ML: Refactored Hot-Reload System
This commit is contained in:
@@ -19,7 +19,6 @@ import uiScriptLocale
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# Multi-language hot-reload system
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from uilocaleselector import LocaleSelector
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from uilocalechange import LocaleChangeManager
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LOGIN_DELAY_SEC = 0.0
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SKIP_LOGIN_PHASE = False
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@@ -157,7 +156,6 @@ class LoginWindow(ui.ScriptWindow):
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# Multi-language hot-reload system
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self.localeSelector = None
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self.localeChangeManager = LocaleChangeManager(self)
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def __del__(self):
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net.ClearPhaseWindow(net.PHASE_WINDOW_LOGIN, self)
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@@ -599,11 +597,94 @@ class LoginWindow(ui.ScriptWindow):
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self.stream.SetPhaseWindow(0)
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def __OnLocaleChanged(self, newLocaleCode):
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"""Handle locale change - save config, reload, and refresh UI"""
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import dbg
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# 1) Save locale code to config/locale.cfg
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try:
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import os
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if not os.path.exists("config"):
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os.makedirs("config")
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with open("config/locale.cfg", "w") as f:
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f.write(newLocaleCode)
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dbg.TraceError("Saved new locale to config: %s" % newLocaleCode)
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except Exception as e:
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dbg.TraceError("Failed to save locale.cfg: %s" % str(e))
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return
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# 2) Call C++ to reload locale data (C++ data + Python modules)
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if not app.ReloadLocale():
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dbg.TraceError("app.ReloadLocale() failed")
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return
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dbg.TraceError("Locale changed successfully, refreshing UI...")
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# 3) Refresh all UI text elements with new locale
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self.__RefreshLocaleUI()
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def __RefreshLocaleUI(self):
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"""
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Callback when user confirms locale change.
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All the heavy lifting is done by LocaleChangeManager - this is just 3 lines!
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Refresh all UI text elements after locale change
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Uses the generic uiLocaleRefresh module to update all visible text elements
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without needing to reload the entire UI.
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"""
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self.localeChangeManager.ReloadWithNewLocale(newLocaleCode, "uiscript/LoginWindow.py")
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import uiScriptLocale
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import uiLocaleRefresh
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try:
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# Refresh button and text elements using element mapping
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elementMapping = {
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self.serverInfo: "LOGIN_DEFAULT_SERVERADDR",
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self.selectConnectButton: "LOGIN_SELECT_BUTTON",
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self.loginButton: "LOGIN_CONNECT",
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self.loginExitButton: "LOGIN_EXIT",
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self.serverSelectButton: "OK",
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self.serverExitButton: "LOGIN_SELECT_EXIT",
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}
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uiLocaleRefresh.RefreshByMapping(elementMapping)
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# Refresh ServerBoard Title (special case - accessed via GetChild)
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try:
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serverBoardTitle = self.GetChild("Title")
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serverBoardTitle.SetText(uiScriptLocale.LOGIN_SELECT_TITLE)
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except:
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pass
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# Rebuild login error message dictionary with new locale strings
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loginFailureTemplate = {
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"ALREADY" : "LOGIN_FAILURE_ALREAY",
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"NOID" : "LOGIN_FAILURE_NOT_EXIST_ID",
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"WRONGPWD" : "LOGIN_FAILURE_WRONG_PASSWORD",
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"FULL" : "LOGIN_FAILURE_TOO_MANY_USER",
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"SHUTDOWN" : "LOGIN_FAILURE_SHUTDOWN",
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"REPAIR" : "LOGIN_FAILURE_REPAIR_ID",
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"BLOCK" : "LOGIN_FAILURE_BLOCK_ID",
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"BESAMEKEY" : "LOGIN_FAILURE_BE_SAME_KEY",
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"NOTAVAIL" : "LOGIN_FAILURE_NOT_AVAIL",
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"NOBILL" : "LOGIN_FAILURE_NOBILL",
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"BLKLOGIN" : "LOGIN_FAILURE_BLOCK_LOGIN",
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"WEBBLK" : "LOGIN_FAILURE_WEB_BLOCK",
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"BADSCLID" : "LOGIN_FAILURE_WRONG_SOCIALID",
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"AGELIMIT" : "LOGIN_FAILURE_SHUTDOWN_TIME",
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}
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self.loginFailureMsgDict = uiLocaleRefresh.RebuildDictionary(loginFailureTemplate, "localeInfo")
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# Recreate locale selector to ensure it's on top with updated text
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if self.localeSelector:
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self.localeSelector.Destroy()
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self.localeSelector = None
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self.localeSelector = LocaleSelector()
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self.localeSelector.Create(self)
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self.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.__OnLocaleChanged))
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self.localeSelector.Show()
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self.localeSelector.SetTop()
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except:
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# import dbg
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# dbg.TraceError("LoginWindow.__RefreshLocaleUI failed")
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pass
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def __SetServerInfo(self, name):
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net.SetServerInfo(name.strip())
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@@ -31,9 +31,29 @@ VIRTUAL_KEY_SYMBOLS = "!@#$%^&*()_+|{}:'<>?~"
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VIRTUAL_KEY_NUMBERS = "1234567890-=\[];',./`"
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VIRTUAL_KEY_SYMBOLS_BR = "!@#$%^&*()_+|{}:'<>?~aaaaeeeiioooouuc"
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# Load locale data by specific path
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# Multi-language hot-reload support
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def LoadLocaleData():
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app.LoadLocaleData(app.GetLocalePath())
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"""
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Reload all game locale text strings from locale_game.txt
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Called by app.ReloadLocale() when the user changes language.
