Class: GamesAndRpgParadise::GUI::Gtk::PartyViewer
- Inherits:
-
Gtk::BaseModuleFrame
- Object
- Gtk::BaseModuleFrame
- GamesAndRpgParadise::GUI::Gtk::PartyViewer
- Includes:
- MightAndMagic
- Defined in:
- lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb
Overview
GamesAndRpgParadise::GUI::Gtk::PartyViewer
Constant Summary collapse
- WIDTH_OF_THE_SMALL_CLASS_ICONS =
#
WIDTH_OF_THE_SMALL_CLASS_ICONS
#
24
- MALE_ICON =
#
MALE_ICON
#
GdkPixbuf::Pixbuf.new( file: '/home/x/programming/ruby/src/cyberweb/lib/cyberweb/images/standard_images/GENDER_ICON_MALE.png' )
- FEMALE_ICON =
#
FEMALE_ICON
#
GdkPixbuf::Pixbuf.new( file: '/home/x/programming/ruby/src/cyberweb/lib/cyberweb/images/standard_images/GENDER_ICON_FEMALE.png' )
- IMG_FOR_MIGHT_AND_MAGIC_DIR =
#
IMG_FOR_MIGHT_AND_MAGIC_DIR
#
'/home/x/data/images/games/MIGHT_AND_MAGIC/'
- TITLE =
#
TITLE
#
'Party Viewer'
- WIDTH =
#
WIDTH
#
'65% or minimum 600px'
- HEIGHT =
#
HEIGHT
#
'55% or minimum 500px'
- USE_THIS_FONT =
#
USE_THIS_FONT
#
:dejavu_condensed_22
- MAKE_HEADERS_CLICKABLE =
#
MAKE_HEADERS_CLICKABLE
#
true
- IMG_DIR =
#
IMG_DIR
#
ENV['IMG'].to_s+'/'
- IMG_STD =
#
IMG_STD
#
"#{IMG_DIR}STD/"
Class Method Summary collapse
-
.[](i = ARGV) ⇒ Object
# === GamesAndRpgParadise::GUI::Gtk::PartyViewer[] ========================================================================= #.
-
.run(i = ARGV) ⇒ Object
# === GamesAndRpgParadise::GUI::Gtk::PartyViewer.run ========================================================================= #.
Instance Method Summary collapse
-
#border_size? ⇒ Boolean
# === border_size? ========================================================================= #.
-
#clear_the_liststore ⇒ Object
# === clear_the_liststore ========================================================================= #.
-
#connect_skeleton ⇒ Object
# === connect_skeleton (connect tag) ========================================================================= #.
-
#create_hero_group(arg = nil) ⇒ Object
# === create_hero_group.
-
#create_skeleton ⇒ Object
# === create_skeleton (create tag, skeleton tag) ========================================================================= #.
