/usr/share/kde4/apps/kajongg/uiwall.py is in kajongg 4:16.08.3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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"""
Copyright (C) 2008-2014 Wolfgang Rohdewald <wolfgang@rohdewald.de>
Kajongg 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 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
"""
from common import Internal, ZValues, unicode
from qt import QRectF, QPointF, QGraphicsSimpleTextItem, QFontMetrics
from board import PlayerWind, YellowText, Board, rotateCenter
from wall import Wall, KongBox
from tile import Tile
from tileset import Tileset
from uitile import UITile
from animation import animate, afterQueuedAnimations, MoveImmediate, \
ParallelAnimationGroup
class UIWallSide(Board):
"""a Board representing a wall of tiles"""
penColor = 'red'
def __init__(self, tileset, boardRotation, length):
Board.__init__(self, length, 1, tileset, boardRotation=boardRotation)
self.length = length
@property
def name(self):
"""name for debug messages"""
game = Internal.scene.game
if not game:
return 'NOGAME'
for player in game.players:
if player.front == self:
return 'wall %s' % player.name
def center(self):
"""returns the center point of the wall in relation to the
faces of the upper level"""
faceRect = self.tileFaceRect()
result = faceRect.topLeft() + self.shiftZ(1) + \
QPointF(self.length // 2 * faceRect.width(), faceRect.height() / 2)
result.setX(result.x() + faceRect.height() / 2) # corner tile
return result
def hide(self):
"""hide all my parts"""
self.windTile.hide()
self.nameLabel.hide()
Board.hide(self)
class UIKongBox(KongBox):
"""Kong box with UITiles"""
def __init__(self):
KongBox.__init__(self)
def fill(self, tiles):
"""fill the box"""
for uiTile in self._tiles:
uiTile.cross = False
KongBox.fill(self, tiles)
for uiTile in self._tiles:
uiTile.cross = True
def pop(self, count):
"""get count tiles from kong box"""
result = KongBox.pop(self, count)
for uiTile in result:
uiTile.cross = False
return result
class UIWall(Wall):
"""represents the wall with four sides. self.wall[] indexes them
counter clockwise, 0..3. 0 is bottom."""
tileClass = UITile
kongBoxClass = UIKongBox
def __init__(self, game):
"""init and position the wall"""
# we use only white dragons for building the wall. We could actually
# use any tile because the face is never shown anyway.
game.wall = self
Wall.__init__(self, game)
self.__square = Board(1, 1, Tileset.activeTileset())
self.__square.setZValue(ZValues.marker)
sideLength = len(self.tiles) // 8
self.__sides = [UIWallSide(
Tileset.activeTileset(),
boardRotation, sideLength) for boardRotation in (0, 270, 180, 90)]
for side in self.__sides:
side.setParentItem(self.__square)
side.lightSource = self.lightSource
side.windTile = PlayerWind(
'E',
Internal.scene.windTileset,
parent=side)
side.windTile.hide()
side.nameLabel = QGraphicsSimpleTextItem('', side)
side.message = YellowText(side)
side.message.setZValue(ZValues.popup)
side.message.setVisible(False)
side.message.setPos(side.center())
self.__sides[0].setPos(yWidth=sideLength)
self.__sides[3].setPos(xHeight=1)
self.__sides[2].setPos(xHeight=1, xWidth=sideLength, yHeight=1)
self.__sides[1].setPos(xWidth=sideLength, yWidth=sideLength, yHeight=1)
self.__findOptimalFontHeight()
Internal.scene.addItem(self.__square)
Internal.Preferences.addWatch('showShadows', self.showShadowsChanged)
@staticmethod
def name():
"""name for debug messages"""
return 'wall'
def __getitem__(self, index):
"""make Wall index-able"""
return self.__sides[index]
def __setitem__(self, index, value):
"""only for pylint, currently not used"""
self.__sides[index] = value
def __delitem__(self, index):
"""only for pylint, currently not used"""
del self.__sides[index]
def __len__(self):
"""only for pylint, currently not used"""
return len(self.__sides)
def hide(self):
"""hide all four walls and their decorators"""
# may be called twice
self.living = []
self.kongBox.fill([])
for side in self.__sides:
side.hide()
self.tiles = []
if self.__square.scene():
self.__square.scene().removeItem(self.__square)
def __shuffleTiles(self):
"""shuffle tiles for next hand"""
discardBoard = Internal.scene.discardBoard
places = [(x, y) for x in range(-3, discardBoard.width + 3)
for y in range(-3, discardBoard.height + 3)]
places = self.game.randomGenerator.sample(places, len(self.tiles))
for idx, uiTile in enumerate(self.tiles):
uiTile.dark = True
uiTile.setBoard(discardBoard, *places[idx])
def build(self, shuffleFirst=False):
"""builds the wall without dividing"""
# recycle used tiles
for uiTile in self.tiles:
uiTile.tile = Tile.unknown
uiTile.dark = True
# scene = Internal.scene
# animateBuild = not scene.game.isScoringGame() and not
# self.game.isFirstHand()
animateBuild = False
with MoveImmediate(animateBuild):
if shuffleFirst:
self.__shuffleTiles()
for uiTile in self.tiles:
uiTile.focusable = False
return animate().addCallback(self.__placeWallTiles)
def __placeWallTiles(self, dummyResult=None):
"""place all wall tiles"""
tileIter = iter(self.tiles)
tilesPerSide = len(self.tiles) // 4
for side in (self.__sides[0], self.__sides[3],
self.__sides[2], self.__sides[1]):
upper = True # upper tile is played first
for position in range(tilesPerSide - 1, -1, -1):
uiTile = next(tileIter)
uiTile.setBoard(side, position // 2, 0, level=int(upper))
upper = not upper
self.__setDrawingOrder()
return animate()
@property
def lightSource(self):
"""For possible values see LIGHTSOURCES"""
return self.__square.lightSource
@lightSource.setter
def lightSource(self, lightSource):
"""setting this actually changes the visuals"""
if self.lightSource != lightSource:
assert ParallelAnimationGroup.current is None
self.__square.lightSource = lightSource
for side in self.__sides:
side.lightSource = lightSource
self.__setDrawingOrder()
@property
def tileset(self):
"""The tileset of this wall"""
return self.__square.tileset
@tileset.setter
def tileset(self, value):
"""setting this actually changes the visuals."""
