p58 - added HUD from ray
fpdb_parse now returns hand id rather than site hand no
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#!/usr/bin/env python
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"""Hud.py
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Create and manage the hud overlays.
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"""
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# Copyright 2008, Ray E. Barker
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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########################################################################
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# Standard Library modules
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# pyGTK modules
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import pygtk
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import gtk
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import pango
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import gobject
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# FreePokerTools modules
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import Tables # needed for testing only
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import Configuration
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import Stats
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import Mucked
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import Database
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class Hud:
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def __init__(self, table, max, poker_game, config, db_connection):
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self.table = table
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self.config = config
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self.poker_game = poker_game
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self.max = max
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self.db_connection = db_connection
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self.stat_windows = {}
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self.font = pango.FontDescription("Sans 8")
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def create(self, hand, config):
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# update this hud, to the stats and players as of "hand"
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# hand is the hand id of the most recent hand played at this table
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#
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# this method also manages the creating and destruction of stat
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# windows via calls to the Stat_Window class
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for i in range(1, self.max + 1):
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(x, y) = config.supported_sites[self.table.site].layout[self.max].location[i]
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self.stat_windows[i] = Stat_Window(game = config.supported_games[self.poker_game],
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table = self.table,
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x = x,
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y = y,
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seat = i,
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player_id = 'fake',
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font = self.font)
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self.stats = [['', '', ''], ['', '', '']]
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for stat in config.supported_games[self.poker_game].stats.keys():
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self.stats[config.supported_games[self.poker_game].stats[stat].row] \
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[config.supported_games[self.poker_game].stats[stat].col] = \
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config.supported_games[self.poker_game].stats[stat].stat_name
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# self.mucked_window = gtk.Window()
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# self.m = Mucked.Mucked(self.mucked_window, self.db_connection)
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# self.mucked_window.show_all()
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def update(self, hand, db, config):
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stat_dict = db.get_stats_from_hand(hand, 3)
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for s in stat_dict.keys():
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for r in range(0, 2):
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for c in range(0, 3):
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number = Stats.do_stat(stat_dict, player = stat_dict[s]['player_id'], stat = self.stats[r][c])
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self.stat_windows[stat_dict[s]['seat']].label[r][c].set_text(number[1])
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tip = stat_dict[s]['screen_name'] + "\n" + number[5] + "\n" + \
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number[3] + ", " + number[4]
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Stats.do_tip(self.stat_windows[stat_dict[s]['seat']].e_box[r][c], tip)
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# self.m.update(hand)
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class Stat_Window:
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def button_press_cb(self, widget, event, *args):
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# This handles all callbacks from button presses on the event boxes in
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# the stat windows. There is a bit of an ugly kludge to separate single-
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# and double-clicks.
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if event.button == 1: # left button event
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if event.type == gtk.gdk.BUTTON_PRESS: # left button single click
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if self.sb_click > 0: return
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self.sb_click = gobject.timeout_add(250, self.single_click)
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elif event.type == gtk.gdk._2BUTTON_PRESS: # left button double click
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if self.sb_click > 0:
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gobject.source_remove(self.sb_click)
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self.sb_click = 0
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self.double_click(widget, event, *args)
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if event.button == 2: # middle button event
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print "middle button clicked"
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if event.button == 3: # right button event
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print "right button clicked"
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def single_click(self):
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# Callback from the timeout in the single-click finding part of the
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# button press call back. This needs to be modified to get all the
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# arguments from the call.
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print "left button clicked"
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self.sb_click = 0
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return False
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def double_click(self, widget, event, *args):
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self.toggle_decorated(widget)
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def toggle_decorated(self, widget):
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top = widget.get_toplevel()
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(x, y) = top.get_position()
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if top.get_decorated():
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top.set_decorated(0)
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top.move(x, y)
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else:
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top.set_decorated(1)
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top.move(x, y)
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def __init__(self, game, table, seat, x, y, player_id, font):
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self.game = game
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self.table = table
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self.x = x + table.x
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self.y = y + table.y
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self.player_id = player_id
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self.sb_click = 0
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self.window = gtk.Window()
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self.window.set_decorated(0)
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self.window.set_gravity(gtk.gdk.GRAVITY_STATIC)
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self.window.set_title("%s" % seat)
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self.grid = gtk.Table(rows = self.game.rows, columns = self.game.cols, homogeneous = False)
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self.window.add(self.grid)
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self.e_box = []
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self.frame = []
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self.label = []
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for r in range(self.game.rows):
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self.e_box.append([])
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self.label.append([])
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for c in range(self.game.cols):
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self.e_box[r].append( gtk.EventBox() )
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Stats.do_tip(self.e_box[r][c], 'farts')
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self.grid.attach(self.e_box[r][c], c, c+1, r, r+1, xpadding = 1, ypadding = 1)
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self.label[r].append( gtk.Label('xxx') )
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self.e_box[r][c].add(self.label[r][c])
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self.e_box[r][c].connect("button_press_event", self.button_press_cb)
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# font = pango.FontDescription("Sans 8")
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self.label[r][c].modify_font(font)
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self.window.realize
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self.window.move(self.x, self.y)
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self.window.set_keep_above(1)
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self.window.show_all()
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def destroy(*args): # call back for terminating the main eventloop
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gtk.main_quit()
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if __name__== "__main__":
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main_window = gtk.Window()
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main_window.connect("destroy", destroy)
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label = gtk.Label('Fake main window, blah blah, blah\nblah, blah')
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main_window.add(label)
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main_window.show_all()
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c = Configuration.Config()
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tables = Tables.discover(c)
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db = Database.Database(c, 'PTrackSv2', 'razz')
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for t in tables:
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win = Hud(t, 8, c, db)
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# t.get_details()
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win.update(8300, db, c)
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gtk.main()
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