-
#create_the_buttons ⇒ Object
# === create_the_buttons (buttons tag) ========================================================================= #.
-
#create_the_liststore ⇒ Object
# === create_the_liststore.
-
#create_the_treeview ⇒ Object
# === create_the_treeview ========================================================================= #.
-
#initialize(commandline_arguments = ARGV, run_already = true) ⇒ PartyViewer
constructor
# === initialize ========================================================================= #.
-
#padding? ⇒ Boolean
# === padding? ========================================================================= #.
-
#pixbuf_for(what) ⇒ Object
# === pixbuf_for ========================================================================= #.
-
#populate_liststore ⇒ Object
# === populate_liststore ========================================================================= #.
-
#random_event ⇒ Object
# === random_event.
-
#reset ⇒ Object
# === reset (reset tag) ========================================================================= #.
-
#run ⇒ Object
# === run (run tag) ========================================================================= #.
-
#set_image(mode = :random) ⇒ Object
# === set_image.
-
#set_the_title_of_the_frame(colour_to_use = 'darkblue') ⇒ Object
# === set_the_title_of_the_frame.
-
#sort_hero_group ⇒ Object
# === sort_hero_group (sort tag).
-
#sort_liststore ⇒ Object
# === sort_liststore.
Constructor Details
#initialize(commandline_arguments = ARGV, run_already = true) ⇒ PartyViewer
#
initialize
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 110 def initialize( commandline_arguments = ARGV, run_already = true ) super('') reset set_title(TITLE) set_commandline_arguments( commandline_arguments ) run if run_already end |
Class Method Details
.[](i = ARGV) ⇒ Object
#
GamesAndRpgParadise::GUI::Gtk::PartyViewer[]
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 630 def self.[](i = ARGV) new(i) end |
.run(i = ARGV) ⇒ Object
#
GamesAndRpgParadise::GUI::Gtk::PartyViewer.run
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 637 def self.run( i = ARGV ) require 'gtk_paradise/run' _ = ::GamesAndRpgParadise::GUI::Gtk::PartyViewer.new(i) r = ::Gtk.run r << _ r.set_favicon('/home/x/data/images/games/PARTY_VIEWER.png') r.automatic_size_then_automatic_title r.enable_quick_exit r.top_left_then_run end |
Instance Method Details
#border_size? ⇒ Boolean
#
border_size?
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 165 def border_size? 2 end |
#clear_the_liststore ⇒ Object
#
clear_the_liststore
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 172 def clear_the_liststore @list_store_party.clear end |
#connect_skeleton ⇒ Object
#
connect_skeleton (connect tag)
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 424 def connect_skeleton abort_on_exception set_label_align(0.02, 0.5) vbox = create_vbox vbox.maximal(@tree_view, 2) vbox.minimal(@vbox_with_the_buttons, 2) add(vbox) end |
#create_hero_group(arg = nil) ⇒ Object
#
create_hero_group
This creates a hero group. HeroTypes is used in
bl $RUBY_GAMES/might_and_magic/hero_types.rb
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 461 def create_hero_group(arg = nil) case arg # ======================================================================= # # === :rand # ======================================================================= # when :rand create_hero_group([nil, :dsa].rand) # ======================================================================= # # === nil # ======================================================================= # when nil @array_hero_group = [ ['(1)', (hero = HeroTypes::Barbarian.new).type,hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(2)', (hero = HeroTypes::Cleric.new).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(3)', (hero = HeroTypes::Sorcerer.new).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(4)', (hero = HeroTypes::Archer.new).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(5)', (hero = HeroTypes::Sorcerer.new).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ] # ======================================================================= # # === :dsa # ======================================================================= # when :dsa @hitpoints_real_name = 'Lebenspunkte' @array_hero_group = [ ['(1)', (hero = HeroTypes.random_character).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(2)', (hero = HeroTypes.random_character).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(3)', (hero = HeroTypes.random_character).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(4)', (hero = HeroTypes.random_character).