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#!/usr/bin/env python3
# File: srb_tk.py
# Location: https://bgstack15.ddns.net/cgit/srb_lib
# Author: bgstack15
# SPDX-License-Identifier: GPL-3.0-only
# Startdate: 2024-03-28-5 13:43
# Title: Graphical frontend for savegame editor for Snoopy vs. the Red Baron
# Project: srb_lib
# Purpose: Savegame editor graphical frontend for
# History:
# Usage:
# ./srb_tk.py
# References:
# logout-manager-tcl, lmlib.py
# https://likegeeks.com/python-gui-examples-tkinter-tutorial/#Add_a_Menu_bar
# icon from https://www.iconarchive.com/show/peanuts-icons-by-ed-mundy/Snoopy-icon.html
# https://www.tcl.tk/man/tcl8.6/TkCmd/bind.htm from https://www.tcl.tk/man/tcl8.6/TkCmd/contents.htm
# https://www.reddit.com/r/learnpython/comments/mavinn/tkinter_remove_optionmenu_icon/
# https://stackoverflow.com/questions/69806038/navigate-to-tkinter-optionmenu-with-tab-key/69806039#69806039
# icon courtesy of https://icons8.com/icon/9336/aircraft
# possible way to have a widget store its variable: https://stackoverflow.com/questions/63871376/tkinter-widget-cgetvariable
# count number of 1s in a binary value https://stackoverflow.com/questions/8871204/count-number-of-1s-in-binary-representation/71307775#71307775
# Improve:
# Add levelset, level info.
# Enable the checkbox for profile-in-use
# Dependencies:
# dep-devuan: python3-tkinter, python3-pil.imagetk
# rec-devuan: python3-cairosvg
# Documentation:
# spinbox appears to way too wide by default, even without a .grid(sticky="EW"). Try defining on the spinbox object at instantiation width=3
import tkinter as tk
from pathlib import Path
import tkinter.filedialog, srb_lib, os, time
import stackrpms_tk_lib as stk
ABOUT_TEXT = """
srb_tk \"Savegame Editor for Snoopy vs. the Red Baron\"
(C) 2024 bgstack15
SPDX-License-Identifier: GPL-3.0-only
Icon courtesy of https://icons8.com/icon/9336/aircraft
"""
class App(tk.Frame):
def __init__(self, master):
super().__init__(master)
self.master.title("Savegame editor for SRB")
self.bdata = None
menu = tk.Menu(self.master)
self.master.config(menu=menu)
menu_file = tk.Menu(menu,tearoff=0)
menu_file.add_command(label="Open...", command=self.func_open, underline=0)
menu_file.add_command(label="Reload current file", command=self.func_reload, underline=0)
menu_file.add_command(label="Save", command=self.func_save, underline=0)
menu_file.add_command(label="Save as...", command=self.func_save_as, underline=5)
menu_file.add_separator()
menu_file.add_command(label="Exit", command=self.func_exit, underline=1)
menu.add_cascade(label="File",menu=menu_file, underline=0)
menu_help = tk.Menu(menu,tearoff=0)
menu_help.add_command(label="About", command=self.func_about, underline=0)
menu.add_cascade(label="Help",menu=menu_help,underline=0)
self.grid() # use this geometry manager instead of pack()
# app icon
#imgicon = stk.get_scaled_icon("hexedit",24,"Numix-Circle", "","apps")
#imgicon = stk.get_scaled_icon(os.path.join(os.getenv("HOME"),"Downloads/snoopy.png"),24,"Numix-Circle", "","apps")
imgicon = stk.get_scaled_icon("./srb.png",24,"default", "","apps")
self.master.tk.call("wm","iconphoto",self.master._w,imgicon)
# app variables
self.silent = tk.BooleanVar()
self.silent.set(True)
# data variables
self.current_file = tk.StringVar(value = os.path.join(os.getenv("HOME"),"Documents","Snoopy vs. the Red Baron","Profile 1","Profile 1.sav"))
#print(f"beginning: {self.current_file.get()}")
self.checksum = tk.IntVar()
self.selected_profile = tk.IntVar(value=1)
self.prof1_used = tk.BooleanVar()
# Do not use traces for most things though, because it will catch itself in a loop. Instead, use the bind <Key-Enter> on the form fields.
