Total Complexity | 101 |
Total Lines | 454 |
Duplicated Lines | 5.29 % |
Changes | 0 |
Duplicate code is one of the most pungent code smells. A rule that is often used is to re-structure code once it is duplicated in three or more places.
Common duplication problems, and corresponding solutions are:
Complex classes like osci.dialog.NewTaskDlg often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
1 | # |
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2 | # Copyright 2001 - 2016 Ludek Smid [http://www.ospace.net/] |
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3 | # |
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4 | # This file is part of Outer Space. |
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5 | # |
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6 | # Outer Space is free software; you can redistribute it and/or modify |
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7 | # it under the terms of the GNU General Public License as published by |
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8 | # the Free Software Foundation; either version 2 of the License, or |
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9 | # (at your option) any later version. |
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10 | # |
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11 | # Outer Space is distributed in the hope that it will be useful, |
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12 | # but WITHOUT ANY WARRANTY; without even the implied warranty of |
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13 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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14 | # GNU General Public License for more details. |
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15 | # |
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16 | # You should have received a copy of the GNU General Public License |
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17 | # along with Outer Space; if not, write to the Free Software |
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18 | # Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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19 | # |
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20 | |||
21 | import math |
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22 | |||
23 | import pygameui as ui |
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24 | |||
25 | from ige import GameException |
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26 | from ige.ospace import Rules |
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27 | import ige.ospace.Const as Const |
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28 | |||
29 | from osci import gdata, client, res |
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30 | from TechInfoDlg import TechInfoDlg |
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31 | from ConstructionDlg import ConstructionDlg |
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32 | from ConfirmDlg import ConfirmDlg |
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33 | import Utils |
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34 | import Filter |
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35 | |||
36 | |||
37 | class NewTaskDlg: |
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38 | |||
39 | def __init__(self, app): |
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40 | self.app = app |
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41 | self.showStructures = 1 |
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42 | self.showShips = 0 |
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43 | self.showOther = 0 |
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44 | self.techID = 0 |
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45 | self.showLevels = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 99] |
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46 | self.techInfoDlg = TechInfoDlg(app) |
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47 | self.constructionDlg = ConstructionDlg(app) |
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48 | self.confirmDlg = ConfirmDlg(app) |
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49 | self.createUI() |
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50 | self.win.setTagAttr('struct', 'visible', 1) |
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51 | self.win.setTagAttr('ship', 'visible', 0) |
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52 | # set default sorting for technologies |
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53 | self.win.vTechs.setSort("text") |
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54 | |||
55 | def display(self, caller, prodProd, structToDemolish=Const.OID_NONE): |
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56 | if gdata.config.defaults.reportfinalization != None: |
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57 | val = gdata.config.defaults.reportfinalization |
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58 | self.win.vReportFin.checked = val == 'yes' |
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59 | |||
60 | self.caller = caller |
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61 | self.systemID = caller.systemID |
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62 | self.planetID = caller.planetID |
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63 | self.playerID = client.getPlayerID() |
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64 | self.targetID = caller.planetID |
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65 | self.maxTechLevel = 0 |
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66 | self.quantity = 1 |
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67 | self.govTransferConfirm = False |
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68 | self.govTransferData = None |
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69 | self.prodProd = prodProd |
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70 | self.structToDemolish = structToDemolish |
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71 | self.showTechs() |
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72 | self.showSlots() |
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73 | self.win.show() |
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74 | gdata.updateDlgs.append(self) |
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75 | |||
76 | def hide(self): |
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77 | self.win.setStatus(_("Ready.")) |
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78 | if self in gdata.updateDlgs: |
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79 | gdata.updateDlgs.remove(self) |
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80 | self.win.hide() |
