本文整理汇总了Python中scripts.gui.action.Action.setChecked方法的典型用法代码示例。如果您正苦于以下问题:Python Action.setChecked方法的具体用法?Python Action.setChecked怎么用?Python Action.setChecked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scripts.gui.action.Action
的用法示例。
在下文中一共展示了Action.setChecked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: CameraEdit
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
class CameraEdit(plugin.Plugin):
def __init__(self):
self._enabled = False
# Camera instance
self._camera = None
# Editor instance
self._editor = None
# Toolbar button to display Camera Editor
self._action_show = None
# GUI
self._container = None
self._ok_button = None
self._cancel_button = None
def enable(self):
""" plugin method """
if self._enabled is True:
return
self._editor = scripts.editor.getEditor()
#self._camera = self._editor.getActiveMapView().getCamera()
self._action_show = Action(u"Camera Editor", checkable=True)
scripts.gui.action.activated.connect(self.toggle, sender=self._action_show)
self._editor._tools_menu.addAction(self._action_show)
self._createGui()
self._enabled = True
def disable(self):
""" plugin method """
if self._enabled is False:
return
self._container.setDocked(False)
self._container.hide()
self._editor._tools_menu.removeAction(self._action_show)
self._enabled = False
def isEnabled(self):
""" plugin method """
return self._enabled;
def getName(self):
""" plugin method """
return "Camera Editor"
def toggle(self):
""" Toggles the cameratool visible / invisible and sets
dock status
"""
if self._container.isVisible() or self._container.isDocked():
self._container.setDocked(False)
self._container.hide()
self._action_show.setChecked(False)
else:
self._container.show()
self.loadSettings()
self._action_show.setChecked(True)
self._adjustPosition()
def saveSettings(self):
engine = self._editor.getEngine()
id = self._container.collectData('idBox')
if id == '':
print 'Please enter a camera id.'
return
try:
map = engine.getModel().getMap(str(self._container.collectData('mapBox')))
except fife.Exception:
print 'Cannot find the specified map id.'
return
try:
layer = map.getLayer(str(self._container.collectData('layerBox')))
except fife.Exception:
print 'Cannot find the specified layer id.'
return
try:
vals = self._container.collectData('viewBox').split(',')
if len(vals) != 4:
raise ValueError
viewport = fife.Rect(*[int(c) for c in vals])
except ValueError:
print 'Please enter 4 comma (,) delimited values for viewport x,y,width,height.'
return
#.........这里部分代码省略.........
示例2: MapFileHistory
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
@param save: flag to either save entry to settings file or not
"""
if not path: return
if path in self.history: return
cur_len = len(self.history)
parts = path.split(os.sep)
name = parts[-1]
if cur_len >= _HISTORY_LEN:
self.history[0] = path
self.names[0] = name
elif cur_len < _HISTORY_LEN:
self.history.append(path)
self.names.append(name)
if save:
index = self.history.index(path)
self.eds.set(_MODULE, _ITEM_PREFIX+str(index), path)
def delete_entry(self, path):
""" delete an (outdated) entry from the history
@type path: str
@param path: path to map file
"""
if path not in self.history: return
index = self.history.index(path)
del self.history[index]
del self.names[index]
self.eds.set(_MODULE, _ITEM_PREFIX+str(index), '')
def create(self):
""" creates the gui """
if self.container is not None: return
self.container = Panel(title=self.getName())
self.container.position_technique = 'explicit'
self.container.position = _POSITION
self.container.min_size = _MIN_SIZE
self.container.name = _MODULE
self.lst_box = pychan.widgets.ListBox()
self.lst_box.items = self.names
self.lst_box.capture(self.load_map)
self.container.addChild(self.lst_box)
# overwrite Panel.afterUndock
self.container.afterUndock = self.on_undock
self.container.afterDock = self.on_dock
def on_dock(self):
""" callback for dock event of B{Panel} widget """
side = self.container.dockarea.side
if not side: return
module = self.default_settings['module']
self.eds.set(module, 'dockarea', side)
self.eds.set(module, 'docked', True)
def on_undock(self):
""" callback for undock event of B{Panel} widget """
self.container.hide()
self.toggle()
module = self.default_settings['module']
self.eds.set(module, 'dockarea', '')
self.eds.set(module, 'docked', False)
def toggle(self):
""" shows / hides the gui """
if self.container.isVisible():
self.last_dockarea = self.container.dockarea
self.container.hide()
self._action_show.setChecked(False)
else:
if not self.container.isDocked():
self.container.show()
self.container.x = self.default_x
self.container.y = self.default_y
else:
self.container.setDocked(True)
self.dockWidgetTo(self.container, self.last_dockarea)
self._action_show.setChecked(True)
def update_gui(self):
""" refresh the listbox and update the container layout """