self.prof1name = tk.StringVar()
self.prof1tut = tk.BooleanVar()
self.prof2_used = tk.BooleanVar()
self.prof2name = tk.StringVar()
self.prof2tut = tk.BooleanVar()
self.prof3_used = tk.BooleanVar()
self.prof3name = tk.StringVar()
self.prof3tut = tk.BooleanVar()
# current-profile form:
self.money = tk.IntVar()
self.equipped_weapon = tk.StringVar()
self.health = tk.IntVar()
self.stunt = tk.IntVar()
self.gun = tk.IntVar()
self.pur_weap_potato = tk.BooleanVar()
self.pur_weap_stinger = tk.BooleanVar()
self.pur_weap_watball = tk.BooleanVar()
self.pur_weap_snow = tk.BooleanVar()
self.pur_weap_fire = tk.BooleanVar()
self.pur_weap_lightn = tk.BooleanVar()
self.pur_weap_romanc = tk.BooleanVar()
self.pur_weap_pumpkin = tk.BooleanVar()
# these strings will hold the uppercase-when-collected letters, and be used by the checkboxes for the purchasable planes.
self.pur_plane_str_marcie = tk.StringVar(value="marcie")
self.pur_plane_bool_marcie = tk.BooleanVar()
self.pur_plane_str_sally = tk.StringVar(value="sally")
self.pur_plane_bool_sally = tk.BooleanVar()
self.pur_plane_str_rerun = tk.StringVar(value="rerun")
self.pur_plane_bool_rerun = tk.BooleanVar()
self.pur_plane_str_pigpen = tk.StringVar(value="pigpen")
self.pur_plane_bool_pigpen = tk.BooleanVar()
self.pur_plane_str_woodstock = tk.StringVar(value="woodstock")
self.pur_plane_bool_woodstock = tk.BooleanVar()
self.pur_plane_str_baron = tk.StringVar(value="baron")
self.pur_plane_bool_baron = tk.BooleanVar()
# levelsets and levels
#self.levelset_name_strs = []
self.levelset_status_ints = []
for i in range(0,len(srb_lib.LEVELSETS)):
#self.levelset_name_strs.append(tk.StringVar(value=srb_lib.get_levelset_info(i)[0]["name"]))
self.levelset_status_ints.append(tk.StringVar()) # will hold the status, as in completed mission mask
self.level_strs = []
for i in range(0,len(srb_lib.LEVELS)):
self.level_strs.append(tk.StringVar(value=srb_lib.get_level_info(i)[0]["name"]))
# statusbar
self.statustext = tk.StringVar()
# app label, for vanity
# WORKHERE, vanity tag does not actually fill two columns.
self.lbl_app = tk.Label(self.master,text="Savegame editor for Snoopy vs. the Red Baron")
self.lbl_app.grid(row=0,column=0,columnspan=2)
stk.Tooltip(self.lbl_app,text="Also checkout the cli with ./srb.py")
self.lbl_checksum = tk.Label(self.master,text="Checksum",underline=0)
self.lbl_checksum.grid(row=1,column=0)
self.ent_checksum = tk.Entry(state="readonly",textvariable=self.checksum)
#self.ent_checksum.bind("<Key-Return>",self.load_form_into_data)
self.ent_checksum.grid(row=2,column=0)
self.chk_silent = tk.Checkbutton(self.master,text="silent",variable=self.silent)
self.chk_silent.grid(row=2,column=1)
self.frm_profiles = tk.Frame(self.master) #,borderwidth=1,background="green")
# WORKHERE: firm up column/placement of things so there is less whitespace.
self.frm_profiles.grid(row=3,column=0,columnspan=2)