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81 | |||
82 | def update(self): |
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83 | if self.win.visible: |
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84 | self.quantity = int(self.win.vQuantity.text) |
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85 | if self.showShips: |
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86 | self.win.vInfo.enabled = Utils.enableConstruction(client) |
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87 | self.showTechs() |
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88 | self.showSlots() |
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89 | |||
90 | def _processNonShips(self, tech): |
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91 | if self.prodProd > 0: |
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92 | etc = math.ceil(float(tech.buildProd) / self.prodProd) |
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93 | if self.targetID != self.planetID: |
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94 | etc *= Rules.buildOnAnotherPlanetMod |
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95 | etc = res.formatTime(etc) |
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96 | else: |
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97 | etc = _("N/A") |
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98 | |||
99 | item = ui.Item(tech.name, |
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100 | tLevel=tech.level, |
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101 | tProd=tech.buildProd, |
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102 | techID=tech.id, |
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103 | tIsShip=0, |
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104 | tETC=etc) |
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105 | self.maxTechLevel = max(self.maxTechLevel, tech.level) |
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106 | |||
107 | return item |
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108 | |||
109 | def _showStructures(self): |
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110 | items = [] |
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111 | _filterStructure = Filter.Filter() |
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112 | _filterStructure.add((lambda x: x.isMilitary) if self.win.vMilitary.checked else Filter.false) |
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113 | _filterStructure.add((lambda x: getattr(x, "prodBio", 0)) if self.win.vBioProduction.checked else Filter.false) |
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114 | # prodEnv can be negative for structures destroying environment |
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115 | _filterStructure.add((lambda x: getattr(x, "prodEnv", 0) > 0) if self.win.vBioProduction.checked else Filter.false) |
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116 | _filterStructure.add((lambda x: getattr(x, "prodEn", 0)) if self.win.vEnProduction.checked else Filter.false) |
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117 | _filterStructure.add((lambda x: getattr(x, "prodProd", 0)) if self.win.vCPProduction.checked else Filter.false) |
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118 | _filterStructure.add((lambda x: getattr(x, "prodSci", 0)) if self.win.vRPProduction.checked else Filter.false) |
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119 | _filterStructure.add((lambda x: getattr(x, "moraleTrgt", 0)) if self.win.vMorale.checked else Filter.false) |
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120 | |||
121 | for techID in client.getPlayer().techs.keys(): |
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122 | tech = client.getTechInfo(techID) |
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123 | if not tech.isStructure or tech.level not in self.showLevels or \ |
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124 | (tech.isStructure and not _filterStructure.OR(tech)): |
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125 | continue |
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126 | items.append(self._processNonShips(tech)) |
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127 | |||
128 | return items |
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129 | |||
130 | def _showProjects(self): |
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131 | items = [] |
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132 | for techID in client.getPlayer().techs.keys(): |
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133 | tech = client.getTechInfo(techID) |
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134 | if tech.level not in self.showLevels or not tech.isProject: |
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135 | continue |
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136 | items.append(self._processNonShips(tech)) |
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137 | |||
138 | return items |
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139 | |||
140 | def _showShips(self): |
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141 | items = [] |
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142 | _filterShipSize = Filter.Filter() |
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143 | _filterShipSize.add((lambda x: x.combatClass == 0) if self.win.vSmall.checked else Filter.false) |
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144 | _filterShipSize.add((lambda x: x.combatClass == 1) if self.win.vMedium.checked else Filter.false) |
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145 | _filterShipSize.add((lambda x: x.combatClass == 2) if self.win.vLarge.checked else Filter.false) |
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146 | _filterShipMilitary = Filter.Filter() |
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147 | _filterShipMilitary.add((lambda x: x.isMilitary) if self.win.vMilShip.checked else Filter.false) |
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148 | _filterShipMilitary.add((lambda x: not x.isMilitary) if self.win.vCivShip.checked else Filter.false) |
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149 | |||
150 | # special handling for ships |
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151 | player = client.getPlayer() |
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152 | |||
153 | for designID in player.shipDesigns.keys(): |
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154 | tech = player.shipDesigns[designID] |
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155 | if not _filterShipSize.OR(tech) or not _filterShipMilitary.OR(tech): |
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156 | continue |
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157 | |||
