[i][Player.KEY2], Player.CONTROLS[i][Player.KEY2A], Player.CONTROLS[i][Player.CANCEL]])
self.conf.extend([Player.CONTROLS[i][Player.KEY3], Player.CONTROLS[i][Player.KEY3A]])
self.up.extend([Player.CONTROLS[i][Player.ACTION1], Player.CONTROLS[i][Player.UP]])
self.down.extend([Player.CONTROLS[i][Player.ACTION2], Player.CONTROLS[i][Player.DOWN]])
elif type in DRUMTYPES:
if not self.engine.world.allowDrum:
self.allowed[i] = False
else:
self.yes.extend([Player.CONTROLS[i][Player.DRUM5], Player.CONTROLS[i][Player.DRUM5A], Player.CONTROLS[i][Player.START]])
self.no.extend([Player.CONTROLS[i][Player.DRUM1], Player.CONTROLS[i][Player.DRUM1A], Player.CONTROLS[i][Player.CANCEL]])
self.conf.extend([Player.CONTROLS[i][Player.DRUMBASS], Player.CONTROLS[i][Player.DRUMBASSA]])
self.up.extend([Player.CONTROLS[i][Player.DRUM2], Player.CONTROLS[i][Player.DRUM2A], Player.CONTROLS[i][Player.UP]])
self.down.extend([Player.CONTROLS[i][Player.DRUM3], Player.CONTROLS[i][Player.DRUM3A], Player.CONTROLS[i][Player.DOWN]])
elif type in MICTYPES:
if not self.engine.world.allowMic:
self.allowed[i] = False
else:
self.yes.extend([Player.CONTROLS[i][Player.START]])
self.no.extend([Player.CONTROLS[i][Player.CANCEL]])
self.up.extend([Player.CONTROLS[i][Player.UP]])
self.down.extend([Player.CONTROLS[i][Player.DOWN]])
for i, control in enumerate(self.engine.input.controls.controls):
if control == "None":
self.controls[i] = _("No Controller")
self.blockedPlayers.append(i)
elif not self.allowed[i]:
self.controls[i] = _("Disabled Controller")
self.blockedPlayers.append(i)
elif control == "defaultg":
self.controls[i] = _("Default Guitar")
elif control == "defaultd":
self.controls[i] = _("Default Drums")
elif control == "defaultm":
self.controls[i] = _("Default Microphone")
if 4 - len(self.blockedPlayers) < self.minPlayers:
Dialogs.showMessage(self.engine, _("Your controls are not properly set up for this mode. Please check your settings."))
#FIXME: Go back to the main menu (or the control menu) without screwing up the layers.
self.engine.input.activeGameControls = [i for i in range(4) if i not in self.blockedPlayers]
self.engine.input.pluginControls()
self.panelOrder = range(4)
self.oldOrder = range(4)
themename = self.engine.data.themeLabel
self.theme = self.engine.theme
self.engine.data.loadAllImages(self, os.path.join("themes",themename,"lobby"))
#.........这里部分代码省略.........
示例8: checkCmdPlay
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def checkCmdPlay(self):
info = song.loadSongInfo(self.engine, self.songName, library = self.libraryName)
guitars = []
drums = []
vocals = []
autoPart = None
for part in info.parts:
if part.id == 4 or part.id == 7:
drums.append(part)
elif part.id == 5:
vocals.append(part)
else:
guitars.append(part)
if self.engine.cmdPlay == 2 and self.engine.cmdPart is not None and len(self.playerList) == 1:
if self.engine.cmdPart == part.id:
log.debug("Command-line mode: Part found!")
if part.id == 4 and self.engine.input.gameDrums > 0:
autoPart = part.id
elif part.id == 5 and self.engine.input.gameMics > 0:
autoPart = part.id
elif self.engine.input.gameGuitars > 0:
autoPart = part.id
if autoPart is None:
if len(drums) == 0 and self.engine.input.gameDrums > 0:
if self.splash:
Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
self.splash = None
Dialogs.showMessage(self.engine, _("There are no drum parts in this song. Change your controllers to play."))
if self.engine.cmdPlay == 2:
self.engine.cmdPlay = 0
return False
if len(guitars) == 0 and self.engine.input.gameGuitars > 0:
if self.splash:
Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
self.splash = None
Dialogs.showMessage(self.engine, _("There are no guitar parts in this song. Change your controllers to play."))
if self.engine.cmdPlay == 2:
self.engine.cmdPlay = 0
return False
if len(vocals) == 0 and self.engine.input.gameMics > 0:
if self.splash:
Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
self.splash = None
Dialogs.showMessage(self.engine, _("There are no vocal parts in this song. Change your controllers to play."))