self.lst_box.items = self.names
self.container.adaptLayout()
def update(self, path):
""" updates the history with a new mapfile """
self.add_entry(path, save=True)
self.update_gui()
示例3: LayerTool
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
if not self._mapview: return
if self._mapview.getMap().getLayerCount() <= 1:
print "Can't remove the last layer"
return
layer = self.getActiveLayer()
if not layer: return
self.resetSelection()
map = self._mapview.getMap()
# FIFE will crash if we try to delete the layer which is in use by a camera
# so we will set the camera to another layer instead
for cam in map.getCameras():
if cam.getLocationRef().getMap().getId() != map.getId():
continue
if cam.getLocation().getLayer().getId() != layer.getId():
continue
for l in map.getLayers():
if l.getId() == layer.getId():
continue
cam.getLocationRef().setLayer(l)
break
map.deleteLayer(layer)
self.update(self._mapview)
def toggle(self):
""" Toggles the layertool visible / invisible and sets
dock status
"""
if self.container.isVisible() or self.container.isDocked():
self.container.setDocked(False)
self.container.hide()
self._action_show.setChecked(False)
else:
self.container.show()
self._action_show.setChecked(True)
self._adjustPosition()
def create(self):
""" Create the basic gui container """
self.container = pychan.loadXML('gui/layertool.xml')
self.wrapper = self.container.findChild(name="layers_wrapper")
self.remove_layer_button = self.container.findChild(name="remove_layer_button")
self.create_layer_button = self.container.findChild(name="add_layer_button")
self.edit_layer_button = self.container.findChild(name="edit_layer_button")
self.remove_layer_button.capture(self.removeSelectedLayer)
self.remove_layer_button.capture(cbwa(self._editor.getStatusBar().showTooltip, self.remove_layer_button.helptext), 'mouseEntered')
self.remove_layer_button.capture(self._editor.getStatusBar().hideTooltip, 'mouseExited')
self.create_layer_button.capture(self.showLayerWizard)
self.create_layer_button.capture(cbwa(self._editor.getStatusBar().showTooltip, self.create_layer_button.helptext), 'mouseEntered')
self.create_layer_button.capture(self._editor.getStatusBar().hideTooltip, 'mouseExited')
self.edit_layer_button.capture(self.showEditDialog)
self.edit_layer_button.capture(cbwa(self._editor.getStatusBar().showTooltip, self.edit_layer_button.helptext), 'mouseEntered')
self.edit_layer_button.capture(self._editor.getStatusBar().hideTooltip, 'mouseExited')
self.update(None)
# overwrite Panel.afterUndock
self.container.afterUndock = self.on_undock
self.container.afterDock = self.on_dock
def on_dock(self):
""" callback for dock event of B{Panel} widget """
side = self.container.dockarea.side
if not side: return
module = self.default_settings['module']
self.eds.set(module, 'dockarea', side)
self.eds.set(module, 'docked', True)
def on_undock(self):
""" callback for undock event of B{Panel} widget """
self.container.hide()
self.toggle()
module = self.default_settings['module']
self.eds.set(module, 'dockarea', '')
self.eds.set(module, 'docked', False)
def _adjustPosition(self):
""" Adjusts the position of the container - we don't want to
let the window appear at the center of the screen.
(new default position: left, beneath the tools window)
"""
self.container.position = (50, 200)
def _layerCreated(self, layer):
self.update(self._mapview)
self.selectLayer(None, self.wrapper.findChild(name=LayerTool.LABEL_NAME_PREFIX + layer.getId()))
示例4: ObjectSelector
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
events.onObjectSelected.send(sender=self, object=obj)
# Set preview image
def setPreview(self, object, sender=None):
if not object: return
if self.object and object == self.object:
return
self.object = object
# We do not want to autoscroll the list when the user manually
# selects an object from the object selector
if sender is not self:
self.scrollToObject(object)
self.preview.image = self._getImage(object)
height = self.preview.image.getHeight();
if height > 200: height = 200
self.preview.parent.max_height = height
self.gui.adaptLayout()
def scrollToObject(self, object):
# Select namespace
names = self.namespaces
if not names.selected_item:
self.namespaces.selected = 0
if names.selected_item != object.getNamespace():
for i in range(0, len(names.items)):
if names.items[i] == object.getNamespace():
self.namespaces.selected = i
break
self.update()
def update_namespace(self):
self.namespaces.items = self.engine.getModel().getNamespaces()
if not self.namespaces.selected_item:
self.namespaces.selected = 0
if self.mode == 'list':
self.setTextList()
elif self.mode == 'preview':
self.setImageList()
self.update()
def update(self):
if self.mode == 'list':
self.fillTextList()
elif self.mode == 'preview':
self.fillPreviewList()
self.gui.adaptLayout()
def _getImage(self, obj):
""" Returns an image for the given object.