158 | if tech.upgradeTo != Const.OID_NONE: |
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159 | # skip ships that are set to upgrade |
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160 | continue |
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161 | if self.prodProd > 0: |
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162 | etc = res.formatTime(math.ceil(float(tech.buildProd) / self.prodProd)) |
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163 | else: |
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164 | etc = _("N/A") |
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165 | item = ui.Item(tech.name, |
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166 | tLevel=tech.level, |
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167 | tProd=tech.buildProd, |
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168 | techID=designID, |
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169 | tIsShip=1, |
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170 | tETC=etc) |
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171 | items.append(item) |
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172 | return items |
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173 | |||
174 | def _processTarget(self, planet): |
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175 | ownerName = res.getUnknownName() |
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176 | ownerID = Const.OID_NONE |
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177 | if hasattr(planet, 'owner'): |
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178 | ownerID = planet.owner |
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179 | if planet.owner != Const.OID_NONE: |
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180 | ownerName = client.get(planet.owner, noUpdate=1).name |
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181 | if planet.plType in ("A", "G"): |
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182 | color = gdata.sevColors[gdata.DISABLED] |
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183 | else: |
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184 | color = res.getPlayerColor(ownerID) |
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185 | plname = getattr(planet, 'name', res.getUnknownName()) |
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186 | item = ui.Item(plname, |
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187 | text_raw=getattr(planet, 'plEn', plname), |
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188 | planetID=planet.oid, |
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189 | plOwner=ownerName, |
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190 | foreground=color) |
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191 | return item |
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192 | |||
193 | def showTechs(self): |
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194 | # techs |
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195 | items = [] |
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196 | |||
197 | if self.showStructures: |
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198 | items += self._showStructures() |
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199 | if self.showShips: |
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200 | items += self._showShips() |
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201 | if self.showOther: |
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202 | items += self._showProjects() |
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203 | |||
204 | # sort it by level and then by name |
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205 | items.sort(key=lambda a: (100 - a.tLevel, a.text)) |
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206 | self.win.vTechs.items = items |
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207 | self.win.vTechs.itemsChanged() |
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208 | # preserve selection |
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209 | for item in items: |
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210 | if self.techID == item.techID: |
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211 | self.win.vTechs.selectItem(item) |
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212 | break |
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213 | # tech level filter |
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214 | for i in range(1, 7): |
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215 | widget = getattr(self.win, 'vLevel%d' % i) |
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216 | if i in self.showLevels and i <= self.maxTechLevel: |
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217 | widget.visible = 1 |
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218 | widget.pressed = 1 |
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219 | elif i not in self.showLevels and i <= self.maxTechLevel: |
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220 | widget.visible = 1 |
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221 | widget.pressed = 0 |
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222 | else: |
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223 | widget.visible = 0 |
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224 | self.win.vStructuresToggle.pressed = self.showStructures |
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225 | self.win.vShipsToggle.pressed = self.showShips |
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226 | self.win.vOtherToggle.pressed = self.showOther |
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227 | # targets |
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228 | info = [] |
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229 | system = client.get(self.systemID, noUpdate=1) |
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230 | for planetID in system.planets: |
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231 | planet = client.get(planetID, noUpdate=1) |
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232 | info.append(self._processTarget(planet)) |
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233 | self.win.vTargets.items = info |
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234 | self.win.vTargets.itemsChanged() |
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235 | for item in info: |
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236 | if self.targetID == item.planetID: |
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237 | self.win.vTargets.selectItem(item) |
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238 | break |
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239 | # quantity |
