""" This module contains UI functions for displaying different dialogs """ import datetime from gi.repository import Gtk from common import models from dsst_gtk3 import gtk_ui def enter_string_dialog(builder: Gtk.Builder, title: str, value=None) -> str: """ Simple modal dialog for entering a string value :param builder: GtkBuilder with loaded dialogs.glade file :param title: Dialog title :param value: Pre set value for dialog :return: """ dialog = builder.get_object("nameEnterDialog") # type: Gtk.Dialog dialog.set_transient_for(builder.get_object("main_window")) dialog.set_title(title) entry = builder.get_object("nameEnterEntry") if value: entry.set_text(value) entry.grab_focus() result = dialog.run() dialog.hide() if result == Gtk.ResponseType.OK: return entry.get_text() else: return value def edit_season(builder: 'Gtk.Builder', season: 'models.Season'=None): if not season: season = models.Season() builder.get_object('season_number_spin').set_value(season.number or 1) builder.get_object('season_game_entry').set_text(season.game_name or '') builder.get_object('season_start_entry').set_text(season.start_date or '') builder.get_object('season_end_entry').set_text(season.end_date or '') dialog = builder.get_object('edit_season_dialog') result = dialog.run() dialog.hide() if result != Gtk.ResponseType.OK: return None season.number = builder.get_object('season_number_spin').get_value() season.game_name = builder.get_object('season_game_entry').get_text() start_string = builder.get_object('season_start_entry').get_text() if start_string: season.start_date = datetime.datetime.strptime(start_string, '%Y-%m-%d') end_string = builder.get_object('season_end_entry').get_text() if end_string: season.end_date = datetime.datetime.strptime(end_string, '%Y-%m-%d') return season def edit_episode(app: 'gtk_ui.GtkUi', season_id: int, episode: 'models.Episode'=None): """Show an dialog to create or edit episodes :param app: Reference to main UI application :param season_id: Is of the season in which the episode appears :param episode: Existing episode object to edit :return: Edited episode object, or None if the process was canceled """ if not episode: episode = models.Episode() episode.date = datetime.datetime.today() episode.number = 1 episode.name = '' episode.players = [] app.ui.get_object('episode_name_entry').set_text(episode.name) app.ui.get_object('episode_no_spin_button').set_value(episode.number) app.ui.get_object('episode_calendar').select_month(episode.date.month, episode.date.year) app.ui.get_object('episode_calendar').select_day(episode.date.day) app.ui.get_object('episode_players_store').clear() for player in episode.players: app.ui.get_object('episode_players_store').append([player.id, player.name, player.hex_id]) dialog = app.ui.get_object('edit_episode_dialog') # type: Gtk.Dialog result = dialog.run() dialog.hide() if result != Gtk.ResponseType.OK: return None episode.name = app.ui.get_object('episode_name_entry').get_text() episode.number = app.ui.get_object('episode_no_spin_button').get_value() cal_value = app.ui.get_object('episode_calendar').get_date() selected_date = datetime.datetime(*cal_value).date() episode.date = selected_date player_ids = [row[0] for row in app.ui.get_object('episode_players_store')] episode.players = [app.get_by_id(app.players, player_id) for player_id in player_ids] episode.season = season_id return episode def show_edit_death_dialog(builder: Gtk.Builder, episode_id: int, death): pass # """Show a dialog for editing or creating death events. # :param builder: A Gtk.Builder object # :param episode_id: ID to witch the death event belongs to # :param death: (Optional) Death event witch should be edited # :return: Gtk.ResponseType of the dialog # """ # dialog = builder.get_object("edit_death_dialog") # type: Gtk.Dialog # dialog.set_transient_for(builder.get_object("main_window")) # with sql.db.atomic(): # if death: # index = util.get_index_of_combo_model(builder.get_object('edit_death_enemy_combo'), 0, death.enemy.id) # builder.get_object('edit_death_enemy_combo').set_active(index) # # # TODO Default drink should be set in config # default_drink = sql.Drink.get().name # store = builder.get_object('player_penalties_store') # store.clear() # for player in builder.get_object('episode_players_store'): # store.append([None, player[1], default_drink, player[0]]) # # # Run the dialog # result = dialog.run() # dialog.hide() # if result != Gtk.ResponseType.OK: # sql.db.rollback() # return result # # # Collect info from widgets and save to database # player_id = util.get_combo_value(builder.get_object('edit_death_player_combo'), 0) # enemy_id = util.get_combo_value(builder.get_object('edit_death_enemy_combo'), 3) # comment = builder.get_object('edit_death_comment_entry').get_text() # if not death: # death = sql.Death.create(episode=episode_id, player=player_id, enemy=enemy_id, info=comment) # # store = builder.get_object('player_penalties_store') # size = builder.get_object('edit_death_size_spin').get_value() # for entry in store: # drink_id = sql.Drink.get(sql.Drink.name == entry[2]) # sql.Penalty.create(size=size, player=entry[3], death=death.id, drink=drink_id) # # return result def show_edit_victory_dialog(builder: Gtk.Builder, episode_id: int, victory): pass # """Show a dialog for editing or creating victory events. # :param builder: A Gtk.Builder object # :param episode_id: ID to witch the victory event belongs to # :param victory: (Optional) Victory event witch should be edited # :return: Gtk.ResponseType of the dialog # """ # dialog = builder.get_object("edit_victory_dialog") # type: Gtk.Dialog # dialog.set_transient_for(builder.get_object("main_window")) # with sql.db.atomic(): # if victory: # infos = [['edit_victory_player_combo', victory.player.id], # ['edit_victory_enemy_combo', victory.enemy.id]] # for info in infos: # combo = builder.get_object(info[0]) # index = util.get_index_of_combo_model(combo, 0, info[1]) # combo.set_active(index) # builder.get_object('victory_comment_entry').set_text(victory.info) # # # Run the dialog # result = dialog.run() # dialog.hide() # if result != Gtk.ResponseType.OK: # sql.db.rollback() # return result # # # Collect info from widgets and save to database # player_id = util.get_combo_value(builder.get_object('edit_victory_player_combo'), 0) # enemy_id = util.get_combo_value(builder.get_object('edit_victory_enemy_combo'), 3) # comment = builder.get_object('victory_comment_entry').get_text() # if not victory: # sql.Victory.create(episode=episode_id, player=player_id, enemy=enemy_id, info=comment) # else: # victory.player = player_id # victory.enemy = enemy_id # victory.info = comment # victory.save() # # return result