if self.engine.cmdPlay == 2:
self.engine.cmdPlay = 0
return False
# Make sure the difficulty we chose is available
p = self.playerList[0].part
player = self.playerList[0]
if self.engine.cmdDiff is not None:
diff = song.difficulties[self.engine.cmdDiff]
if diff in info.partDifficulties[p.id]:
self.playerList[0].difficulty = diff
else:
self.playerList[0].difficulty = info.partDifficulties[p.id][0]
else:
if self.splash:
Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
self.splash = None
self.playerList[0].difficulty = Dialogs.chooseItem(self.engine, info.partDifficulties[p.id],
"%s \n %s" % (song.removeSongOrderPrefixFromName(info.name), _("%s Choose a difficulty:") % player.name), selected = player.difficulty)
return True
示例9: prepareSetlist
# 需要导入模块: from fofix.game import Dialogs [as 别名]
# 或者: from fofix.game.Dialogs import showMessage [as 别名]
def prepareSetlist(self, songs):
if self.songLoader:
self.songLoader.stop()
msg = self.engine.setlistMsg
self.engine.setlistMsg = None
self.selectedIndex = 0
if self.listingMode == 0 or self.careerMode:
self.items = self.libraries + self.songs
else:
self.items = self.songs
self.itemRenderAngles = [0.0] * len(self.items)
self.itemLabels = [None] * len(self.items)
self.searching = False
self.searchText = ""
shownItems = []
for item in self.items: #remove things we don't want to see. Some redundancy, but that's okay.
if isinstance(item, song.TitleInfo) or isinstance(item, song.SortTitleInfo):
if self.showCareerTiers == 2:
if isinstance(item, song.TitleInfo):
if len(shownItems) > 0:
if isinstance(shownItems[-1], song.TitleInfo):
shownItems.pop()
shownItems.append(item)
elif isinstance(item, song.SortTitleInfo):
continue
else:
if isinstance(item, song.TitleInfo):
continue
elif isinstance(item, song.SortTitleInfo):
if not self.showSortTiers:
continue
if len(shownItems) > 0:
if isinstance(shownItems[-1], song.SortTitleInfo):
shownItems.pop()
shownItems.append(item)
elif isinstance(item, song.SongInfo):
if self.careerMode and (not self.showLockedSongs) and item.getLocked():
continue
else:
shownItems.append(item)
else:
shownItems.append(item)
if len(shownItems) > 0:
if isinstance(shownItems[-1], song.TitleInfo) or isinstance(shownItems[-1], song.SortTitleInfo):
shownItems.pop()
if len(self.items) > 0 and len(shownItems) == 0:
msg = _("No songs in this setlist are available to play!")
if self.careerMode:
msg = msg + " " + _("Make sure you have a working career pack!")
Dialogs.showMessage(self.engine, msg)
elif len(shownItems) > 0:
for item in shownItems:
if isinstance(item, song.SongInfo) or isinstance(item, song.LibraryInfo):
self.items = shownItems #make sure at least one item is selectable
break
else:
msg = _("No songs in this setlist are available to play!")
if self.careerMode:
msg = msg + " " + _("Make sure you have a working career pack!")
Dialogs.showMessage(self.engine, msg)
self.items = []
if self.items == []: #MFH: Catch when there ain't a damn thing in the current folder - back out!
if self.library != song.DEFAULT_LIBRARY:
Dialogs.hideLoadingSplashScreen(self.engine, self.splash)
self.splash = None
self.startingSelected = self.library
self.library = os.path.dirname(self.library)
self.selectedItem = None
self.loadLibrary()
return
log.debug("Setlist loaded.")
self.loaded = True
if self.setlistStyle == 1:
for i in range(self.headerSkip):
self.items.insert(0, song.BlankSpaceInfo())
for i in range(self.footerSkip):
self.items.append(song.BlankSpaceInfo())
if self.startingSelected is not None:
for i, item in enumerate(self.items):
if isinstance(item, song.SongInfo) and self.startingSelected == item.songName: #TODO: SongDB
self.selectedIndex = i
break
elif isinstance(item, song.LibraryInfo) and self.startingSelected == item.libraryName:
self.selectedIndex = i
break
for item in self.items:
if isinstance(item, song.SongInfo):
item.name = song.removeSongOrderPrefixFromName(item.name) #TODO: I don't like this.
elif not self.tiersPresent and (isinstance(item, song.TitleInfo) or isinstance(item, song.SortTitleInfo)):
self.tiersPresent = True
while isinstance(self.items[self.selectedIndex], song.BlankSpaceInfo) or ((isinstance(self.items[self.selectedIndex], song.TitleInfo) or isinstance(self.items[self.selectedIndex], song.SortTitleInfo)) and not self.selectTiers):
#.........这里部分代码省略.........