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Reloads locale_game.txt and updates all module-level locale strings.
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Returns:
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True on success, False on failure
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"""
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try:
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localePath = app.GetLocalePath()
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localeFilePath = "{:s}/locale_game.txt".format(localePath)
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# Reload locale_game.txt - this updates all global variables in this module
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LoadLocaleFile(localeFilePath, globals())
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return True
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except:
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# import dbg
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# dbg.TraceError("localeInfo.LoadLocaleData failed")
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return False
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# Load locale_game.txt
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def LoadLocaleFile(srcFileName, localeDict):
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@@ -1,472 +0,0 @@
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# -*- coding: utf-8 -*-
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"""
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Multi-Language Hot-Reload System
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=================================
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This module provides a clean, reusable system for hot-reloading locale changes
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without restarting the client. It's designed to be window-agnostic and can be
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used with any UI window (login, game, etc.).
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Architecture:
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- C++ side handles: LoadConfig() → LoadLocaleData() → Clear Python module cache
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- Python side handles: Module reimport → UI state save/restore → Window recreation
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Usage:
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from uilocalechange import LocaleChangeManager
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# In your window class __init__:
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self.localeChangeManager = LocaleChangeManager(self)
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# When locale changes (e.g., from a locale selector):
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self.localeChangeManager.ReloadWithNewLocale(newLocaleCode)
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Features:
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- Automatically saves and restores UI state (text inputs, selections, etc.)
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- Handles board visibility states
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- Preserves virtual keyboard state
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- Works with any window that follows the standard pattern
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"""
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import app
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import dbg
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import ui
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import sys
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class LocaleChangeManager:
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"""
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Manages locale hot-reload for a UI window.
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This class handles the complete lifecycle of a locale change:
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1. Save current UI state
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2. Call C++ to reload locale data
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3. Reimport Python locale modules
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4. Recreate UI with new locale
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5. Restore saved state
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"""
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def __init__(self, window):
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"""
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Initialize the locale change manager.
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Args:
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window: The UI window instance to manage (e.g., LoginWindow, GameWindow)
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"""
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self.window = window
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self.stateHandlers = {}
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self._RegisterDefaultStateHandlers()
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def _RegisterDefaultStateHandlers(self):
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"""Register default state save/restore handlers for common UI elements."""
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# Text input fields
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self.RegisterStateHandler("idEditLine", self._SaveEditLineText, self._RestoreEditLineText)
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self.RegisterStateHandler("pwdEditLine", self._SaveEditLineText, self._RestoreEditLineText)
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# List selections
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self.RegisterStateHandler("serverList", self._SaveListSelection, self._RestoreListSelection)
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self.RegisterStateHandler("channelList", self._SaveListSelection, self._RestoreListSelection)
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# Virtual keyboard
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self.RegisterStateHandler("virtualKeyboard", self._SaveVisibility, self._RestoreVisibility)
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# Server info text
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self.RegisterStateHandler("serverInfo", self._SaveTextLineText, self._RestoreTextLineText)
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def RegisterStateHandler(self, elementName, saveFunc, restoreFunc):
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"""
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Register a custom state handler for a UI element.
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Args:
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elementName: The attribute name of the UI element (e.g., "idEditLine")
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saveFunc: Function(element) -> stateData to save state
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restoreFunc: Function(element, stateData) to restore state
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"""
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self.stateHandlers[elementName] = (saveFunc, restoreFunc)
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def _SaveEditLineText(self, editLine):
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"""Save text from an edit line."""
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if editLine:
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return editLine.GetText()
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return ""
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def _RestoreEditLineText(self, editLine, text):
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"""Restore text to an edit line."""
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if editLine and text:
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editLine.SetText(text)
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def _SaveListSelection(self, listBox):
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"""Save selected item ID from a list box."""
