import hildon
import gobject
-import glib
-
from ui import models
import validation
+import util
class BaseUI():
menu_items = ("Settings", "About", "Refresh")
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()
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)
# 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)
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
# 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)
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)
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)
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):
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