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