Files
ProgressQuest-cli/pqcli/ui/curses/views/game_view/equipment_window.py
T
Dash fd4a7d151d misc: replace Any with precise types
Curses screens, windows and pads are typed as curses.window, and the
widgets that may get no parent window take curses.window | None.

- EventHandler is generic over a ParamSpec, so each handler declares
  the arguments it passes, and MenuView is generic over the item its
  on_confirm hands out. Choice callbacks take no arguments.
- Scrollable is generic over its items, which DataTable and ListBox
  fix to tuple[str, str] and str.
- random.choice() and choice_low() are generic over the sequence, so
  the casts at their call sites are gone. BasicUserInterface.menu()
  and util.first() are generic too.
- Signal callbacks and their payloads are Callable[..., object] and
  object, since emit() only forwards them.
- JSON values in game_data are object and narrowed by isinstance,
  and data files are Traversable.
- Signal handlers take an int and a FrameType | None, and
  list_players() takes a TextIO.
- The focus_standout() context managers return
  Generator[None, None, None].

Any remains in three places: Player.__setstate__, whose pickled
__dict__ holds values of every type; Focusable.__init__, a mixin that
passes *args and **kwargs through to the next class; and the values
load_game_data() collects, whose element type depends on the field
each one fills.
2026-10-17 15:55:59 +02:00

66 lines
1.8 KiB
Python

import curses
from pqcli.mechanic import EquipmentType, Player
from pqcli.ui.curses.widgets import DataTable, Focusable, WindowWrapper
class EquipmentWindow(Focusable, WindowWrapper):
def __init__(
self,
player: Player,
parent: curses.window,
h: int,
w: int,
y: int,
x: int,
) -> None:
super().__init__(parent, h, w, y, x)
self._on_focus_change += self._render
self._data_table = DataTable(
self._win, h - 2, w - 2, 1, 1, align_right=False
)
self._player = player
self._player.equipment.connect("change", self._sync_equipment_change)
self.sync()
def stop(self) -> None:
super().stop()
self._data_table.stop()
self._player.equipment.disconnect(
"change", self._sync_equipment_change
)
def sync(self) -> None:
self._data_table.clear()
for equipment_type in EquipmentType:
self._data_table.add(
equipment_type.value.ljust(15),
self._player.equipment[equipment_type] or "",
)
self._data_table.select(None)
self._render()
def _sync_equipment_change(
self, equipment_type: EquipmentType, item_name: str | None
) -> None:
self._data_table.set(equipment_type.value, item_name or "")
self._data_table.select(equipment_type.value)
self._render()
def _render(self) -> None:
if not self._win:
return
with self.focus_standout(self._win):
self._win.box()
text = " Equipment "
x = max(0, (self.getmaxyx()[1] - len(text)) // 2)
self._win.addnstr(0, x, text, min(len(text), self.getmaxyx()[1]))
self._win.noutrefresh()
self._data_table.render()