89 lines
3.2 KiB
Python
89 lines
3.2 KiB
Python
# noinspection PyPackageRequirements
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import wx
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import gui.fitCommands as cmd
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import gui.globalEvents as GE
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import gui.mainFrame
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from gui.contextMenu import ContextMenu
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from service.character import Character
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from service.implantSet import ImplantSets as s_ImplantSets
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from service.settings import ContextMenuSettings
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class addImplantSet(ContextMenu):
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def __init__(self):
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self.mainFrame = gui.mainFrame.MainFrame.getInstance()
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self.settings = ContextMenuSettings.getInstance()
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def display(self, srcContext, selection):
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sIS = s_ImplantSets.getInstance()
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implantSets = sIS.getImplantSetList()
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if len(implantSets) == 0:
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return False
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return srcContext in ("implantView", "implantEditor")
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def getText(self, itmContext, selection):
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return "Add Implant Set"
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def getSubMenu(self, context, selection, rootMenu, i, pitem):
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"""
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A note on the selection here: Most context menus act on a fit, so it's easy enough to get the active fit from
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the MainFrame instance. There's never been a reason to get info from another window, so there's not common
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way of doing this. However, we use this context menu within the Character Editor to apply implant sets to a
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character, so we need to access the character editor.
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It is for these reasons that I hijack the selection parameter when calling the menu and pass a pointer to the
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Character Editor. This way we can use it to get current editing character ID and apply the implants.
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It would probably be better to have a function on the MainFrame to get the currently open Character Editor (as
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we do with the item stats window). Eventually... Until then, this long ass note will remain to remind me why
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stupid shit like this is even happening.
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"""
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m = wx.Menu()
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bindmenu = rootMenu if "wxMSW" in wx.PlatformInfo else m
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sIS = s_ImplantSets.getInstance()
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implantSets = sIS.getImplantSetList()
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self.context = context
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if len(selection) == 1:
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self.selection = selection[0] # dirty hack here
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self.idmap = {}
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for set in implantSets:
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id = ContextMenu.nextID()
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mitem = wx.MenuItem(rootMenu, id, set.name)
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bindmenu.Bind(wx.EVT_MENU, self.handleSelection, mitem)
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self.idmap[id] = set
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m.Append(mitem)
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return m
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def handleSelection(self, event):
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set = self.idmap.get(event.Id, None)
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if set is None:
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event.Skip()
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return
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if self.context == "implantEditor":
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# we are calling from character editor, the implant source is different
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sChar = Character.getInstance()
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char = self.selection.entityEditor.getActiveEntity()
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for implant in set.implants:
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sChar.addImplant(char.ID, implant.item.ID)
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wx.PostEvent(self.selection, GE.CharChanged())
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else:
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self.mainFrame.command.Submit(cmd.GuiAddImplantSetCommand(
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fitID=self.mainFrame.getActiveFit(),
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itemIDs=[i.itemID for i in set.implants]))
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addImplantSet.register()
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