@param: fife.Object for which an image is to be returned
@return: fife.GuiImage"""
visual = None
try:
visual = obj.get2dGfxVisual()
except:
print 'Visual Selection created for type without a visual?'
raise
# Try to find a usable image
index = visual.getStaticImageIndexByAngle(0)
image = None
# if no static image available, try default action
if index == -1:
action = obj.getDefaultAction()
if action:
animation_id = action.get2dGfxVisual().getAnimationIndexByAngle(0)
animation = self.engine.getAnimationPool().getAnimation(animation_id)
image = animation.getFrameByTimestamp(0)
index = image.getPoolId()
# Construct the new GuiImage that is to be returned
if index != -1:
image = fife.GuiImage(index, self.engine.getImagePool())
return image
def show(self):
self.update_namespace()
self.gui.show()
self._showAction.setChecked(True)
def hide(self):
self.gui.setDocked(False)
self.gui.hide()
self._showAction.setChecked(False)
def toggle(self):
if self.gui.isVisible() or self.gui.isDocked():
self.hide()
else:
self.show()
示例5: ObjectEdit
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
'select_rotations' : self._avail_rotations,
'instance_id' : unicode( self._instances[0].getId() ),
'object_id' : unicode( self._object_id ),
'x_offset' : x_offset,
'y_offset' : y_offset,
'instance_rotation' : unicode( self._instances[0].getRotation() ),
'object_namespace' : unicode( self._namespace ),
'instance_blocking' : unicode( self._instance_blocking ),
'object_blocking' : unicode( self._object_blocking ),
'object_static' : unicode( self._static ),
})
if not self._animation:
if self._fixed_rotation in self._avail_rotations:
index = self._avail_rotations.index( self._fixed_rotation )
self._gui_rotation_dropdown._setSelected(index)
# else:
# print "Internal FIFE rotation: ", self._instances[0].getRotation()
# print "Fixed rotation (cam rot) ", self._fixed_rotation + int(abs(self._camera.getRotation()))
# print "Collected rots from object ", self._avail_rotations
self.container.adaptLayout(False)
def toggle_gui(self):
"""
show / hide the gui
"""
if self.active is True:
self.active = False
if self.container.isVisible() or self.container.isDocked():
self.container.setDocked(False)
self.container.hide()
self._showAction.setChecked(False)
else:
self.active = True
self._showAction.setChecked(True)
def highlight_selected_instance(self):
""" highlights selected instance """
self.renderer.removeAllOutlines()
self.renderer.addOutlined(self._instances[0], WHITE["r"], WHITE["g"], WHITE["b"], OUTLINE_SIZE)
def change_offset(self, event, widget):
""" widget callback: change the offset of an object
@type event: object
@param event: FIFE mouseevent or keyevent
@type widget: object
@param widget: pychan widget
"""
if self._animation:
self._editor.getStatusBar().setText(u"Offset changes of animations are not supported yet")
return
etype = event.getType()
x = self._image.getXShift()
y = self._image.getYShift()
if etype == fife.MouseEvent.WHEEL_MOVED_UP or widget.name.endswith("up"):
modifier = 1
elif etype == fife.MouseEvent.WHEEL_MOVED_DOWN or widget.name.endswith("dn"):
modifier = -1
if widget.name.startswith("x"):
示例6: CellView
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
"""
@type widget: pychan.Widget
@param widget: section wrapper
@param section: str
@param section: section type which should be hidden
"""
if widget is None and section is not None:
section_wrapper_name = _SECTION_TO_WRAPPER[section]
widget = self.container.findChild(name=section_wrapper_name)
if section is None and widget is not None:
if widget.name in _WRAPPER_TO_SECTION:
section = _WRAPPER_TO_SECTION[widget.name]
else:
return
if widget is None and section is None: return
if section in _MODES[self.mode]['disable']:
# give feedback to the user
msg = self.getName() + "Plugin: section cannot be shown due to mode restrictions"
self._editor.getStatusBar().setText(unicode(msg, 'utf-8'))
else:
widget.show()
def toggle_gui(self):
""" toggle visibility of main container """
if self.container.isVisible():
self.hide()
else:
self.show()
def hide(self):
""" hides the main container """
self.container.hide()
self._action_show.setChecked(False)
def show(self):
