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Python ScenarioEventHandler.get_description_from_file方法代码示例

本文整理汇总了Python中horizons.scenario.ScenarioEventHandler.get_description_from_file方法的典型用法代码示例。如果您正苦于以下问题:Python ScenarioEventHandler.get_description_from_file方法的具体用法?Python ScenarioEventHandler.get_description_from_file怎么用?Python ScenarioEventHandler.get_description_from_file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horizons.scenario.ScenarioEventHandler的用法示例。


在下文中一共展示了ScenarioEventHandler.get_description_from_file方法的3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: _update_infos

# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_description_from_file [as 别名]
					def _update_infos():
						"""Fill in infos of selected scenario to label"""
						try:
							difficulty = ScenarioEventHandler.get_difficulty_from_file( self.__get_selected_map() )
							desc = ScenarioEventHandler.get_description_from_file( self.__get_selected_map() )
							author = ScenarioEventHandler.get_author_from_file( self.__get_selected_map() )
						except InvalidScenarioFileFormat, e:
							self.__show_invalid_scenario_file_popup(e)
							return
开发者ID:court-jus,项目名称:unknown-horizons,代码行数:11,代码来源:singleplayermenu.py

示例2: _update_infos

# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_description_from_file [as 别名]
					def _update_infos():
						"""Fill in infos of selected scenario to label"""
						try:
							difficulty = ScenarioEventHandler.get_difficulty_from_file( self._get_selected_map() )
							desc = ScenarioEventHandler.get_description_from_file( self._get_selected_map() )
							author = ScenarioEventHandler.get_author_from_file( self._get_selected_map() )
						except InvalidScenarioFileFormat as e:
							self._show_invalid_scenario_file_popup(e)
							return
						self.current.findChild(name="map_difficulty").text = \
							_("Difficulty: {difficulty}").format(difficulty=difficulty) #xgettext:python-format
						self.current.findChild(name="map_author").text = \
							_("Author: {author}").format(author=author) #xgettext:python-format
						self.current.findChild(name="map_desc").text = \
							_("Description: {desc}").format(desc=desc) #xgettext:python-format
开发者ID:perher,项目名称:unknown-horizons,代码行数:17,代码来源:singleplayermenu.py

示例3: _update_infos

# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_description_from_file [as 别名]

#.........这里部分代码省略.........
							#if selected map's file ends with .yaml then get current locale
							#to remove locale postfix from selected_map's name
							else:
								#get current locale to split current map file name
								current_locale =  yamlcache.YamlCache.get_file(self._get_selected_map(), \
													       game_data=True)['locale']
								new_map_name = self._get_selected_map()[:self._get_selected_map().\
									       find('_' + current_locale)] + '_' + \
									       this_locale + '.' + \
									       SavegameManager.scenario_extension

							return new_map_name
							
						cur_selected_language = lang_list.selected_item
						selectable_languages = []
						#show only selectable languages
						for i in find_available_languages().keys():
							if os.path.exists(_find_map_filename(i)):
								selectable_languages.append(LANGUAGENAMES[i])
						selectable_languages.sort()
						lang_list.items = selectable_languages
						if cur_selected_language in lang_list.items:
							lang_list.selected = lang_list.items.index(cur_selected_language)
						else:
							lang_list.selected = 0
						
						def _update_translation_infos(new_map_name):
							"""Fill in translation infos of selected scenario to translation label.

							It gets translation_status from new_map_file. If there is no attribute 
							like translation_status then selected locale is the original locale of 
							the selected scenario. In this case, hide translation_status_label.

							If there are fuzzy translations, show them as untranslated.

							This function also sets scenario map name using locale.
						(e.g. tutorial -> tutorial_en.yaml)"""
					
							translation_status_label = self.current.findChild(name="translation_status")
							try:
								#get translation status
								translation_status_message = yamlcache.YamlCache.get_file(new_map_name, \
														  game_data=True)['translation_status']
								#find integers in translation_levels string
								translation_levels = [int(x) for x in re.findall(r'\d+', translation_status_message)]
								#if translation_levels' len is 3 it shows us there are fuzzy ones
								#show them as untranslated
								if len(translation_levels) == 3:
									translation_levels[2] += translation_levels[1]
								#if everything is translated then set untranslated count as 0
								if len(translation_levels) == 1:
									translation_levels.append(0)
								translation_status_label.text = _("Translation status:") + '\n' + \
									_("{translated} translated messages, {untranslated} untranslated messages")\
									.format(translated=translation_levels[0], \
										untranslated=translation_levels[-1])
								#if selected language is english then don't show translation status
								translation_status_label.show()
							#if there is no translation_status then hide it
							except KeyError:
								translation_status_label.hide()

							self.current.files[ self.active_right_side.collectData('maplist') ] = new_map_name 
							

						#Add locale postfix to fix scenario file
						try:
							_update_translation_infos(_find_map_filename())
						#if there is no scenario with selected locale then select system's default
						except IOError:
							default_locale = ""
							_default_locale, default_encoding = locale.getdefaultlocale()
							try:
								default_locale = _default_locale.split('_')[0]
							except:
								# If default locale could not be detected use 'EN' as fallback
								default_locale = "en"

							#check if default_locale is in list
							if LANGUAGENAMES[default_locale] in lang_list.items:
								lang_list.selected = lang_list.items.index(LANGUAGENAMES[default_locale])
							#if default locale is not in list then select first one
							else:
								lang_list.selected = 0

							_update_infos()
							
						try:
							difficulty = ScenarioEventHandler.get_difficulty_from_file( self._get_selected_map() )
							desc = ScenarioEventHandler.get_description_from_file( self._get_selected_map() )
							author = ScenarioEventHandler.get_author_from_file( self._get_selected_map() )
						except InvalidScenarioFileFormat as e:
							self._show_invalid_scenario_file_popup(e)
							return
						self.current.findChild(name="uni_map_difficulty").text = \
							_("Difficulty: {difficulty}").format(difficulty=difficulty) #xgettext:python-format
						self.current.findChild(name="uni_map_author").text = \
							_("Author: {author}").format(author=author) #xgettext:python-format
						self.current.findChild(name="uni_map_desc").text = \
							_("Description: {desc}").format(desc=desc) #xgettext:python-format
开发者ID:MasterofJOKers,项目名称:unknown-horizons,代码行数:104,代码来源:singleplayermenu.py


注:本文中的horizons.scenario.ScenarioEventHandler.get_description_from_file方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。