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240 | self.win.vQuantity.text = str(self.quantity) |
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241 | |||
242 | View Code Duplication | def showSlots(self): |
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243 | # techs |
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244 | items = [] |
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245 | techs = {} |
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246 | if self.showStructures: |
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247 | player = client.getPlayer() |
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248 | target = client.get(self.targetID, noUpdate=1) |
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249 | if hasattr(target, 'slots') and target.owner == player.oid: |
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250 | if len(target.slots) < target.plSlots: |
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251 | item = ui.Item(_("Free slot"), techID=0) |
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252 | items.append(item) |
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253 | for struct in target.slots: |
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254 | if not struct[Const.STRUCT_IDX_TECHID] in techs: |
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255 | techs[struct[Const.STRUCT_IDX_TECHID]] = 1 |
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256 | else: |
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257 | techs[struct[Const.STRUCT_IDX_TECHID]] += 1 |
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258 | for tech in techs.keys(): |
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259 | techInfo = client.getTechInfo(tech) |
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260 | item = ui.Item("%s (%d)" % (techInfo.name, techs[tech]), techID=tech) |
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261 | items.append(item) |
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262 | |||
263 | self.win.vTSlots.items = items |
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264 | self.win.vTSlots.itemsChanged() |
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265 | self.structToDemolish = Const.OID_NONE |
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266 | |||
267 | def onSelectPlanet(self, widget, action, data): |
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268 | self.quantity = int(self.win.vQuantity.text) |
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269 | self.targetID = data.planetID |
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270 | self.showTechs() |
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271 | self.showSlots() |
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272 | |||
273 | def onSelectSlot(self, widget, action, data): |
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274 | self.structToDemolish = data.techID |
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275 | |||
276 | def onSelectTech(self, widget, action, data): |
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277 | self.techID = data.techID |
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278 | |||
279 | def onToggleLevel(self, widget, action, data): |
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280 | i = widget.data |
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281 | if i in self.showLevels: |
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282 | self.showLevels.remove(i) |
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283 | else: |
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284 | self.showLevels.append(i) |
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285 | self.update() |
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286 | |||
287 | def onCancel(self, widget, action, data): |
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288 | self.hide() |
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289 | |||
290 | def onGovTransferConfirmed(self): |
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291 | # we assume player wants to build just one center - in opposite case, he may change quantity in the task itself |
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292 | self.win.vQuantity.text = str(1) |
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293 | self.govTransferConfirm = True |
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294 | self.onConstruct(*self.govTransferData) |
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295 | |||
296 | def onConstruct(self, widget, action, data): |
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297 | planet = client.get(self.planetID, noUpdate=1) |
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298 | player = client.getPlayer() |
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299 | if not self.techID: |
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300 | self.win.setStatus(_('Select technology to construct.')) |
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301 | return |
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302 | if not self.targetID: |
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303 | self.win.setStatus(_('Select planet to construct on.')) |
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304 | return |
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305 | try: |
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306 | self.quantity = int(self.win.vQuantity.text) |
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307 | except ValueError: |
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308 | self.win.setStatus(_('Specify quantity (1, 2, 3, ...).')) |
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309 | return |
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310 | # government centers have additional query and if confirmed, another round of this function is called |
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311 | if self.techID < 1000: |
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312 | tech = player.shipDesigns[self.techID] |
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313 | else: |
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314 | tech = client.getTechInfo(self.techID) |
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315 | if not getattr(tech, 'govPwr', 0) == 0 and not self.govTransferConfirm: |
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316 | # confirm dialog doesn't send through parameters, so we have to save them |
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317 | self.govTransferData = (widget, action, data) |
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318 | self.confirmDlg.display(_("Do you want to issue relocation of your government?"), |
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319 | _("Yes"), _("No"), self.onGovTransferConfirmed) |