""" shows the main container """
self.container.show()
self._action_show.setChecked(True)
def map_shown(self):
""" callback for editor signal: postMapShown """
mapview = self._editor.getActiveMapView()
self._controller = mapview.getController()
self.set_mode()
self.show()
def mouse_pressed(self, event):
""" callback for editor signal: mousePressed """
if event.getButton() == fife.MouseEvent.RIGHT:
self._reset()
def increase_cell_stackpos(self, event, widget):
""" callback for widget; increase cell stack pos
@type widget: pychan.Widget
@param widget: widget which triggered an event
@type event: pychan.Event
@type event: event caused by an widget
"""
index = widget.name
print "Implement increase of cell_stackpos"
def decrease_cell_stackpos(self, event, widget):
""" callback for widget; decrease cell stack pos
示例7: ObjectEdit
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
self.rotations_listbox.items = rotations
if rotations:
if self.current_angle in rotations:
index = rotations.index(self.current_angle)
else:
index = 0
self.rotations_listbox.selected = index
self.rotations_wrapper.show()
else:
self.rotations_wrapper.hide()
self.actions_listbox.items = actions
if actions:
if self.current_action in actions:
index = actions.index(self.current_action)
else:
index = 0
self.actions_listbox.selected = index
self.actions_wrapper.show()
else:
self.actions_wrapper.hide()
if not self.container.isDocked():
self.container.adaptLayout(True)
def toggle_gui(self):
"""
show / hide the gui
"""
if self.container.isVisible():
self.last_dockarea = self.container.dockarea
self.container.hide()
self._action_show.setChecked(False)
else:
if not self.container.isDocked():
self.container.show()
self.container.x = self.default_x
self.container.y = self.default_y
else:
self.container.setDocked(True)
self.dockWidgetTo(self.container, self.last_dockarea)
self._action_show.setChecked(True)
def change_offset(self, event, widget):
""" widget callback: change the offset of an object
@type event: object
@param event: FIFE mouseevent or keyevent
@type widget: object
@param widget: pychan widget
"""
if self._object is None: return
etype = event.getType()
image = self.get_image()
if image is None: return
x = image.getXShift()
y = image.getYShift()
if etype == fife.MouseEvent.WHEEL_MOVED_UP or widget.name.endswith("up"):
modifier = 1
elif etype == fife.MouseEvent.WHEEL_MOVED_DOWN or widget.name.endswith("dn"):
modifier = -1
示例8: ObjectEdit
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
self.container.distributeInitialData({
'select_rotations' : self._avail_rotations,
'instance_id' : unicode( self._instances[0].getId() ),
'object_id' : unicode( self._object_id ),
'x_offset' : x_offset,
'y_offset' : y_offset,
'instance_rotation' : unicode( self._instances[0].getRotation() ),
'object_namespace' : unicode( self._namespace ),
'object_blocking' : unicode( self._blocking ),
'object_static' : unicode( self._static ),
})
if not self._animation:
if self._fixed_rotation in self._avail_rotations:
index = self._avail_rotations.index( self._fixed_rotation )
self._gui_rotation_dropdown._setSelected(index)
else:
print "Internal FIFE rotation: ", self._instances[0].getRotation()
print "Fixed rotation (cam rot) ", self._fixed_rotation + int(abs(self._camera.getRotation()))
print "Collected rots from object ", self._avail_rotations
self.container.adaptLayout(False)
def toggle_gui(self):
"""
show / hide the gui
"""
if self.active is True:
self.active = False
if self.container.isVisible() or self.container.isDocked():
self.container.setDocked(False)
self.container.hide()
self._showAction.setChecked(False)
else:
self.active = True
self._showAction.setChecked(True)
def highlight_selected_instance(self):
""" highlights selected instance """
self.renderer.removeAllOutlines()
self.renderer.addOutlined(self._instances[0], WHITE["r"], WHITE["g"], WHITE["b"], OUTLINE_SIZE)
def change_offset_x(self, value=1):
"""
- callback for changing x offset
- changes x offset of current instance (image)
- updates gui
@type value: int
@param value: the modifier for the x offset
"""
if self._animation:
print "Offset changes of animations are not supported yet"
return