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if listBox:
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return listBox.GetSelectedItem()
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return None
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def _RestoreListSelection(self, listBox, selectedID):
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"""Restore selected item in a list box by finding its position."""
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if listBox and selectedID is not None:
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# Find position for the saved ID
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for position, itemID in listBox.keyDict.items():
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if itemID == selectedID:
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listBox.SelectItem(position)
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return True
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return False
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def _SaveVisibility(self, element):
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"""Save visibility state of an element."""
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if element:
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return element.IsShow()
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return False
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def _RestoreVisibility(self, element, wasVisible):
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"""Restore visibility state of an element."""
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if element:
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if wasVisible:
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element.Show()
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else:
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element.Hide()
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def _SaveTextLineText(self, textLine):
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"""Save text from a text line."""
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if textLine:
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return textLine.GetText()
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return ""
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def _RestoreTextLineText(self, textLine, text):
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"""Restore text to a text line."""
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if textLine and text:
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textLine.SetText(text)
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def SaveLocaleCode(self, localeCode):
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"""
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Save locale code to config/locale.cfg file.
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Args:
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localeCode: Two-letter locale code (e.g., "en", "ro", "de")
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Returns:
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True if saved successfully, False otherwise
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"""
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try:
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import os
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if not os.path.exists("config"):
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os.makedirs("config")
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with open("config/locale.cfg", "w") as f:
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f.write(localeCode)
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return True
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except Exception as e:
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dbg.TraceError("Failed to save locale config: %s" % str(e))
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return False
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def ReloadWithNewLocale(self, newLocaleCode, scriptPath="uiscript/LoginWindow.py"):
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"""
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Hot-reload the UI with a new locale.
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This is the main entry point for locale changes. It handles the complete
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reload process:
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1. Save locale code to config file
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2. Call C++ to reload locale data and clear Python module cache
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3. Reimport Python locale modules
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4. Save current UI state
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5. Recreate UI
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6. Restore UI state
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Args:
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newLocaleCode: The new locale code to switch to
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scriptPath: Path to the UI script file to reload (default: LoginWindow.py)
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Returns:
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True if reload succeeded, False otherwise
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"""
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try:
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dbg.TraceError("=== Starting Locale Hot-Reload to '%s' ===" % newLocaleCode)
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# Step 1: Save locale code to file
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if not self.SaveLocaleCode(newLocaleCode):
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dbg.TraceError("Failed to save locale code")
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return False
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# Step 2: Call C++ comprehensive reload
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# This does: LoadConfig() → LoadLocaleData() → Clear Python module cache
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reloadSuccess = app.ReloadLocale()
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if not reloadSuccess:
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dbg.TraceError("C++ ReloadLocale() failed")
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return False
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# Step 3: Reimport Python locale modules
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self._ReimportLocaleModules()
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# Step 4: Save current UI state
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savedState = self._SaveWindowState()
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# Step 5: Recreate UI
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self._RecreateUI(scriptPath)
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# Step 6: Restore UI state
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self._RestoreWindowState(savedState)
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dbg.TraceError("=== Locale Hot-Reload Complete ===")
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return True
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except Exception as e:
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dbg.TraceError("Error in ReloadWithNewLocale: %s" % str(e))
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import exception
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exception.Abort("ReloadWithNewLocale")
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return False
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def _ReimportLocaleModules(self):
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"""Force reimport of locale modules after C++ cleared the cache."""
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dbg.TraceError("Reimporting locale modules...")
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# Import fresh modules - C++ already deleted them from sys.modules
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localeInfo = __import__('localeInfo')
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uiScriptLocale = __import__('uiScriptLocale')
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# Update sys.modules references
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sys.modules['localeInfo'] = localeInfo
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sys.modules['uiScriptLocale'] = uiScriptLocale
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# CRITICAL: Update the window module's globals, not ours!
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# Get the window's module (e.g., intrologin module)
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windowModule = sys.modules.get(self.window.__module__)
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if windowModule:
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dbg.TraceError("Updating globals in module: %s" % self.window.__module__)
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windowModule.localeInfo = localeInfo
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windowModule.uiScriptLocale = uiScriptLocale
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else:
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dbg.TraceError("WARNING: Could not find window module: %s" % self.window.__module__)
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# Also update this module's globals for safety
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globals()['localeInfo'] = localeInfo
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globals()['uiScriptLocale'] = uiScriptLocale
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dbg.TraceError("Locale modules reimported successfully")
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def _SaveWindowState(self):
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"""
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Save the current state of all registered UI elements.