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320 | else: |
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321 | try: |
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322 | self.win.setStatus(_('Executing START CONSTRUCTION command...')) |
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323 | planet.prodQueue, player.stratRes = client.cmdProxy.startConstruction(self.planetID, |
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324 | self.techID, self.quantity, self.targetID, self.techID < 1000, |
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325 | self.win.vReportFin.checked, self.structToDemolish) |
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326 | self.win.setStatus(_('Command has been executed.')) |
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327 | except GameException, e: |
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328 | self.win.setStatus(e.args[0]) |
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329 | return |
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330 | self.hide() |
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331 | self.caller.update() |
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332 | |||
333 | def onToggleStructures(self, widget, action, data): |
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334 | self.showStructures = 1 |
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335 | self.showShips = 0 |
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336 | self.showOther = 0 |
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337 | self.win.setTagAttr('struct', 'visible', 1) |
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338 | self.win.setTagAttr('ship', 'visible', 0) |
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339 | self.update() |
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340 | |||
341 | def onToggleShips(self, widget, action, data): |
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342 | self.showStructures = 0 |
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343 | self.showShips = 1 |
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344 | self.showOther = 0 |
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345 | self.win.setTagAttr('struct', 'visible', 0) |
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346 | self.win.setTagAttr('ship', 'visible', 1) |
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347 | self.update() |
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348 | |||
349 | def onToggleOther(self, widget, action, data): |
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350 | self.showStructures = 0 |
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351 | self.showShips = 0 |
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352 | self.showOther = 1 |
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353 | self.win.setTagAttr('struct', 'visible', 0) |
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354 | self.win.setTagAttr('ship', 'visible', 0) |
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355 | self.update() |
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356 | |||
357 | def onInfo(self, widget, action, data): |
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358 | if len(self.win.vTechs.selection) == 0: |
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359 | return |
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360 | task = self.win.vTechs.selection[0] |
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361 | if not task.tIsShip: |
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362 | self.techInfoDlg.display(task.techID) |
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363 | else: |
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364 | self.constructionDlg.selectedDesignID = task.techID; |
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365 | self.constructionDlg.display() |
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366 | |||
367 | def onFilter(self, widget, action, data): |
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368 | self.update() |
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369 | |||
370 | def createUI(self): |
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371 | w, h = gdata.scrnSize |
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372 | cols = 38 |
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373 | rows = 24 #was 23 |
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374 | dlgWidth = cols * 20 + 4 |
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375 | dlgHeight = rows * 20 + 4 |
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376 | self.win = ui.Window(self.app, |
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377 | modal=1, |
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378 | escKeyClose=1, |
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379 | movable=0, |
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380 | title=_('Select new task'), |
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381 | rect=ui.Rect((w - dlgWidth) / 2, (h - dlgHeight) / 2, dlgWidth, dlgHeight), |
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382 | layoutManager=ui.SimpleGridLM(), |
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383 | tabChange=True) |
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384 | self.win.subscribeAction('*', self) |
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385 | ui.Title(self.win, layout=(0, 0, 22, 1), text=_('Technology'), |
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386 | align=ui.ALIGN_W, font='normal-bold') |
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387 | ui.Listbox(self.win, layout=(0, 1, 22, 19), id='vTechs', |
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388 | columns=((_('Name'), 'text', 13, ui.ALIGN_W), (_('Lvl'), 'tLevel', 2, ui.ALIGN_E), |
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389 | (_('Constr'), 'tProd', 3, ui.ALIGN_E), (_('ETC'), 'tETC', 3, ui.ALIGN_E)), |
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390 | columnLabels=1, action='onSelectTech') |
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391 | # filter |
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392 | ui.Button(self.win, layout=(0, 20, 3, 1), text=_('Stucts'), toggle=1, |
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393 | id='vStructuresToggle', action='onToggleStructures') |
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394 | ui.Button(self.win, layout=(3, 20, 3, 1), text=_('Ships'), toggle=1, |
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395 | id='vShipsToggle', action='onToggleShips') |
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396 | ui.Button(self.win, layout=(6, 20, 3, 1), text=_('Misc'), toggle=1, |
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397 | id='vOtherToggle', action='onToggleOther') |