if self._image is not None:
self._image.setXShift(self._image.getXShift() + value)
self.update_gui()
def change_offset_y(self, value=1):
"""
- callback for changing y offset
- changes y offset of current instance (image)
- updates gui
示例9: ObjectSelector
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
once the player uses the insert command
@type object: fife.Object
@param object: selected object instance
"""
if sender == self: return
self._object = object
def on_dock(self):
""" callback for dock event of B{Panel} widget """
side = self.container.dockarea.side
if not side: return
module = self.default_settings['module']
self.eds.set(module, 'dockarea', side)
self.eds.set(module, 'docked', True)
def on_undock(self):
""" callback for undock event of B{Panel} widget """
self.set_mode(self._mode)
self.set_orientation(orientation=self._default_orientation)
self.container.hide()
self.toggle()
module = self.default_settings['module']
self.eds.set(module, 'dockarea', '')
self.eds.set(module, 'docked', False)
def toggle(self):
""" shows / hides the gui """
if self.container.isVisible():
self.last_dockarea = self.container.dockarea
self.container.hide()
self._action_show.setChecked(False)
else:
if not self.container.isDocked():
self.container.show()
self.container.x = self.default_x
self.container.y = self.default_y
else:
self.container.setDocked(True)
self.dockWidgetTo(self.container, self.last_dockarea)
self._action_show.setChecked(True)
def isEnabled(self):
""" returns plugin status """
return self._enabled
def getName(self):
""" returns the plugin name as unicode string """
return u"Object selector"
def getAuthor(self):
return "FIFE"
def getDescription(self):
return ""
def getLicense(self):
return ""
def getVersion(self):
return "0.1"
def _get_image(self, object_data=None, object=None):
""" returns an image for the given object data
示例10: LightEdit
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
else:
if self._gui_simple_panel_wrapper.findChild(name="simple_panel"):
self._gui_simple_panel_wrapper.removeChild(self._gui_simple_panel)
if self._image_l:
if not self._gui_image_panel_wrapper.findChild(name="image_panel"):
self._gui_image_panel_wrapper.addChild(self._gui_image_panel)
else:
if self._gui_image_panel_wrapper.findChild(name="image_panel"):
self._gui_image_panel_wrapper.removeChild(self._gui_image_panel)
if self._animation_l:
if not self._gui_animation_panel_wrapper.findChild(name="animation_panel"):
self._gui_animation_panel_wrapper.addChild(self._gui_animation_panel)
else:
if self._gui_animation_panel_wrapper.findChild(name="animation_panel"):
self._gui_animation_panel_wrapper.removeChild(self._gui_animation_panel)
if self._global_l:
if not self._gui_global_panel_wrapper.findChild(name="global_panel"):
self._gui_global_panel_wrapper.addChild(self._gui_global_panel)
else:
if self._gui_global_panel_wrapper.findChild(name="global_panel"):
self._gui_global_panel_wrapper.removeChild(self._gui_global_panel)
self.container.adaptLayout(False)
def toggle_gui(self):
"""
show / hide the gui
"""
if self.active is True:
self.active = False
if self.container.isVisible() or self.container.isDocked():
self.container.setDocked(False)
self.container.hide()
self._showAction.setChecked(False)
else:
self.active = True
self._showAction.setChecked(True)
def toggle_simple_gui(self):
if self._simple_l:
self._simple_l = False
else:
self._simple_l = True
self._image_l = False
self._animation_l = False
self.update_gui()
def toggle_image_gui(self):
if self._image_l:
self._image_l = False
else:
self._simple_l = False
self._image_l = True
self._animation_l = False
self.update_gui()
def toggle_animation_gui(self):
if self._animation_l:
self._animation_l = False
else:
self._simple_l = False
self._image_l = False
self._animation_l = True
self.update_gui()
def toggle_global_gui(self):
示例11: HistoryManager
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
item = current_item
i = 0
while item is not None:
if item == stackitem:
undomanager.redo(i)
break
i += 1
item = item.next
else:
print "Nada (redo)"
# Select the current item, important to see if the undo/redo didn't work as expected
self.update()