# investigate radio button key-bind, up-down, to increment/decrement choice?
self.rad_prof1 = stk.Radiobutton(self.frm_profiles,value=1,text="Profile 1",variable=self.selected_profile,underline=8)
self.rad_prof1.grid(row=0,column=0)
self.chk_prof1_used = tk.Checkbutton(self.frm_profiles,text="used",state="disabled",variable=self.prof1_used)
self.chk_prof1_used.grid(row=0,column=2)
self.chk_prof1_tut = stk.Checkbutton(self.frm_profiles,text="tutorial",variable=self.prof1tut,func=self.load_form_into_data)
#self.hook_checkbox_enter_keys(self.chk_prof1_tut,self.load_form_into_data)
self.chk_prof1_tut.grid(row=0,column=3)
self.ent_prof1name = stk.Entry(self.frm_profiles,textvariable=self.prof1name,func=self.load_form_into_data,width=11)
self.ent_prof1name.bind("<Key-Return>",self.load_form_into_data)
self.ent_prof1name.bind("<Key-KP_Enter>",self.load_form_into_data)
self.ent_prof1name.grid(row=0,column=4)
self.rad_prof2 = stk.Radiobutton(self.frm_profiles,value=2,text="Profile 2",variable=self.selected_profile,underline=8)
self.rad_prof2.grid(row=1,column=0)
self.prof2_used.set(False)
self.chk_prof2_used = tk.Checkbutton(self.frm_profiles,text="used",state="disabled",variable=self.prof2_used)
self.chk_prof2_used.grid(row=1,column=2)
self.chk_prof2_tut = stk.Checkbutton(self.frm_profiles,text="tutorial",variable=self.prof2tut,func=self.load_form_into_data)
#self.hook_checkbox_enter_keys(self.chk_prof2_tut,self.load_form_into_data)
self.chk_prof2_tut.grid(row=1,column=3)
self.ent_prof2name = stk.Entry(self.frm_profiles,textvariable=self.prof2name,func=self.load_form_into_data,width=11)
self.ent_prof2name.bind("<Key-Return>",self.load_form_into_data)
self.ent_prof2name.grid(row=1,column=4)
self.rad_prof3 = stk.Radiobutton(self.frm_profiles,value=3,text="Profile 3",variable=self.selected_profile,underline=8)
self.rad_prof3.grid(row=2,column=0)
self.prof3_used.set(False)
self.chk_prof3_used = tk.Checkbutton(self.frm_profiles,text="used",state="disabled",variable=self.prof3_used)
self.chk_prof3_used.grid(row=2,column=2)
self.chk_prof3_tut = stk.Checkbutton(self.frm_profiles,text="tutorial",variable=self.prof3tut,func=self.load_form_into_data)
#self.hook_checkbox_enter_keys(self.chk_prof3_tut,self.load_form_into_data)
self.chk_prof3_tut.grid(row=2,column=3)
self.ent_prof3name = stk.Entry(self.frm_profiles,textvariable=self.prof3name,func=self.load_form_into_data,width=11)
self.ent_prof3name.bind("<Key-Return>",self.load_form_into_data)
self.ent_prof3name.grid(row=2,column=4)
#self.selected_profile.set(1) # purposefully do not set this value.
# one profile, so we will have to use the value of self.selected_profile
self.frm_curprof = tk.Frame(self.master,background="red")
self.frm_curprof.grid(row=4,column=0,rowspan=22)
# most form fields are inside the current profile
self.lbl_money = tk.Label(self.frm_curprof,text="Money")
self.lbl_money.grid(row=0,column=0)
self.ent_money = stk.Entry(self.frm_curprof,textvariable=self.money,func=self.load_form_into_data)
#self.ent_money.bind("<Key-Return>",self.load_form_into_data)
self.ent_money.grid(row=0,column=1)
self.lbl_equ_weapon = tk.Label(self.frm_curprof,text="Equipped weapon")
self.lbl_equ_weapon.grid(row=1,column=0)
# list of names
equippable_weapons = [i["name"] for i in srb_lib.WEAPONS if i["e"]]
self.opt_equ_weapon = tk.OptionMenu(self.frm_curprof,self.equipped_weapon,*equippable_weapons)
# the indicatoron,padx,pady and grid sticky are incredibly useful and hard to find in the docs
self.opt_equ_weapon.config(indicatoron=False,padx=1,pady=1,takefocus=1)
self.opt_equ_weapon.grid(row=1,column=1,sticky="ew")
self.lbl_health = tk.Label(self.frm_curprof,text="Health")
self.lbl_health.grid(row=2,column=0)