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Returns:
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Dictionary containing saved state data
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"""
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state = {
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"elements": {},
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"visibleBoard": None,
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}
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# Save state of registered elements
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for elementName, (saveFunc, _) in self.stateHandlers.items():
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if hasattr(self.window, elementName):
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element = getattr(self.window, elementName)
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if element:
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state["elements"][elementName] = saveFunc(element)
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# Determine which board is currently visible
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for boardName in ["loginBoard", "serverBoard", "connectBoard"]:
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if hasattr(self.window, boardName):
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board = getattr(self.window, boardName)
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if board and board.IsShow():
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state["visibleBoard"] = boardName
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break
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dbg.TraceError("Saved window state: visibleBoard=%s" % state["visibleBoard"])
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return state
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def _RecreateUI(self, scriptPath):
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"""
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Recreate the UI by clearing and reloading the script.
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Args:
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scriptPath: Path to the UI script file
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"""
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dbg.TraceError("Recreating UI from script: %s" % scriptPath)
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# Completely destroy the locale selector - we'll recreate it fresh
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if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
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dbg.TraceError("Destroying old locale selector before UI recreation")
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self.window.localeSelector.Destroy()
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self.window.localeSelector = None
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# Clear existing UI elements
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if hasattr(self.window, 'ClearDictionary'):
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self.window.ClearDictionary()
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# Reload the UI script file with new locale strings
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# This will create a fresh locale selector through __LoadScript
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if hasattr(self.window, '_LoginWindow__LoadScript'):
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# Private method name mangling for LoginWindow
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self.window._LoginWindow__LoadScript(scriptPath)
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elif hasattr(self.window, 'LoadScript'):
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self.window.LoadScript(scriptPath)
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# __LoadScript should have created a new locale selector
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# Make sure it's visible
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if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
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dbg.TraceError("Locale selector created by __LoadScript, ensuring visibility")
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self.window.localeSelector.Show()
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self.window.localeSelector.SetTop()
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else:
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# If __LoadScript didn't create it, create it manually
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dbg.TraceError("Creating locale selector manually")
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from uilocaleselector import LocaleSelector
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self.window.localeSelector = LocaleSelector()
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self.window.localeSelector.Create(self.window)
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# Set the event handler to call back to the window's method
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if hasattr(self.window, '_LoginWindow__OnLocaleChanged'):
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import ui
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self.window.localeSelector.SetLocaleChangedEvent(ui.__mem_func__(self.window._LoginWindow__OnLocaleChanged))
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self.window.localeSelector.Show()
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self.window.localeSelector.SetTop()
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# Hide all boards to reset state
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for boardName in ["loginBoard", "serverBoard", "connectBoard"]:
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if hasattr(self.window, boardName):
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board = getattr(self.window, boardName)
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if board:
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board.Hide()
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# Hide virtual keyboard
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if hasattr(self.window, "virtualKeyboard"):
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vk = getattr(self.window, "virtualKeyboard")
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if vk:
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vk.Hide()
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def _RestoreWindowState(self, state):
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"""
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Restore the saved UI state.
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Args:
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state: Dictionary containing saved state data
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"""
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dbg.TraceError("Restoring window state...")
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# Restore element states
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for elementName, savedData in state["elements"].items():
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if elementName in self.stateHandlers:
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_, restoreFunc = self.stateHandlers[elementName]
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if hasattr(self.window, elementName):
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element = getattr(self.window, elementName)
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if element:
|
||||
restoreFunc(element, savedData)
|
||||
|
||||
# Rebuild locale-dependent dictionaries (like loginFailureMsgDict)
|
||||
self._RebuildLocaleDictionaries()
|
||||
|
||||
# Restore visible board
|
||||
visibleBoard = state.get("visibleBoard")
|
||||
if visibleBoard:
|
||||
self._RestoreBoardVisibility(visibleBoard, state)
|
||||
|
||||
# CRITICAL: Make sure locale selector is visible and on top after everything is restored
|
||||
if hasattr(self.window, 'localeSelector') and self.window.localeSelector:
|
||||
dbg.TraceError("Final check: ensuring locale selector is visible")
|
||||
self.window.localeSelector.Show()
|
||||
self.window.localeSelector.SetTop()
|
||||
|
||||
def _RebuildLocaleDictionaries(self):
|
||||
"""Rebuild any dictionaries that depend on localeInfo strings."""
