/usr/share/games/fretsonfire/game/Menu.py is in fretsonfire-game 1.3.110.dfsg-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# #
# This program 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. #
#####################################################################
import pygame
from OpenGL.GL import *
import math
from View import Layer
from Input import KeyListener
import Data
import Theme
import Dialogs
import Player
class Choice:
def __init__(self, text, callback, values = None, valueIndex = 0):
self.text = unicode(text)
self.callback = callback
self.values = values
self.valueIndex = valueIndex
if self.text.endswith(" >"):
self.text = text[:-2]
self.isSubMenu = True
else:
self.isSubMenu = isinstance(self.callback, Menu) or isinstance(self.callback, list)
def trigger(self, engine = None):
if engine and isinstance(self.callback, list):
nextMenu = Menu(engine, self.callback)
elif engine and isinstance(self.callback, Menu):
nextMenu = self.callback
elif self.values:
nextMenu = self.callback(self.values[self.valueIndex])
else:
nextMenu = self.callback()
if isinstance(nextMenu, Menu):
engine.view.pushLayer(nextMenu)
def selectNextValue(self):
if self.values:
self.valueIndex = (self.valueIndex + 1) % len(self.values)
self.trigger()
def selectPreviousValue(self):
if self.values:
self.valueIndex = (self.valueIndex - 1) % len(self.values)
self.trigger()
def getText(self, selected):
if not self.values:
if self.isSubMenu:
return "%s >" % self.text
return self.text
if selected:
return "%s: %s%s%s" % (self.text, Data.LEFT, self.values[self.valueIndex], Data.RIGHT)
else:
return "%s: %s" % (self.text, self.values[self.valueIndex])
class Menu(Layer, KeyListener):
def __init__(self, engine, choices, onClose = None, onCancel = None, pos = (.2, .66 - .35), viewSize = 6, fadeScreen = False):
self.engine = engine
self.choices = []
self.currentIndex = 0
self.time = 0
self.onClose = onClose
self.onCancel = onCancel
self.viewOffset = 0
self.pos = pos
self.viewSize = viewSize
self.fadeScreen = fadeScreen
for c in choices:
try:
text, callback = c
if isinstance(text, tuple):
c = Choice(text[0], callback, values = text[2], valueIndex = text[1])
else:
c = Choice(text, callback)
except TypeError:
pass
self.choices.append(c)
def selectItem(self, index):
self.currentIndex = index
def shown(self):
self.engine.input.addKeyListener(self)
self.engine.input.enableKeyRepeat()
def hidden(self):
self.engine.input.removeKeyListener(self)
self.engine.input.disableKeyRepeat()
if self.onClose:
self.onClose()
def updateSelection(self):
if self.currentIndex > self.viewOffset + self.viewSize - 1:
self.viewOffset = self.currentIndex - self.viewSize + 1
if self.currentIndex < self.viewOffset:
self.viewOffset = self.currentIndex
def keyPressed(self, key, unicode):
self.time = 0
choice = self.choices[self.currentIndex]
c = self.engine.input.controls.getMapping(key)
if c in [Player.KEY1] or key == pygame.K_RETURN:
choice.trigger(self.engine)
self.engine.data.acceptSound.play()
elif c in [Player.CANCEL, Player.KEY2]:
if self.onCancel:
self.onCancel()
self.engine.view.popLayer(self)
self.engine.input.removeKeyListener(self)
self.engine.data.cancelSound.play()
elif c in [Player.DOWN, Player.ACTION2]:
self.currentIndex = (self.currentIndex + 1) % len(self.choices)
self.updateSelection()
self.engine.data.selectSound.play()
elif c in [Player.UP, Player.ACTION1]:
self.currentIndex = (self.currentIndex - 1) % len(self.choices)
self.updateSelection()
self.engine.data.selectSound.play()
elif c in [Player.RIGHT, Player.KEY4]:
choice.selectNextValue()
elif c in [Player.LEFT, Player.KEY3]:
choice.selectPreviousValue()
return True
def run(self, ticks):
self.time += ticks / 50.0
def renderTriangle(self, up = (0, 1), s = .2):
left = (-up[1], up[0])
glBegin(GL_TRIANGLES)
glVertex2f( up[0] * s, up[1] * s)
glVertex2f((-up[0] + left[0]) * s, (-up[1] + left[1]) * s)
glVertex2f((-up[0] - left[0]) * s, (-up[1] - left[1]) * s)
glEnd()
def render(self, visibility, topMost):
if not visibility:
return
self.engine.view.setOrthogonalProjection(normalize = True)
try:
v = (1 - visibility) ** 2
font = self.engine.data.font
if self.fadeScreen:
Dialogs.fadeScreen(v)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
n = len(self.choices)
x, y = self.pos
w, h = font.getStringSize("_")
for i, choice in enumerate(self.choices[self.viewOffset:self.viewOffset + self.viewSize]):
text = choice.getText(i + self.viewOffset == self.currentIndex)
glPushMatrix()
glRotate(v * 45, 0, 0, 1)
# Draw arrows if scrolling is needed to see all items
if i == 0 and self.viewOffset > 0:
Theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / self.viewOffset) / 3))
glPushMatrix()
glTranslatef(x - v / 4 - w * 2, y + h / 2, 0)
self.renderTriangle(up = (0, -1), s = .015)
glPopMatrix()
elif i == self.viewSize - 1 and self.viewOffset + self.viewSize < n:
Theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / (n - self.viewOffset - self.viewSize)) / 3))
glPushMatrix()
glTranslatef(x - v / 4 - w * 2, y + h / 2, 0)
self.renderTriangle(up = (0, 1), s = .015)
glPopMatrix()
if i + self.viewOffset == self.currentIndex:
a = (math.sin(self.time) * .15 + .75) * (1 - v * 2)
Theme.setSelectedColor(a)
a *= -.005
glTranslatef(a, a, a)
else:
Theme.setBaseColor(1 - v)
font.render(text, (x - v / 4, y))
v *= 2
y += h
glPopMatrix()
finally:
self.engine.view.resetProjection()
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