self.spn_health = stk.Spinbox(self.frm_curprof,from_=1,to=4,textvariable=self.health,width=2)
self.spn_health.grid(row=2,column=1)
self.lbl_stunt = tk.Label(self.frm_curprof,text="Stunt")
self.lbl_stunt.grid(row=3,column=0)
self.spn_stunt = stk.Spinbox(self.frm_curprof,from_=1,to=4,textvariable=self.stunt,width=2)
self.spn_stunt.grid(row=3,column=1)
self.lbl_gun = tk.Label(self.frm_curprof,text="Gun")
self.lbl_gun.grid(row=4,column=0)
self.spn_gun = stk.Spinbox(self.frm_curprof,from_=1,to=5,textvariable=self.gun,width=2)
self.spn_gun.grid(row=4,column=1)
self.lbl_pur = tk.Label(self.frm_curprof,text="Purchased: Weapons")
self.lbl_pur.grid(row=5,column=0)
#self.lbl_pur_weap = tk.Label(self.frm_curprof,text="Weapons")
#self.lbl_pur_weap.grid(row=5,column=0)
self.lbl_pur_weap = tk.Label(self.frm_curprof,text="Planes")
self.lbl_pur_weap.grid(row=5,column=1)
self.chk_pur_weap_potato = stk.Checkbutton(self.frm_curprof,text="Potato Gun",variable=self.pur_weap_potato,func=self.load_form_into_data)
self.chk_pur_weap_potato.grid(row=6,column=0,sticky="W")
self.chk_pur_weap_stinger = stk.Checkbutton(self.frm_curprof,text="Stinger",variable=self.pur_weap_stinger,func=self.load_form_into_data)
self.chk_pur_weap_stinger.grid(row=7,column=0,sticky="W")
self.chk_pur_weap_watball = stk.Checkbutton(self.frm_curprof,text="Water Balloon Cannon",variable=self.pur_weap_watball,func=self.load_form_into_data)
self.chk_pur_weap_watball.grid(row=8,column=0,sticky="W")
self.chk_pur_weap_snow = stk.Checkbutton(self.frm_curprof,text="Snow Blower",variable=self.pur_weap_snow,func=self.load_form_into_data)
self.chk_pur_weap_snow.grid(row=9,column=0,sticky="W")
self.chk_pur_weap_fire = stk.Checkbutton(self.frm_curprof,text="Fire Boomerang",variable=self.pur_weap_fire,func=self.load_form_into_data)
self.chk_pur_weap_fire.grid(row=10,column=0,sticky="W")
self.chk_pur_weap_lightn = stk.Checkbutton(self.frm_curprof,text="Lightning Rod",variable=self.pur_weap_lightn,func=self.load_form_into_data)
self.chk_pur_weap_lightn.grid(row=11,column=0,sticky="W")
self.chk_pur_weap_romanc = stk.Checkbutton(self.frm_curprof,text="Roman Candles",variable=self.pur_weap_romanc,func=self.load_form_into_data)
self.chk_pur_weap_romanc.grid(row=12,column=0,sticky="W")
self.chk_pur_weap_pumpkin = stk.Checkbutton(self.frm_curprof,text="10 Gauge Pumpkin",variable=self.pur_weap_pumpkin,func=self.load_form_into_data)
self.chk_pur_weap_pumpkin.grid(row=13,column=0,sticky="W")
self.chk_pur_plane_marcie = stk.Checkbutton(self.frm_curprof,textvariable=self.pur_plane_str_marcie,variable=self.pur_plane_bool_marcie,func=self.load_form_into_data)
self.chk_pur_plane_marcie.grid(row=6,column=1,sticky="W")
self.chk_pur_plane_sally = stk.Checkbutton(self.frm_curprof,textvariable=self.pur_plane_str_sally,variable=self.pur_plane_bool_sally,func=self.load_form_into_data)
self.chk_pur_plane_sally.grid(row=7,column=1,sticky="W")
self.chk_pur_plane_rerun = stk.Checkbutton(self.frm_curprof,textvariable=self.pur_plane_str_rerun,variable=self.pur_plane_bool_rerun,func=self.load_form_into_data)
self.chk_pur_plane_rerun.grid(row=8,column=1,sticky="W")
self.chk_pur_plane_pigpen = stk.Checkbutton(self.frm_curprof,textvariable=self.pur_plane_str_pigpen,variable=self.pur_plane_bool_pigpen,func=self.load_form_into_data)
self.chk_pur_plane_pigpen.grid(row=9,column=1,sticky="W")
self.chk_pur_plane_woodstock = stk.Checkbutton(self.frm_curprof,textvariable=self.pur_plane_str_woodstock,variable=self.pur_plane_bool_woodstock,func=self.load_form_into_data)
self.chk_pur_plane_woodstock.grid(row=10,column=1,sticky="W")
self.chk_pur_plane_baron = stk.Checkbutton(self.frm_curprof,textvariable=self.pur_plane_str_baron,variable=self.pur_plane_bool_baron,func=self.load_form_into_data)