|
||||
# Check if this is a LoginWindow with loginFailureMsgDict
|
||||
if hasattr(self.window, 'loginFailureMsgDict'):
|
||||
import localeInfo
|
||||
dbg.TraceError("Rebuilding loginFailureMsgDict with new locale strings")
|
||||
self.window.loginFailureMsgDict = {
|
||||
"ALREADY" : localeInfo.LOGIN_FAILURE_ALREAY,
|
||||
"NOID" : localeInfo.LOGIN_FAILURE_NOT_EXIST_ID,
|
||||
"WRONGPWD" : localeInfo.LOGIN_FAILURE_WRONG_PASSWORD,
|
||||
"FULL" : localeInfo.LOGIN_FAILURE_TOO_MANY_USER,
|
||||
"SHUTDOWN" : localeInfo.LOGIN_FAILURE_SHUTDOWN,
|
||||
"REPAIR" : localeInfo.LOGIN_FAILURE_REPAIR_ID,
|
||||
"BLOCK" : localeInfo.LOGIN_FAILURE_BLOCK_ID,
|
||||
"BESAMEKEY" : localeInfo.LOGIN_FAILURE_BE_SAME_KEY,
|
||||
"NOTAVAIL" : localeInfo.LOGIN_FAILURE_NOT_AVAIL,
|
||||
"NOBILL" : localeInfo.LOGIN_FAILURE_NOBILL,
|
||||
"BLKLOGIN" : localeInfo.LOGIN_FAILURE_BLOCK_LOGIN,
|
||||
"WEBBLK" : localeInfo.LOGIN_FAILURE_WEB_BLOCK,
|
||||
"BADSCLID" : localeInfo.LOGIN_FAILURE_WRONG_SOCIALID,
|
||||
"AGELIMIT" : localeInfo.LOGIN_FAILURE_SHUTDOWN_TIME,
|
||||
}
|
||||
|
||||
if hasattr(self.window, 'loginFailureFuncDict'):
|
||||
self.window.loginFailureFuncDict = {
|
||||
"WRONGPWD" : self.window._LoginWindow__DisconnectAndInputPassword if hasattr(self.window, '_LoginWindow__DisconnectAndInputPassword') else None,
|
||||
"QUIT" : __import__('app').Exit,
|
||||
}
|
||||
|
||||
def _RestoreBoardVisibility(self, boardName, state):
|
||||
"""
|
||||
Restore the visibility of a specific board and its state.
|
||||
|
||||
Args:
|
||||
boardName: Name of the board to show ("loginBoard", "serverBoard", "connectBoard")
|
||||
state: Full saved state dictionary
|
||||
"""
|
||||
dbg.TraceError("Restoring board visibility: %s" % boardName)
|
||||
|
||||
if boardName == "loginBoard":
|
||||
self._RestoreLoginBoard()
|
||||
elif boardName == "serverBoard":
|
||||
self._RestoreServerBoard(state)
|
||||
elif boardName == "connectBoard":
|
||||
self._RestoreConnectBoard()
|
||||
|
||||
def _RestoreLoginBoard(self):
|
||||
"""Show and configure the login board."""
|
||||
if hasattr(self.window, "loginBoard"):
|
||||
self.window.loginBoard.Show()
|
||||
|
||||
def _RestoreServerBoard(self, state):
|
||||
"""Show and configure the server board with saved selections."""
|
||||
if not hasattr(self.window, "serverBoard"):
|
||||
return
|
||||
|
||||
self.window.serverBoard.Show()
|
||||
|
||||
# Refresh server list first
|
||||
if hasattr(self.window, '_LoginWindow__RefreshServerList'):
|
||||
self.window._LoginWindow__RefreshServerList()
|
||||
|
||||
# Now restore server selection AFTER the list is refreshed
|
||||
savedServerID = state["elements"].get("serverList")
|
||||
if savedServerID is not None and hasattr(self.window, 'serverList') and self.window.serverList:
|
||||
# Find the position index for the saved server ID
|
||||
# keyDict maps position -> server ID
|
||||
for position, serverID in self.window.serverList.keyDict.items():
|
||||
if serverID == savedServerID:
|
||||
# SelectItem expects position index, not server ID
|
||||
self.window.serverList.SelectItem(position)
|
||||
|
||||
# Refresh channel list for the selected server
|
||||
if hasattr(self.window, '_LoginWindow__RequestServerStateList'):
|
||||
self.window._LoginWindow__RequestServerStateList()
|
||||
if hasattr(self.window, '_LoginWindow__RefreshServerStateList'):
|
||||
self.window._LoginWindow__RefreshServerStateList()
|
||||
|
||||
# Restore channel selection AFTER channel list is refreshed
|
||||
savedChannelID = state["elements"].get("channelList")
|
||||
if savedChannelID is not None and hasattr(self.window, 'channelList') and self.window.channelList:
|
||||
# Find the position index for the saved channel ID
|
||||
for channelPos, channelID in self.window.channelList.keyDict.items():
|
||||
if channelID == savedChannelID:
|
||||
self.window.channelList.SelectItem(channelPos)
|
||||
break
|
||||
break
|
||||
|
||||
def _RestoreConnectBoard(self):
|
||||
"""Show and configure the connect board."""