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(5)', (hero = HeroTypes.random_character).type, hero.name, hero.type,hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp] ] # ======================================================================= # # === :partharon # ======================================================================= # when :partharon, :parth, :default # partharons heldengruppe. Also the default party. @array_hero_group = [ ['(1)', (hero = HeroTypes.random_character).type, 'Partharon', 'ninja',hero.n_attacks,'human','male',hero.level,hero.hp], ['(2)', (hero = HeroTypes.random_character).type, 'Hork "Bernstein" Oxling','warrior',hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(3)', (hero = HeroTypes.random_character).type, 'Echse','warrior',hero.n_attacks,'lizard',hero.gender,hero.level,hero.hp], ['(4)', (hero = HeroTypes.random_character).type, 'Die Magierin','mage',hero.n_attacks,'human','female',hero.level,hero.hp], ['(5)', (hero = HeroTypes.random_character).type, 'Berenghar','warrior',hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(6)', (hero = HeroTypes.random_character).type, 'Cumaal','barbarian', hero.n_attacks,'human',hero.gender,hero.level,hero.hp] ] else # else its random! @array_hero_group = [ ['(1)', (hero = HeroTypes.random_character).type, hero.name, hero.type, hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(2)', (hero = HeroTypes.random_character).type, hero.name, hero.type, hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(3)', (hero = HeroTypes.random_character).type, hero.name, hero.type, hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(4)', (hero = HeroTypes.random_character).type, hero.name, hero.type, hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp], ['(5)', (hero = HeroTypes.random_character).type, hero.name, hero.type, hero.n_attacks,'dwarf',hero.gender,hero.level,hero.hp] ] end end |
#create_skeleton ⇒ Object
#
create_skeleton (create tag, skeleton tag)
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 436 def create_skeleton create_the_liststore create_the_treeview end |
#create_the_buttons ⇒ Object
#
create_the_buttons (buttons tag)
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 240 def # ======================================================================= # # === @button_sort # ======================================================================= # @button_sort = ('_Sort') # the sort button. @button_sort.on_clicked { sort_liststore } # ======================================================================= # # === @button_random_event # ======================================================================= # @button_random_event = ('_SendRandomEvent') @button_random_event.on_clicked { |, event| random_event } vbox = create_vbox vbox.minimal(@button_random_event, 2) vbox.minimal(@button_sort, 2) @vbox_with_the_buttons = vbox .each {|| .pad5px .bblack2 } end |
#create_the_liststore ⇒ Object
#
create_the_liststore
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 181 def create_the_liststore @list_store_party = gtk_list_store( GdkPixbuf::Pixbuf, # (1) String, # (2) ID String, # (3) Name String, # (4) Profession String, # (5) Number of Attacks String, # (6) Race # String, # (7) Gender String, # (7) Level String, # (8) Hitpoints GdkPixbuf::Pixbuf, # (9) Status icon Float, # (10) Lifebar GdkPixbuf::Pixbuf # (11) Gender Icon ) end |
#create_the_treeview ⇒ Object
#
create_the_treeview
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 276 def create_the_treeview @tree_view = create_tree_view(@list_store_party) # ======================================================================= # # Options for the TreeView headers follow next: # ======================================================================= # @tree_view.selection.mode = :multiple @tree_view.is_reorderable @tree_view.no_search @tree_view.rules_hint = true @tree_view.the_headers_are_clickable if MAKE_HEADERS_CLICKABLE @renderer_editable = return_editable_cell_renderer_text @renderer_non_editable_centered = return_editable_cell_renderer_text @renderer_non_editable_centered.xalign = 0.5 @renderer_non_editable = ::Gtk.return_non_editable_cell_renderer_text @renderer_editable_hp = ::Gtk.return_editable_cell_renderer_text # ======================================================================= # # The three primary renderers in use will have a black foreground # colour and a lightgrey background colour. # ======================================================================= # [ @renderer_editable, @renderer_non_editable, @renderer_editable_hp, @renderer_non_editable_centered ].each { |entry| entry.set_property('foreground','black' ) entry.set_property('background','lightgrey' ) } @cell_renderer_progress = cell_renderer_progress(100) @cell_renderer_pixbuf = cell_renderer_pixbuf @cell_renderer_pixbuf.follow_state = true @cell_renderer_pixbuf_for_gender_icons = cell_renderer_pixbuf # ======================================================================= # # The entries are: # # - class # - id # - name # - profession # - attacks # - race # - team position # # ======================================================================= # @tree_view.append_this_column('Class', @cell_renderer_pixbuf, pixbuf: 0) @tree_view.append_this_column('#id', @renderer_non_editable, text: 1) @tree_view.append_this_column('Name', @renderer_non_editable, text: 2) @tree_view.append_this_column('Profession', @renderer_non_editable, text: 3) @tree_view.append_this_column('#Attacks', @renderer_non_editable_centered, text: 4) @tree_view.append_this_column('Race', @renderer_non_editable, text: 5) # ======================================================================= # # Now comes a) Level, b) HP, c) Status and d) Lifebar. # ======================================================================= # @tree_view.append_this_column('Level', @renderer_non_editable, text: 6) @tree_view.append_this_column(@hitpoints_real_name, @renderer_editable_hp, text: 7) @tree_view.append_this_column('Status', @cell_renderer_pixbuf, pixbuf: 