self.chk_pur_plane_baron.grid(row=11,column=1,sticky="W")
# level and levelsets
self.frm_levels = tk.Frame(self.master,borderwidth=1,background="green")
self.frm_levels.grid(row=0,column=3,rowspan=len(srb_lib.LEVELS)+4)
# WORKHERE
self.lbl_levelsets = []
self.spn_levelsets = []
self.lbl_levelsets_name = tk.Label(self.frm_levels,text="Billboard")
self.lbl_levelsets_name.grid(row=0,column=0,sticky="EW")
self.lbl_levelsets_available_levels = tk.Label(self.frm_levels,text="Available")
self.lbl_levelsets_available_levels.grid(row=0,column=1,columnspan=2)
self.lbl_levels_name = tk.Label(self.frm_levels,text="Level")
self.lbl_levels_name.grid(row=0,column=3,sticky="EW")
self.lbl_levels = []
x = 1
for i in range(0,len(srb_lib.LEVELSETS)):
tl = srb_lib.get_levelset_info(i)[0]
# WORKHERE: will have to set up variables for all this stuff, and then populate this stuff only on the load_form_into_data_for_profile.
#tl_status = srb_lib.get_levelset_status(self.bdata,profile_id,tl,silent=True)
self.lbl_levelsets.append(tk.Label(self.frm_levels,text=tl["name"]))
self.lbl_levelsets[i].grid(row=x,column=0,sticky="EW")
self.spn_levelsets.append(stk.Spinbox(self.frm_levels,textvariable=self.levelset_status_ints[i],from_=0,to=tl["l"],width=2))
self.spn_levelsets[i].grid(row=x,column=1)
tk.Label(self.frm_levels,text="/ " + str(tl["l"])).grid(row=x,column=2,sticky="EW")
print(f"For levelset {tl},")
these_levels = [k for k in srb_lib.LEVELS if k["setid"] == tl["id"]]
sorted(these_levels,key=lambda i: i["id"])
y = 0
for j in these_levels:
print(f"Process level {j}")
self.lbl_levels.append(tk.Label(self.frm_levels,text=j["name"]))
self.lbl_levels[-1].grid(row=x,column=3)
x += 1
x += 1
# end for-i-in-levelsets
#for i in range(0,len(srb_lib.LEVELS)):
# tl = srb_lib.get_level_info(i)[0]
# self.lbl_levels.append(tk.Label(self.frm_levels
# status bar
self.status = stk.StatusBar(self.master,var=self.statustext)
#self.grid(expand=True,fill=tk.BOTH)
# and now open the first file
self.func_open(self.current_file.get())
def load_form_into_data(self, arg1 = None, arg2 = None, arg3 = None):
"""
Update self.bdata with the values currently displayed/edited on the form. This also updates the checksum.
"""
#print(f"debug (load_form_into_data): {arg1}, {arg2}, {arg3}")
if self.bdata:
bdata = self.bdata
else:
raise Exception("No file loaded.")
try:
bdata, message = srb_lib.set_name(bdata,1,self.prof1name.get())
if message != "":
self.flash_entry(self.ent_prof1name)
raise Exception("Profile 1 name")
bdata, message = srb_lib.set_name(bdata,2,self.prof2name.get())
if message != "":
self.flash_entry(self.ent_prof2name)
raise Exception("Profile 2 name")
bdata, message = srb_lib.set_name(bdata,3,self.prof3name.get())
if message != "":
self.flash_entry(self.ent_prof3name)
raise Exception("Profile 3 name")
#print(f"debug: loading data with value prof1 tutorial: {self.prof1tut.get()}")
bdata, _ = srb_lib.set_tutorial_completed(bdata,1,self.prof1tut.get())
bdata, _ = srb_lib.set_tutorial_completed(bdata,2,self.prof2tut.get())
bdata, _ = srb_lib.set_tutorial_completed(bdata,3,self.prof3tut.get())
# and now the current profile stuff
profile_id = self.selected_profile.get()
if profile_id >= 1 and profile_id <= 3:
bdata = srb_lib.set_money(bdata,profile_id,self.money.get(),silent=self.silent.get())
bdata, _ = srb_lib.set_plane_stat(bdata,profile_id,"health",self.health.get())
bdata, _ = srb_lib.set_plane_stat(bdata,profile_id,"stunt",self.stunt.get())
bdata, _ = srb_lib.set_plane_stat(bdata,profile_id,"gun",self.gun.get())
bdata2 = srb_lib.set_weapon(bdata,profile_id,self.equipped_weapon.get(),silent=self.silent.get())
if bdata2 == -1:
raise Exception("Failed when setting equipped weapon.")