|
||||
if not hasattr(self.window, "connectBoard"):
|
||||
return
|
||||
|
||||
# Connect board overlays login board
|
||||
if hasattr(self.window, "loginBoard"):
|
||||
self.window.loginBoard.Show()
|
||||
|
||||
self.window.connectBoard.Show()
|
||||
|
||||
# Explicitly show connect board children (they may not auto-show)
|
||||
if hasattr(self.window, "selectConnectButton"):
|
||||
btn = getattr(self.window, "selectConnectButton")
|
||||
if btn:
|
||||
btn.Show()
|
||||
|
||||
if hasattr(self.window, "serverInfo"):
|
||||
info = getattr(self.window, "serverInfo")
|
||||
if info:
|
||||
info.Show()
|
||||
242
assets/root/uilocalerefresh.py
Normal file
242
assets/root/uilocalerefresh.py
Normal file
@@ -0,0 +1,242 @@
|
||||
"""
|
||||
Generic UI Locale Refresh System
|
||||
This module provides automatic locale refresh for UI windows without hardcoding element names.
|
||||
"""
|
||||
|
||||
import dbg
|
||||
import ui
|
||||
|
||||
class LocaleRefreshHelper:
|
||||
"""
|
||||
Helper class to automatically refresh UI text elements when locale changes.
|
||||
Works by re-reading the original UI script and applying new locale strings.
|
||||
"""
|
||||
|
||||
def __init__(self):
|
||||
self.scriptCache = {} # Cache loaded UI scripts
|
||||
|
||||
def RefreshWindow(self, window, scriptPath):
|
||||
"""
|
||||
Automatically refresh all text elements in a window by re-reading the UI script.
|
||||
|
||||
Args:
|
||||
window: The ui.ScriptWindow instance to refresh
|
||||
scriptPath: Path to the UI script file (e.g., "UIScript/LoginWindow.py")
|
||||
|
||||
Returns:
|
||||
Number of elements successfully refreshed
|
||||
"""
|
||||
import uiScriptLocale
|
||||
import localeInfo
|
||||
|
||||
dbg.TraceError("LocaleRefreshHelper: Refreshing window from %s" % scriptPath)
|
||||
|
||||
# Load the UI script to get the original text definitions
|
||||
try:
|
||||
scriptData = self._LoadUIScript(scriptPath)
|
||||
except Exception as e:
|
||||
dbg.TraceError("LocaleRefreshHelper: Failed to load script %s: %s" % (scriptPath, str(e)))
|
||||
return 0
|
||||
|
||||
# Recursively refresh all elements
|
||||
refreshCount = self._RefreshElement(window, scriptData.get("window", {}), window)
|
||||
|
||||
dbg.TraceError("LocaleRefreshHelper: Refreshed %d elements" % refreshCount)
|
||||
return refreshCount
|
||||
|
||||
def RefreshElementsByMapping(self, elementMap):
|
||||
"""
|
||||
Refresh UI elements using a manual mapping dictionary.
|
||||
Useful for elements that can't be auto-detected.
|
||||
|
||||
Args:
|
||||
elementMap: Dict of {element_instance: locale_string_name}
|
||||
|
||||
Example:
|
||||
mapping = {
|
||||
self.loginButton: "LOGIN_CONNECT",
|
||||
self.exitButton: "LOGIN_EXIT"
|
||||
}
|
||||
helper.RefreshElementsByMapping(mapping)
|
||||
"""
|
||||
import uiScriptLocale
|
||||
import localeInfo
|
||||
|
||||
refreshCount = 0
|
||||
for element, localeKey in elementMap.items():
|
||||
try:
|
||||
# Try uiScriptLocale first, then localeInfo
|
||||
if hasattr(uiScriptLocale, localeKey):
|
||||
text = getattr(uiScriptLocale, localeKey)
|
||||
elif hasattr(localeInfo, localeKey):
|
||||
text = getattr(localeInfo, localeKey)
|
||||
else:
|
||||
dbg.TraceError("LocaleRefreshHelper: Locale key not found: %s" % localeKey)
|
||||
continue
|
||||
|
||||
# Set the text
|
||||
if hasattr(element, 'SetText'):
|
||||
element.SetText(text)
|
||||
refreshCount += 1
|
||||
except Exception as e:
|
||||
dbg.TraceError("LocaleRefreshHelper: Failed to refresh element with key %s: %s" % (localeKey, str(e)))
|
||||
|
||||
return refreshCount
|
||||
|
||||
def RefreshDictionaries(self, targetDict, localeModule="localeInfo"):
|
||||
"""
|
||||
Rebuild a dictionary with fresh locale strings.
|
||||
Useful for error message dictionaries, etc.