if self.tileset != value:
assert ParallelAnimationGroup.current is None
self.__square.tileset = value
self.__findOptimalFontHeight()
for side in self.__sides:
side.tileset = value
self.__resizeHandBoards()
def __findOptimalFontHeight(self):
"""for names on walls"""
tileHeight = Tileset.activeTileset().faceSize.height()
font = self.__sides[0].nameLabel.font()
size = 80
font.setPointSize(size)
while QFontMetrics(font).ascent() > tileHeight:
size -= 1
font.setPointSize(size)
for side in self.__sides:
side.nameLabel.setFont(font)
def showShadowsChanged(self, oldValue, newValue):
"""setting this actually changes the visuals."""
assert ParallelAnimationGroup.current is None
self.__resizeHandBoards()
def __resizeHandBoards(self, dummyResults=None):
"""we are really calling _setRect() too often. But at least it works"""
for player in self.game.players:
player.handBoard.computeRect()
Internal.mainWindow.adjustView()
def __setDrawingOrder(self, dummyResults=None):
"""set drawing order of the wall"""
levels = {'NW': (2, 3, 1, 0), 'NE': (
3, 1, 0, 2), 'SE': (1, 0, 2, 3), 'SW': (0, 2, 3, 1)}
for idx, side in enumerate(self.__sides):
side.level = (
levels[
side.lightSource][
idx] + 1) * ZValues.boardLevelFactor
def __moveDividedTile(self, uiTile, offset):
"""moves a uiTile from the divide hole to its new place"""
board = uiTile.board
newOffset = uiTile.xoffset + offset
sideLength = len(self.tiles) // 8
if newOffset >= sideLength:
sideIdx = self.__sides.index(uiTile.board)
board = self.__sides[(sideIdx + 1) % 4]
uiTile.setBoard(board, newOffset % sideLength, 0, level=2)
uiTile.update()
@afterQueuedAnimations
def _placeLooseTiles(self, deferredResult):
"""place the last 2 tiles on top of kong box"""
assert len(self.kongBox) % 2 == 0
placeCount = len(self.kongBox) // 2
if placeCount >= 4:
first = min(placeCount - 1, 5)
second = max(first - 2, 1)
self.__moveDividedTile(self.kongBox[-1], second)
self.__moveDividedTile(self.kongBox[-2], first)
def divide(self):
"""divides a wall, building a living and and a dead end"""
with MoveImmediate():
Wall.divide(self)
for uiTile in self.tiles:
# update graphics because tiles having been
# in kongbox in a previous game
# might not be there anymore. This gets rid
# of the cross on them.
uiTile.update()
# move last two tiles onto the dead end:
return self._placeLooseTiles()
def decorate(self):
"""show player info on the wall"""
for player in self.game.players:
self.decoratePlayer(player)
def decoratePlayer(self, player):
"""show player info on the wall"""
side = player.front
sideCenter = side.center()
name = side.nameLabel
name.setText(
' - '.join([player.localName,
unicode(player.explainHand().total())]))
name.resetTransform()
if side.rotation() == 180:
rotateCenter(name, 180)
nameRect = QRectF()
nameRect.setSize(
name.mapToParent(name.boundingRect()).boundingRect().size())
name.setPos(sideCenter - nameRect.center())
player.colorizeName()
side.windTile.setWind(player.wind, self.game.roundsFinished)
side.windTile.resetTransform()
side.windTile.setPos(
sideCenter.x() * 1.63,
sideCenter.y() - side.windTile.rect().height() / 2.5)
side.nameLabel.show()
side.windTile.show()
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