WaffenPicker.py 文件源码

python
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项目:Sephrasto 作者: Aeolitus 项目源码 文件源码
def __init__(self,waffe=None):
        super().__init__()
        if Wolke.Debug:
            print("Initializing WaffenPicker...")
        self.waffe = None
        if waffe is not None and waffe in Wolke.DB.waffen:
            self.current = waffe
        else:
            self.current = ""
        self.Form = QtWidgets.QDialog()
        self.ui = CharakterWaffen.Ui_Dialog()
        self.ui.setupUi(self.Form)

        self.Form.setWindowFlags(
                QtCore.Qt.Window |
                QtCore.Qt.CustomizeWindowHint |
                QtCore.Qt.WindowTitleHint |
                QtCore.Qt.WindowCloseButtonHint)

        if Wolke.Debug:
            print("Ui is Setup...")
        currSet = self.current != ""
        for kind in Definitionen.Kampftalente:
            parent = QtWidgets.QTreeWidgetItem(self.ui.treeWeapons)
            parent.setText(0,kind)
            parent.setText(1,"")
            parent.setExpanded(True)
            wafs = []
            for waf in Wolke.DB.waffen:
                if Wolke.DB.waffen[waf].fertigkeit == kind:
                    wafs.append(waf)
            wafs.sort()
            for el in wafs:
                if not currSet:
                    self.current = el
                    currSet = True
                child = QtWidgets.QTreeWidgetItem(parent)
                child.setText(0,el)
                child.setText(1,Wolke.DB.waffen[el].talent)  
        self.ui.treeWeapons.sortItems(1,QtCore.Qt.AscendingOrder)
        if Wolke.Debug:
            print("Tree Filled...")
        self.ui.treeWeapons.itemSelectionChanged.connect(self.changeHandler)
        self.ui.treeWeapons.header().setSectionResizeMode(0,1)
        self.updateInfo()
        if Wolke.Debug:
            print("Info Updated...")
        self.Form.setWindowModality(QtCore.Qt.ApplicationModal)
        self.Form.show()
        self.ret = self.Form.exec_()
        if self.ret == QtWidgets.QDialog.Accepted and self.current != '':
            self.waffe = Wolke.DB.waffen[self.current]
        else:
            self.waffe = None
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