else:
bdata = bdata2
# purchased weapons
pur_weap_list = []
if self.pur_weap_potato.get():
pur_weap_list.append("Potato Gun")
if self.pur_weap_stinger.get():
pur_weap_list.append("Stinger")
if self.pur_weap_watball.get():
pur_weap_list.append("Water Balloon Cannon")
if self.pur_weap_snow.get():
pur_weap_list.append("Snow Blower")
if self.pur_weap_fire.get():
pur_weap_list.append("Fire Boomerang")
if self.pur_weap_lightn.get():
pur_weap_list.append("Lightning Rod")
if self.pur_weap_romanc.get():
pur_weap_list.append("Roman Candles")
if self.pur_weap_pumpkin.get():
pur_weap_list.append("10 Gauge Pumpkin")
bdata, message = srb_lib.set_purchased_weapons(bdata, profile_id, "remove",["all"], silent=self.silent.get())
if bdata == -1 or message != "":
raise Exception("Failed when clearing purchased weapons.")
#print(f"debug: will set weapon list {pur_weap_list}")
bdata, message = srb_lib.set_purchased_weapons(bdata, profile_id, "add",pur_weap_list, silent=self.silent.get())
if bdata == -1 or message != "":
raise Exception("Failed when setting purchased weapons.")
# purchased planes
pur_planes_list = []
if self.pur_plane_bool_marcie.get():
pur_planes_list.append("marcie")
if self.pur_plane_bool_sally.get():
pur_planes_list.append("sally")
if self.pur_plane_bool_rerun.get():
pur_planes_list.append("rerun")
if self.pur_plane_bool_pigpen.get():
pur_planes_list.append("pigpen")
if self.pur_plane_bool_woodstock.get():
pur_planes_list.append("woodstock")
if self.pur_plane_bool_baron.get():
pur_planes_list.append("baron")
bdata, message = srb_lib.set_purchased_planes(bdata, profile_id, "remove",["all"], silent=self.silent.get())
if bdata == -1 or message != "":
raise Exception("Failed when clearing purchased planes.")
#print(f"debug: will set plane list {pur_planes_list}")
bdata, message = srb_lib.set_purchased_planes(bdata, profile_id, "add", pur_planes_list, silent=self.silent.get())
if bdata == -1 or message != "":
raise Exception(f"Failed when setting purchased planes, message {message}.")
# levelset available levels
for i in range(0,len(srb_lib.LEVELSETS)):
bdata, message = srb_lib.set_levelset_available_levels(bdata, profile_id, i, self.levelset_status_ints[i].get())
if bdata == -1 or message != "":
raise Exception(f"Failed to set levelset available levels for levelset {i}, message {message}.")
except Exception as e:
bdata = -1
print(f"ERROR! Invalid {e}")
# If everything saved correctly, reload the checksum and then reload the form with the new data. This means that if you type in lower-case letters in a profile name, it will reload the valid upper-case name because the game only stores uppercase letters.
if bdata != -1:
self.bdata = bdata
csum = 0
try:
csum = srb_lib.calculate_checksum(self.bdata)
except:
pass
if csum != 0:
#print(f"need to do something with new checksum 0x{csum:08x}")
self.bchecksum = csum
self.load_data_into_form()
def flash_entry(self, this_entry):
""" Flash the offending entry box red for one second. """