|
||||
|
||||
Args:
|
||||
targetDict: Dictionary to rebuild with format {key: "LOCALE_CONSTANT_NAME"}
|
||||
localeModule: Name of the locale module ("localeInfo" or "uiScriptLocale")
|
||||
|
||||
Returns:
|
||||
New dictionary with fresh locale values
|
||||
|
||||
Example:
|
||||
template = {
|
||||
"WRONGPWD": "LOGIN_FAILURE_WRONG_PASSWORD",
|
||||
"FULL": "LOGIN_FAILURE_TOO_MANY_USER"
|
||||
}
|
||||
newDict = helper.RefreshDictionaries(template)
|
||||
"""
|
||||
import localeInfo
|
||||
import uiScriptLocale
|
||||
|
||||
module = localeInfo if localeModule == "localeInfo" else uiScriptLocale
|
||||
newDict = {}
|
||||
|
||||
for key, localeKey in targetDict.items():
|
||||
if hasattr(module, localeKey):
|
||||
newDict[key] = getattr(module, localeKey)
|
||||
else:
|
||||
dbg.TraceError("LocaleRefreshHelper: Locale key not found: %s" % localeKey)
|
||||
|
||||
return newDict
|
||||
|
||||
def _LoadUIScript(self, scriptPath):
|
||||
"""Load and cache a UI script file."""
|
||||
if scriptPath in self.scriptCache:
|
||||
return self.scriptCache[scriptPath]
|
||||
|
||||
# Execute the UI script to get its data
|
||||
scriptData = {}
|
||||
try:
|
||||
execfile(scriptPath, scriptData)
|
||||
self.scriptCache[scriptPath] = scriptData
|
||||
except Exception as e:
|
||||
dbg.TraceError("LocaleRefreshHelper: Failed to execute script %s: %s" % (scriptPath, str(e)))
|
||||
raise
|
||||
|
||||
return scriptData
|
||||
|
||||
def _RefreshElement(self, windowInstance, elementDef, currentElement):
|
||||
"""
|
||||
Recursively refresh an element and its children.
|
||||
|
||||
Args:
|
||||
windowInstance: The root window instance
|
||||
elementDef: Element definition from UI script
|
||||
currentElement: Current UI element instance
|
||||
|
||||
Returns:
|
||||
Number of elements refreshed
|
||||
"""
|
||||
import uiScriptLocale
|
||||
import localeInfo
|
||||
|
||||
refreshCount = 0
|
||||
|
||||
# If this element has text defined in the script, refresh it
|
||||
if isinstance(elementDef, dict) and "text" in elementDef:
|
||||
textDef = elementDef["text"]
|
||||
|
||||
# Check if it's a locale reference (starts with uiScriptLocale or localeInfo)
|
||||
if isinstance(textDef, str):
|
||||
text = self._ResolveLocaleString(textDef)
|
||||
if text and hasattr(currentElement, 'SetText'):
|
||||
try:
|
||||
currentElement.SetText(text)
|
||||
refreshCount += 1
|
||||
except:
|
||||
pass
|
||||
|
||||
# Recursively process children
|
||||
if isinstance(elementDef, dict) and "children" in elementDef:
|
||||
children = elementDef.get("children", [])
|
||||
for childDef in children:
|
||||
if isinstance(childDef, dict) and "name" in childDef:
|
||||
childName = childDef["name"]
|
||||
try:
|
||||
childElement = windowInstance.GetChild(childName)
|
||||
refreshCount += self._RefreshElement(windowInstance, childDef, childElement)
|
||||
except:
|
||||
pass
|
||||
|
||||
return refreshCount
|
||||
|
||||
def _ResolveLocaleString(self, textDef):
|
||||
"""
|
||||
Resolve a locale string reference to its current value.
|
||||
|
||||
Args:
|
||||
textDef: String like "uiScriptLocale.LOGIN_CONNECT" or direct text
|
||||
|
||||
Returns:
|
||||
The resolved locale string or None
|
||||
"""
|
||||
import uiScriptLocale
|
||||
import localeInfo
|
||||
|
||||
# Check if it's a locale reference
|
||||
if "uiScriptLocale." in str(textDef):
|
||||
# Extract the attribute name
|
||||
parts = str(textDef).split(".")
|
||||
if len(parts) >= 2:
|
||||
attrName = parts[-1]
|
||||
if hasattr(uiScriptLocale, attrName):
|
||||
return getattr(uiScriptLocale, attrName)
|
||||
|
||||
elif "localeInfo." in str(textDef):
|
||||
parts = str(textDef).split(".")
|
||||
if len(parts) >= 2:
|
||||
attrName = parts[-1]
|
||||
if hasattr(localeInfo, attrName):
|
||||
return getattr(localeInfo, attrName)
|
||||
|
||||
return None
|
||||
|
||||
|
||||
# Global helper instance for easy access
|
||||
_globalHelper = LocaleRefreshHelper()
|
||||
|
||||
def RefreshWindowByScript(window, scriptPath):
|
||||
"""
|
||||
Convenience function to refresh a window using its UI script.