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398 | ui.Button(self.win, layout=(9, 20, 1, 1), text=_('1'), id='vLevel1', |
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399 | toggle=1, action='onToggleLevel', data=1) |
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400 | ui.Button(self.win, layout=(10, 20, 1, 1), text=_('2'), id='vLevel2', |
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401 | toggle=1, action='onToggleLevel', data=2) |
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402 | ui.Button(self.win, layout=(11, 20, 1, 1), text=_('3'), id='vLevel3', |
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403 | toggle=1, action='onToggleLevel', data=3) |
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404 | ui.Button(self.win, layout=(12, 20, 1, 1), text=_('4'), id='vLevel4', |
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405 | toggle=1, action='onToggleLevel', data=4) |
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406 | ui.Button(self.win, layout=(13, 20, 1, 1), text=_('5'), id='vLevel5', |
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407 | toggle=1, action='onToggleLevel', data=5) |
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408 | ui.Button(self.win, layout=(14, 20, 1, 1), text=_('6'), id='vLevel6', |
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409 | toggle=1, action='onToggleLevel', data=6) |
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410 | ui.Button(self.win, layout=(18, 20, 4, 1), text=_('Info'), action='onInfo', |
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411 | id='vInfo') |
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412 | # targets |
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413 | ui.Title(self.win, layout=(22, 0, 16, 1), text=_('Target planet'), |
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414 | align=ui.ALIGN_W, font='normal-bold') |
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415 | ui.Listbox(self.win, layout=(22, 1, 16, 10), id='vTargets', |
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416 | columns=((_('Planet'), 'text', 10, ui.ALIGN_W), (_('Owner'), 'plOwner', 5, ui.ALIGN_W)), columnLabels=1, |
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417 | action='onSelectPlanet') |
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418 | ui.Listbox(self.win, layout=(22, 11, 16, 7), id='vTSlots', |
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419 | columns=((_('Target slots'), 'text', 15, ui.ALIGN_W), ), columnLabels=1, |
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420 | action='onSelectSlot') |
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421 | # prod types |
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422 | ui.Check(self.win, layout=(0, 21, 6, 1), text=_('Bio production'), tags=['struct'], |
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423 | id='vBioProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
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424 | ui.Check(self.win, layout=(6, 21, 6, 1), text=_('En production'), tags=['struct'], |
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425 | id='vEnProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
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426 | ui.Check(self.win, layout=(12, 21, 6, 1), text=_('CP production'), tags=['struct'], |
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427 | id='vCPProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
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428 | ui.Check(self.win, layout=(18, 21, 6, 1), text=_('RP production'), tags=['struct'], |
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429 | id='vRPProduction', checked=1, align=ui.ALIGN_W, action='onFilter') |
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430 | ui.Check(self.win, layout=(24, 21, 6, 1), text=_('Military'), tags=['struct'], |
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431 | id='vMilitary', checked=1, align=ui.ALIGN_W, action='onFilter') |
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432 | ui.Check(self.win, layout=(30, 21, 6, 1), text=_('Morale'), tags=['struct'], |
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433 | id='vMorale', checked=1, align=ui.ALIGN_W, action='onFilter') |
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434 | # ship types |
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435 | ui.Check(self.win, layout=(0, 21, 6, 1), text=_('Small'), tags=['ship'], |
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436 | id='vSmall', checked=1, align=ui.ALIGN_W, action='onFilter') |
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437 | ui.Check(self.win, layout=(6, 21, 6, 1), text=_('Medium'), tags=['ship'], |
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438 | id='vMedium', checked=1, align=ui.ALIGN_W, action='onFilter') |
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439 | ui.Check(self.win, layout=(12, 21, 6, 1), text=_('Large'), tags=['ship'], |
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440 | id='vLarge', checked=1, align=ui.ALIGN_W, action='onFilter') |
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441 | ui.Check(self.win, layout=(18, 21, 6, 1), text=_('Civilian'), tags=['ship'], |
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442 | id='vCivShip', checked=1, align=ui.ALIGN_W, action='onFilter') |
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443 | ui.Check(self.win, layout=(24, 21, 6, 1), text=_('Military'), tags=['ship'], |
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444 | id='vMilShip', checked=1, align=ui.ALIGN_W, action='onFilter') |
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445 | # build |
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446 | ui.Title(self.win, layout=(22, 18, 16, 1), text=_('Options'), |
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447 | align=ui.ALIGN_W, font='normal-bold') |
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448 | ui.Label(self.win, layout=(22, 19, 10, 1), text=_('Quantity'), align=ui.ALIGN_W) |
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449 | ui.Entry(self.win, layout=(33, 19, 5, 1), id='vQuantity', align=ui.ALIGN_E, orderNo=1) |
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450 | ui.Check(self.win, layout=(31, 20, 7, 1), id='vReportFin', text=_('Report finalization')) |
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451 | ui.Title(self.win, layout=(0, 22, 28, 1), id='vStatusBar', align=ui.ALIGN_W) |
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452 | ui.TitleButton(self.win, layout=(28, 22, 5, 1), text=_('Cancel'), action='onCancel') |
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453 | ui.TitleButton(self.win, layout=(33, 22, 5, 1), text=_('Construct'), action='onConstruct') |
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454 |