8) @tree_view.append_this_column('Lifebar', @cell_renderer_progress, text: 9) # ::Gtk.custom_treeview_widget( # @tree_view, # Append onto this tree-view widget # 4, # Onto which position. # :sword, # This is the location to the image-file. # '#Attacks' # And the title that is to be used. # ) # ======================================================================= # # This here is a bit more complicated, as it handles the Gender stuff, # which is both an icon, and also a text. # ======================================================================= # # @column = ::Gtk::TreeViewColumn.new('Gender') # text_renderer = gtk_cell_renderer_text # @column.pack_start(text_renderer, true) # @column.set_attributes(text_renderer, {text: 6}) # # And finally, add the column to Gtk::TreeView # @tree_view.append_column(@column) # @column.pack_start(@cell_renderer_pixbuf_for_gender_icons, false) # add the pic first. # @column.set_attributes(@cell_renderer_pixbuf_for_gender_icons, { pixbuf: 11 }) # ======================================================================= # # The gender has a text and a little icon: # # @tree_view.append_this_column('Gender', @renderer_non_editable, :text => 6) # # ======================================================================= # # @tree_view.selection.signal_connect(:changed) { |tree_selection| # tree_selection.each { |model, path, iter| # e 'HP: '+iter[6].to_s # hp # } # hp # } @tree_view.signal_connect(:button_press_event) { |w, event| if (event) # =================================================================== # # Right mouse-button was pressed here - in this case we will # unselect every selection. # =================================================================== # @tree_view.selection.unselect_all end case event.event_type # === :button_press when :button_press # Gdk::Event::BUTTON_PRESS # normal mouse button case event. # when 1 # linker knopf, links # 'select_all', # 'select_iter', # 'select_path', # 'select_range', # 'selected', # 'each', # 'selected_rows', # 'send', when 2 # mitte random_event # for debugging things end end } end |
#padding? ⇒ Boolean
#
padding?
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 158 def padding? 2 end |
#pixbuf_for(what) ⇒ Object
#
pixbuf_for
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 201 def pixbuf_for(what) case what when :archer, :druid, :barbarian, :monk, :ninja, :ranger, :sorcerer, :rogue, :paladin, :cleric what = what.to_s # ======================================================================= # # === :fighter # ======================================================================= # when :fighter what = 'barbarian' else e swarn('NOT FOUND') pp what end what = what.dup if what.frozen? what << '.gif' _ = IMG_FOR_MIGHT_AND_MAGIC_DIR+what if File.exist? _ return GdkPixbuf::Pixbuf.new( file: _, width: WIDTH_OF_THE_SMALL_CLASS_ICONS, height: WIDTH_OF_THE_SMALL_CLASS_ICONS ) else ewarn 'File at '+sfile(_)+' does not exist.' end end |
#populate_liststore ⇒ Object
#
populate_liststore
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 398 def populate_liststore clear_the_liststore # First, clear it. sort_hero_group end |
#random_event ⇒ Object
#
random_event
This does a random event. For now, it just does a placeholder, though.
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 408 def random_event e 'Doing a random event next.' @renderer_editable_hp.background = 'green' this_hero = @array_hero_group.rand his_hp = this_hero[5] max_hp = his_hp his_hp -= rand(4)+1 print his_hp,'/',max_hp this_hero[5] = his_hp e populate_liststore end |
#reset ⇒ Object
#
reset (reset tag)
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 126 def reset reset_the_internal_variables infer_the_namespace # ======================================================================= # # === @configuration # ======================================================================= # @configuration = [true, __dir__, namespace?] # ======================================================================= # # === Set the title, width, height and the font in use. # ======================================================================= # title_width_height_font(TITLE, WIDTH, HEIGHT, USE_THIS_FONT) use_gtk_paradise_project_css_file infer_the_size_automatically # ======================================================================= # # === @list_store_party # ======================================================================= # @list_store_party = nil # ======================================================================= # # === @hitpoints_real_name # ======================================================================= # @hitpoints_real_name = 'HP' # this var can be overruled, for # ======================================================================= # # example, in DSA its called 'Lebenspunkte' instead of HP. # create_hero_group(:rand) # ======================================================================= # create_hero_group(:partharon) # @character = GamesAndRpgParadise::MightAndMagic::HeroTypes.random_character end |
#run ⇒ Object
#
run (run tag)
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 573 def run super() set_the_title_of_the_frame populate_liststore end |
#set_image(mode = :random) ⇒ Object
#
set_image
Sets an image, depending on the passed argument.