def recursiveUpdate(self, item, indention, parent=None, branchstr="-"):
items = []
branchnr = 0
class _ListItem:
def __init__(self, str, item, parent):
self.str = str
self.item = item
self.parent = parent
def __str__(self):
return self.str.encode("utf-8")
while item is not None:
listitem = _ListItem(u" "*indention + branchstr + " " + item.object.name, item, parent)
items.append(listitem)
branchnr = -1
for branch in item.getBranches():
branchnr += 1
if branchnr == 0:
continue
items.extend(self.recursiveUpdate(branch, indention+2, listitem, str(branchnr)))
if self.undomanager.getBranchMode():
if len(item._branches) > 0:
item = item._branches[0]
else:
break
else: item = item.next
return items
def update(self):
mapview = self.editor.getActiveMapView()
if mapview is None:
self.list.items = []
return
self.undomanager = undomanager = mapview.getController().getUndoManager()
items = []
items = self.recursiveUpdate(undomanager.first_item, 0)
self.list.items = items
i = 0
for it in items:
if it.item == undomanager.current_item:
self.list.selected = i
break
i += 1
self.scrollarea.adaptLayout(False)
def show(self):
self.update()
self.gui.show()
self._show_action.setChecked(True)
def hide(self):
self.gui.setDocked(False)
self.gui.hide()
self._show_action.setChecked(False)
def _undo(self):
if self.undomanager:
self.undomanager.undo()
def _redo(self):
if self.undomanager:
self.undomanager.redo()
def _next(self):
if self.undomanager:
self.undomanager.nextBranch()
def _prev(self):
if self.undomanager:
self.undomanager.previousBranch()
def toggle(self):
if self.gui.isVisible() or self.gui.isDocked():
self.hide()
else:
self.show()
示例12: LightEdit
# 需要导入模块: from scripts.gui.action import Action [as 别名]
# 或者: from scripts.gui.action.Action import setChecked [as 别名]
#.........这里部分代码省略.........
"increase_G" : cbwa(self.increase_color, g=True),
"decrease_G" : cbwa(self.decrease_color, g=True),
"value_G/mouseWheelMovedUp" : cbwa(self.increase_color, step=0.2, g=True),
"value_G/mouseWheelMovedDown" : cbwa(self.decrease_color, step=0.2, g=True),
"increase_B" : cbwa(self.increase_color, b=True),
"decrease_B" : cbwa(self.decrease_color, b=True),
"value_B/mouseWheelMovedUp" : cbwa(self.increase_color, step=0.2, b=True),
"value_B/mouseWheelMovedDown" : cbwa(self.decrease_color, step=0.2, b=True),
"increase_A" : cbwa(self.increase_color, a=True),
"decrease_A" : cbwa(self.decrease_color, a=True),
"value_A/mouseWheelMovedUp" : cbwa(self.increase_color, step=0.2, a=True),
"value_A/mouseWheelMovedDown" : cbwa(self.decrease_color, step=0.2, a=True),
})
self._widgets = {
"enable_global_light" : self.container.findChild(name="enable_global_light"),
"random_global_light" : self.container.findChild(name="random_global_light"),
"reset_global_light" : self.container.findChild(name="reset_global_light"),
"value_R" : self.container.findChild(name="value_R"),
"value_G" : self.container.findChild(name="value_G"),
"value_B" : self.container.findChild(name="value_B"),
"value_A" : self.container.findChild(name="value_A"),
}
def toggle_gui(self):
""" show / hide the gui """
if self.active:
self.active = False
if self.container.isVisible() or self.container.isDocked():
self.container.setDocked(False)
self.container.hide()
self._showAction.setChecked(False)
else:
self.active = True
self._showAction.setChecked(True)
self.container.show()
def toggle_light(self):
""" toggle light on / off """
if not self._renderer:
self._widgets['enable_global_light']._setToggled(False)
return
if self._light:
self._light = False
self.reset_global_light()
self._renderer.setEnabled(False)
else:
self._light = True
self._renderer.setEnabled(True)
def update_renderer(self):
""" sets current camera and renderer
bound to FIFedit core (updated on map change)
"""
self._camera = self._editor.getActiveMapView().getCamera()
self._renderer = fife.LightRenderer.getInstance(self._camera)
def update_gui(self):
""" update gui widgets according to plugin data """
self._widgets["value_R"].text = unicode(str(self._color["R"]))
self._widgets["value_G"].text = unicode(str(self._color["G"]))
self._widgets["value_B"].text = unicode(str(self._color["B"]))
self._widgets["value_A"].text = unicode(str(self._color["A"]))