Don't automatically convert API key to uppercase
[mevemon] / package / src / ui / diablo / gui.py
index deba39f..e3235c9 100644 (file)
@@ -22,10 +22,9 @@ import gtk
 import hildon
 import gobject
 
-import glib
-
 from ui import models
 import validation
+import util
 
 class BaseUI():
     menu_items = ("Settings", "About", "Refresh")
@@ -175,6 +174,7 @@ class BaseUI():
         vbox.add(apiEntry)
        
         ok_button = dialog.add_button(gtk.STOCK_OK, gtk.RESPONSE_OK)
+        cancel_button = dialog.add_button(gtk.STOCK_CANCEL, gtk.RESPONSE_CANCEL)
 
         dialog.show_all()
         result = dialog.run()
@@ -233,6 +233,7 @@ class mEveMonUI(BaseUI):
         self.controller = controller
         gtk.set_application_name("mEveMon")
 
+    def run(self):
         # create the main window
         self.win = hildon.Window()
         self.win.connect("destroy", self.controller.quit)
@@ -246,12 +247,12 @@ class mEveMonUI(BaseUI):
         # Attach menu to the window
         self.win.set_menu(menu)
 
-        character_win = CharacterSheetUI(self.controller)
 
         # create the treeview --danny
         self.char_model = models.CharacterListModel(self.controller)
         treeview = gtk.TreeView(model = self.char_model)
-        treeview.connect('row-activated', character_win.build_window)
+        treeview.set_grid_lines(gtk.TREE_VIEW_GRID_LINES_HORIZONTAL)
+        treeview.connect('row-activated', self.do_charactersheet)
         treeview.set_model(self.char_model)
         self.add_columns_to_treeview(treeview)
 
@@ -284,23 +285,44 @@ class mEveMonUI(BaseUI):
         self.char_model.get_characters()
         progress_bar.destroy()
 
+
+    def do_charactersheet(self, treeview, path, view_column):
+
+        model = treeview.get_model()
+        miter = model.get_iter(path)
+        
+        # column 0 is the portrait, column 1 is name
+        char_name = model.get_value(miter, 1)
+        uid = model.get_value(miter, 2)
+        
+        if uid:
+            CharacterSheetUI(self.controller, char_name, uid)
+        else:
+            pass
+
 class CharacterSheetUI(BaseUI):
-    UPDATE_INTERVAL = 1
+    #time between live sp updates (in milliseconds)
+    UPDATE_INTERVAL = 1000
 
-    def __init__(self, controller):
+    def __init__(self, controller, char_name, uid):
         self.controller = controller
+        self.char_name = char_name
+        self.uid = uid
         self.sheet = None
         self.char_id = None
         self.skills_model = None
 
+        self.build_window()
+
 
-    def build_window(self, treeview, path, view_column):
+    def build_window(self):
         # TODO: this is a really long and ugly function, split it up somehow
 
         self.win = hildon.Window()
-        #self.win.show_all() 
 
         progress_bar = hildon.hildon_banner_show_progress(self.win, None, "Loading character sheet...")
+
+        self.win.show_all() 
         progress_bar.set_fraction(0.4)
 
         # Create menu
@@ -310,24 +332,18 @@ class CharacterSheetUI(BaseUI):
         # Attach menu to the window
         self.win.set_menu(menu)
 
-        model = treeview.get_model()
-        miter = model.get_iter(path)
-        
-        # column 0 is the portrait, column 1 is name
-        char_name = model.get_value(miter, 1)
-        self.uid = model.get_value(miter, 2)
-        self.char_id = self.controller.char_name2id(char_name)
+        self.char_id = self.controller.char_name2id(self.char_name)
 
         self.sheet = self.controller.get_char_sheet(self.uid, self.char_id)
 
-        self.win.set_title(char_name)
+        self.win.set_title(self.char_name)
 
 
         hbox = gtk.HBox(False, 0)
         info_vbox = gtk.VBox(False, 0)
 
         portrait = gtk.Image()
-        portrait.set_from_file(self.controller.get_portrait(char_name, 256))
+        portrait.set_from_file(self.controller.get_portrait(self.char_name, 256))
         portrait.show()
 
         hbox.pack_start(portrait, False, False, 10)
@@ -357,8 +373,7 @@ class CharacterSheetUI(BaseUI):
 
 
         self.skills_model = models.CharacterSkillsModel(self.controller, self.char_id)
-        skills_treeview = gtk.TreeView(model = skills_model)
-        skills_treeview.set_model(self.skills_model)
+        skills_treeview = gtk.TreeView(model=self.skills_model)
         self.add_columns_to_skills_view(skills_treeview)
 
         vbox.pack_start(skills_treeview, False, False, 0)
@@ -368,6 +383,15 @@ class CharacterSheetUI(BaseUI):
 
         progress_bar.set_fraction(1)
         progress_bar.destroy()
+        
+        # diablo doesnt have a glib module, but gobject module seems to have
+        # the same functions...
+        self.timer = gobject.timeout_add(self.UPDATE_INTERVAL, self.update_live_sp)
+        self.win.connect("destroy", self.back)
+
+    def back(self, widget):
+        gobject.source_remove(self.timer)
+        gtk.Window.destroy(self.win)
 
     def display_skill_in_training(self, vbox):
         skill = self.controller.get_skill_in_training(self.uid, self.char_id)
@@ -411,15 +435,15 @@ class CharacterSheetUI(BaseUI):
             self.sheet.race, self.sheet.bloodLine), box)
         self.add_label("", box, markup=False)
         self.add_label("<small><b>Corp:</b> %s</small>" % self.sheet.corporationName, box)
-        self.add_label("<small><b>Balance:</b> %s ISK</small>" % self.sheet.balance, box)
+        self.add_label("<small><b>Balance:</b> %s ISK</small>" % 
+                util.comma(self.sheet.balance), box)
 
         self.live_sp_val = self.controller.get_sp(self.uid, self.char_id)
         self.live_sp = self.add_label("<small><b>Total SP:</b> %s</small>" %
-                self.live_sp_val, box)
+                util.comma(int(self.live_sp_val)), box)
         
         self.spps = self.controller.get_spps(self.uid, self.char_id)[0]
 
-        glib.timeout_add_seconds(self.UPDATE_INTERVAL, self.update_live_sp)
 
     def fill_stats(self, box):
 
@@ -465,14 +489,9 @@ class CharacterSheetUI(BaseUI):
 
 
     def update_live_sp(self):
-        # we don't want to keep the timer running in the background
-        # when this callback returns False, the timer destorys itself
-        if not self.win.get_is_topmost():
-            return False
-        
-        self.live_sp_val = self.live_sp_val + self.spps * self.UPDATE_INTERVAL
-        self.live_sp.set_label("<small><b>Total SP:</b> %d</small>" %
-                                self.live_sp_val)
+        self.live_sp_val = self.live_sp_val + self.spps * (self.UPDATE_INTERVAL / 1000)
+        self.live_sp.set_label("<small><b>Total SP:</b> %s</small>" %
+                                util.comma(int(self.live_sp_val)))
 
         return True