|
||||
|
||||
Args:
|
||||
window: The ui.ScriptWindow instance
|
||||
scriptPath: Path to UI script (e.g., "UIScript/LoginWindow.py")
|
||||
"""
|
||||
return _globalHelper.RefreshWindow(window, scriptPath)
|
||||
|
||||
def RefreshByMapping(elementMap):
|
||||
"""
|
||||
Convenience function to refresh elements by mapping.
|
||||
|
||||
Args:
|
||||
elementMap: Dict of {element: "LOCALE_KEY"}
|
||||
"""
|
||||
return _globalHelper.RefreshElementsByMapping(elementMap)
|
||||
|
||||
def RebuildDictionary(template, localeModule="localeInfo"):
|
||||
"""
|
||||
Convenience function to rebuild a dictionary with fresh locale strings.
|
||||
|
||||
Args:
|
||||
template: Dict of {key: "LOCALE_KEY"}
|
||||
localeModule: "localeInfo" or "uiScriptLocale"
|
||||
"""
|
||||
return _globalHelper.RefreshDictionaries(template, localeModule)
|
||||
@@ -47,4 +47,49 @@ EMPIREDESC_B = "%s/empiredesc_b.txt" % (name)
|
||||
EMPIREDESC_C = "%s/empiredesc_c.txt" % (name)
|
||||
|
||||
LOCALE_INTERFACE_FILE_NAME = "%s/locale_interface.txt" % (name)
|
||||
LoadLocaleFile(LOCALE_INTERFACE_FILE_NAME, locals())
|
||||
LoadLocaleFile(LOCALE_INTERFACE_FILE_NAME, locals())
|
||||
|
||||
def LoadLocaleData():
|
||||
"""
|
||||
Reload all UI locale strings from locale_interface.txt
|
||||
|
||||
Called by app.ReloadLocale() when the user changes language.
|
||||
Updates all locale-dependent paths and reloads locale_interface.txt.
|
||||
|
||||
Returns:
|
||||
True on success, False on failure
|
||||
"""
|
||||
try:
|
||||
# Update all locale-dependent paths
|
||||
global name, LOCALE_UISCRIPT_PATH, LOGIN_PATH, EMPIRE_PATH, GUILD_PATH, SELECT_PATH, WINDOWS_PATH, MAPNAME_PATH
|
||||
global JOBDESC_WARRIOR_PATH, JOBDESC_ASSASSIN_PATH, JOBDESC_SURA_PATH, JOBDESC_SHAMAN_PATH
|
||||
global EMPIREDESC_A, EMPIREDESC_B, EMPIREDESC_C, LOCALE_INTERFACE_FILE_NAME
|
||||
|
||||
name = app.GetLocalePath()
|
||||
LOCALE_UISCRIPT_PATH = "%s/ui/" % (name)
|
||||
LOGIN_PATH = "%s/ui/login/" % (name)
|
||||
EMPIRE_PATH = "%s/ui/empire/" % (name)
|
||||
GUILD_PATH = "%s/ui/guild/" % (name)
|
||||
SELECT_PATH = "%s/ui/select/" % (name)
|
||||
WINDOWS_PATH = "%s/ui/windows/" % (name)
|
||||
MAPNAME_PATH = "%s/ui/mapname/" % (name)
|
||||
|
||||
JOBDESC_WARRIOR_PATH = "%s/jobdesc_warrior.txt" % (name)
|
||||
JOBDESC_ASSASSIN_PATH = "%s/jobdesc_assassin.txt" % (name)
|
||||
JOBDESC_SURA_PATH = "%s/jobdesc_sura.txt" % (name)
|
||||
JOBDESC_SHAMAN_PATH = "%s/jobdesc_shaman.txt" % (name)
|
||||
|
||||
EMPIREDESC_A = "%s/empiredesc_a.txt" % (name)
|
||||
EMPIREDESC_B = "%s/empiredesc_b.txt" % (name)
|
||||
EMPIREDESC_C = "%s/empiredesc_c.txt" % (name)
|
||||
|
||||
LOCALE_INTERFACE_FILE_NAME = "%s/locale_interface.txt" % (name)
|
||||
|
||||
# Reload locale_interface.txt - this updates all UI strings
|
||||
LoadLocaleFile(LOCALE_INTERFACE_FILE_NAME, globals())
|
||||
|
||||
return True
|
||||
except:
|
||||
# import dbg
|
||||
# dbg.TraceError("uiScriptLocale.LoadLocaleData failed")
|
||||
return False
|
||||
Reference in New Issue
Block a user