# Improve: move this to stackrpms_tk_lib?
current_color = this_entry.cget("background")
#print(f"DEBUG (flash_entry): this_entry={this_entry}")
#print(f"DEBUG: current_color {current_color}")
if current_color in ["#ffffff","white"]: # name is supposed to work but it does not
next_color = "red" #if current_color == "#ffffff" else "white"
this_entry.config(background=next_color)
self.master.after(1000, lambda te=this_entry: self.flash_entry(te))
else:
next_color = "white"
this_entry.config(background=next_color)
# functions
def func_about(self):
""" Display about dialog. """
tkinter.messagebox.Message(title="About",message=ABOUT_TEXT,icon="info").show()
def func_exit(self):
# in case we need to manually do stuff
# otherwise command=self.client_exit would have sufficed.
self.master.quit()
def func_open(self, filen = None):
if filen:
filename = filen
else:
filename = tkinter.filedialog.askopenfilename()
# filename might be a None or something if the dialog was cancelled
if filename:
self.current_file.set(filename)
self.statustext.set(f"File: {self.current_file.get()}")
self.bchecksum, self.bdata = srb_lib.read_file(filename)
if not self.silent.get():
print(f"File {filename} has checksum 0x{self.bchecksum:08x}, len(data)={len(self.bdata)}")
self.load_data_into_form()
def func_reload(self):
"""
Convenience function to just run func_open against the current file. The command lambda func_open failed to work because it seems to hardcode to just the first-defined current_file.
"""
self.func_open(self.current_file.get())
def mark_traces(self,action):
""" Enable or disable traces for variables. This protects the form from always calling load-form-into-data while we are populating the form initially! """
if action == "enable":
for j in [
self.health,
self.stunt,
self.gun,
self.equipped_weapon,
#self.prof1name, # do not trace the profile names, because it prevents spaces ending on the variables
#self.prof2name,
#self.prof3name,
] + [i for i in self.levelset_status_ints]:
j.trace("w",self.load_form_into_data)
# different one
self.selected_profile.trace("w",self.load_data_into_form_for_current_profile)
else: # disable
for j in [
self.health,
self.selected_profile,
self.stunt,
self.gun,
self.equipped_weapon,
#self.prof1name,
#self.prof2name,
#self.prof3name,
] + [i for i in self.levelset_status_ints]:
for i in j.trace_info():
if i[0][0] == "write":
j.trace_remove(i[0][0],i[1])
def load_data_into_form(self, arg1 = None, arg2 = None, arg3 = None):
""" Update all fields in dialog with contents of bdata. """
#print(f"debug (load_data_into_form): {arg1}, {arg2}, {arg3}")
self.mark_traces("disable")
# set all variables that are tied to entry boxes
self.checksum.set(hex(self.bchecksum)[2:])
self.prof1_used.set(srb_lib.get_profile_in_use(self.bdata,1))
self.prof1tut.set(srb_lib.get_tutorial_completed(self.bdata,1))
prof1name = srb_lib.get_name(self.bdata,1).rstrip()
self.prof1name.set(prof1name)
self.prof2_used.set(srb_lib.get_profile_in_use(self.bdata,2))
self.prof2tut.set(srb_lib.get_tutorial_completed(self.bdata,2))
prof2name = srb_lib.get_name(self.bdata,2).rstrip()
self.prof2name.set(prof2name)
self.prof3_used.set(srb_lib.get_profile_in_use(self.bdata,3))
self.prof3tut.set(srb_lib.get_tutorial_completed(self.bdata,3))
prof3name = srb_lib.get_name(self.bdata,3).rstrip()
self.prof3name.set(prof3name)
self.load_data_into_form_for_current_profile()
# not necessary because for_current_profile runs the enable.
#self.mark_traces("enable")
def load_data_into_form_for_current_profile(self, arg1 = None, arg2 = None, arg3 = None):
""" Determine the currently-selected radio button for profile and load those values into the form. """
if not self.bdata:
return "No file loaded."