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 519 def set_image(mode = :random) @array_images = [ GdkPixbuf::Pixbuf.new( file: '/home/x/programming/ruby/src/cyberweb/lib/cyberweb/images/standard_images/RIP.png', width: 18, height: 18 ), GdkPixbuf::Pixbuf.new( file: ENV['IMG_RPG']+'/WEAPONS/SMALL_SCIMITAR.png', width: 18, height: 18 ) ] @hash_images = { archer: pixbuf_for(:archer), cleric: pixbuf_for(:cleric), druid: pixbuf_for(:druid), barbarian: pixbuf_for(:barbarian), # fighter is duplikat von barbarian fighter: pixbuf_for(:fighter), monk: pixbuf_for(:monk), ninja: pixbuf_for(:ninja), paladin: pixbuf_for(:paladin), ranger: pixbuf_for(:ranger), sorcerer: pixbuf_for(:sorcerer), rogue: pixbuf_for(:rogue), } case mode # ======================================================================= # # === :random # ======================================================================= # when :random, :rand @array_images.rand # ======================================================================= # # === :sword # ======================================================================= # when :sword, :alive @array_images[1] # ======================================================================= # # === :rip # ======================================================================= # when :rip, :dead @array_images[0] else @hash_images[mode] end end |
#set_the_title_of_the_frame(colour_to_use = 'darkblue') ⇒ Object
#
set_the_title_of_the_frame
We set the main frame title here.
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 447 def set_the_title_of_the_frame( colour_to_use = 'darkblue' ) _ = '<markup><span weight="bold" style="italic" size="x-large" foreground="'+colour_to_use+'"> Party Viewer </span></markup>' .set_markup(_) end |
#sort_hero_group ⇒ Object
#
sort_hero_group (sort tag)
This sets the list store values.
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 584 def sort_hero_group # ======================================================================= # # Let's look at our example data: # # ['(1)', hero.type, hero.name, hero.type,'male',hero.level,rand(30)+5], # # For instance: # # ["(4)", "cleric", "Die Magierin", "mage", 7, "human", "female", 5, 13], # # ======================================================================= # @array_hero_group.each { |v0, v1, v2, v3, v4, v5, v6, v7, v8| iter = @list_store_party.append gender = v6 # ===================================================================== # # Keep in mind that it starts at 0. # ===================================================================== # iter.set_value( 0, set_image(v1.to_sym) ) # typ, das Image. iter.set_value( 1, v0) # Position in der Gruppe iter.set_value( 2, v2) # Name iter.set_value( 3, v3.to_s.capitalize) # Klasse / Profession iter.set_value( 4, v4.to_s) # Number of Attacks. iter.set_value( 5, v5.to_s) # Rasse. iter.set_value( 6, v6.to_s) # Level. iter.set_value( 7, v7.to_s << '/' << v7.to_s) # Hitpoints / Hitpoints display. iter.set_value( 8, set_image(:alive) )# is nit im array drin. iter.set_value(9, rand(100)) if false # This here should be re-enabled eventually. # iter.set_value( 6, gender) # Gender. # ===================================================================== # # Next display different image based on male versus female gender. # ===================================================================== # case gender when 'male' iter.set_value(11, MALE_ICON.scale( 12, 12 )) when 'female' iter.set_value(11, FEMALE_ICON.scale( 12, 12 )) end end } end |
#sort_liststore ⇒ Object
#
sort_liststore
Also shuffles data right now.
#
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# File 'lib/games_and_rpg_paradise/gui/gtk3/might_and_magic/party_viewer.rb', line 266 def sort_liststore populate_liststore # clear_the_liststore # create_hero_group(:rand) # populate_liststore end |