profile_id = self.selected_profile.get()
#print(f"debug: Using profile_id {profile_id}")
#print(f"debug: arg1 {arg1}")
#print(f"debug: arg2 {arg2}")
#print(f"debug: arg3 {arg3}")
if profile_id >= 1 and profile_id <= 3:
self.mark_traces("disable")
# money
self.money.set(srb_lib.get_money(self.bdata,profile_id))
# equipped weapon
self.equipped_weapon.set(srb_lib.get_weapon(self.bdata,profile_id))
# plane stats
stat, _ = srb_lib.get_plane_stat(self.bdata,profile_id,"health")
self.health.set(stat)
stat, _ = srb_lib.get_plane_stat(self.bdata,profile_id,"stunt")
self.stunt.set(stat)
stat, _ = srb_lib.get_plane_stat(self.bdata,profile_id,"gun")
self.gun.set(stat)
# purchased weapons
weapons_list, weapons_mask = srb_lib.get_purchased_weapons(self.bdata,profile_id,silent=self.silent.get())
if weapons_list == "all":
weapons_list = [i["name"] for i in srb_lib.WEAPONS if i["e"]]
elif weapons_list == "none":
weapons_list = []
# and now set each weapon
self.pur_weap_potato.set(True if "Potato Gun" in weapons_list else False)
self.pur_weap_stinger.set(True if "Stinger" in weapons_list else False)
self.pur_weap_watball.set(True if "Water Balloon Cannon" in weapons_list else False)
self.pur_weap_snow.set(True if "Snow Blower" in weapons_list else False)
self.pur_weap_fire.set(True if "Fire Boomerang" in weapons_list else False)
self.pur_weap_lightn.set(True if "Lightning Rod" in weapons_list else False)
self.pur_weap_romanc.set(True if "Roman Candles" in weapons_list else False)
self.pur_weap_pumpkin.set(True if "10 Gauge Pumpkin" in weapons_list else False)
# purchased planes
planes_list, planes_mask = srb_lib.get_purchased_planes(self.bdata,profile_id,silent=self.silent.get())
if planes_list == "all":
planes_list = [i["name"] for i in srb_lib.PLANES]
elif planes_list == "none":
planes_list = []
self.pur_plane_bool_marcie.set(True if "marcie" in planes_list else False)
self.pur_plane_bool_sally.set(True if "sally" in planes_list else False)
self.pur_plane_bool_rerun.set(True if "rerun" in planes_list else False)
self.pur_plane_bool_pigpen.set(True if "pigpen" in planes_list else False)
self.pur_plane_bool_woodstock.set(True if "woodstock" in planes_list else False)
self.pur_plane_bool_baron.set(True if "baron" in planes_list else False)
x = 0
for i in srb_lib.LEVELSETS:
mission_mask, letters = srb_lib.get_levelset_status(self.bdata,profile_id,x,silent=self.silent.get())
if 0 == x:
self.pur_plane_str_marcie.set(letters)
elif 1 == x:
self.pur_plane_str_sally.set(letters)
elif 2 == x:
self.pur_plane_str_rerun.set(letters)
elif 3 == x:
self.pur_plane_str_pigpen.set(letters)
elif 4 == x:
self.pur_plane_str_woodstock.set(letters)
elif 5 == x:
self.pur_plane_str_baron.set(letters)
# levelset available levels
mission_mask = bin(int(mission_mask[1:],2)).count('1')
#print(f"for levelset {i}, need to set max {i['l']}, current {mission_mask}")
self.levelset_status_ints[x].set(mission_mask)
x += 1
self.mark_traces("enable")
# levelset available levels
for i in range(0,len(srb_lib.LEVELSETS)):
this_mission_mask, collected_letters = srb_lib.get_levelset_status(self.bdata,profile_id,i,silent=True)
# end if-profile_id is 1,2 or 3.
else:
print(f"Error! Cannot load that profile_id into the form.")
def refresh_to_data(self):
""" Update bdata with values from dialog? """
#srb_lib.
def func_save(self):
filename = None
try:
filename = self.current_file.get()
except:
msg = "Cannot save because we have not opened anything yet."
print(f"WARNING: {msg}")
tk.messagebox.showerror(title="Error",message=msg)
if filename:
checksum = self.bchecksum
#print(f"how about save to file {filename}, checksum {checksum}")
#print(f"checksum hex 0x{checksum:08x}, int {checksum}")
srb_lib.write_file(filename,checksum, self.bdata)
def func_save_as(self):
filename = None
try:
filename = tkinter.filedialog.asksaveasfilename(initialfile=self.current_file.get())
except:
msg = "Cannot save as because did not get a valid file from the dialog."
tk.messagebox.showerror(title="Error",message=msg)
if filename:
checksum = self.bchecksum
srb_lib.write_file(filename,checksum,self.bdata)
# main
root = tk.Tk()
srb_tk = App(root)
srb_tk.mainloop()
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