Merge pull request #12 from Khopa/ui_dev

Modified UI Style
This commit is contained in:
Vasyl Horbachenko 2018-09-08 19:15:52 +03:00 committed by GitHub
commit 2179e4af47
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 321 additions and 118 deletions

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@ -65,6 +65,7 @@ try:
else:
proceed_to_main_menu(game)
except Exception as e:
print(e)
ui.corruptedsavemenu.CorruptedSaveMenu(w).display()
w.run()

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@ -1,6 +1,7 @@
from ui.eventmenu import *
from game.game import *
from .styles import STYLES
class BaseMenu(Menu):
@ -9,7 +10,6 @@ class BaseMenu(Menu):
def __init__(self, window: Window, parent, game: Game, cp: ControlPoint):
super(BaseMenu, self).__init__(window, parent, game)
self.cp = cp
self.base = cp.base
self.frame = window.right_pane
@ -26,15 +26,15 @@ class BaseMenu(Menu):
existing_units = self.base.total_units_of_type(unit_type)
scheduled_units = self.event.units.get(unit_type, 0)
Label(self.frame, text="{}".format(db.unit_type_name(unit_type))).grid(row=row, sticky=W)
Label(self.frame, text="{}".format(db.unit_type_name(unit_type)), **STYLES["widget"]).grid(row=row, sticky=W)
label = Label(self.frame, text="({})".format(existing_units))
label = Label(self.frame, text="({})".format(existing_units), **STYLES["widget"])
label.grid(column=1, row=row)
self.bought_amount_labels[unit_type] = label
Label(self.frame, text="{}m".format(unit_price)).grid(column=2, row=row)
Button(self.frame, text="+", command=self.buy(unit_type)).grid(column=3, row=row)
Button(self.frame, text="-", command=self.sell(unit_type)).grid(column=4, row=row)
Label(self.frame, text="{}m".format(unit_price), **STYLES["widget"]).grid(column=2, row=row, sticky=E)
Button(self.frame, text="+", command=self.buy(unit_type), **STYLES["btn-primary"]).grid(column=3, row=row, padx=(10,0))
Button(self.frame, text="-", command=self.sell(unit_type), **STYLES["btn-warning"]).grid(column=4, row=row, padx=(10,5))
row += 1
units = {
@ -45,13 +45,21 @@ class BaseMenu(Menu):
AirDefence: db.find_unittype(AirDefence, self.game.player),
}
self.budget_label = Label(self.frame, text="Budget: {}m".format(self.game.budget))
# Header
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, columnspan=5, sticky=NSEW, pady=5)
Label(head, text=self.cp.name, **STYLES["title"]).grid(row=0, column=0, sticky=NW+S)
units_title = "{}/{}/{}".format(self.cp.base.total_planes, self.cp.base.total_armor, self.cp.base.total_aa)
Label(head, text=units_title, **STYLES["strong-grey"]).grid(row=0, column=1, sticky=NE+S)
row += 1
self.budget_label = Label(self.frame, text="Budget: {}m".format(self.game.budget), **STYLES["widget"])
self.budget_label.grid(row=row, sticky=W)
Button(self.frame, text="Back", command=self.dismiss).grid(column=4, row=row)
Button(self.frame, text="Back", command=self.dismiss, **STYLES["btn-primary"]).grid(column=4, row=row, padx=(0,15), pady=(0,5))
row += 1
for task_type, units in units.items():
Label(self.frame, text="{}".format(db.task_name(task_type))).grid(row=row, columnspan=5); row += 1
Label(self.frame, text="{}".format(db.task_name(task_type)), **STYLES["strong"]).grid(row=row, columnspan=5, sticky=NSEW); row += 1
units = list(set(units))
units.sort(key=lambda x: db.PRICES[x])

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@ -1,5 +1,6 @@
from tkinter import *
from tkinter.ttk import *
from .styles import STYLES
from ui.window import *
@ -34,22 +35,36 @@ class ConfigurationMenu(Menu):
def display(self):
self.window.clear_right_pane()
Label(self.frame, text="Player coalition skill").grid(row=0, column=0)
Label(self.frame, text="Enemy coalition skill").grid(row=1, column=0)
# Header
head = Frame(self.frame, **STYLES["header"])
head.grid(row=0, column=0, columnspan=2, sticky=NSEW)
Label(head, text="Configuration", **STYLES["title"]).grid()
OptionMenu(self.frame, self.player_skill_var, "Average", "Good", "High", "Excellent").grid(row=0, column=1)
OptionMenu(self.frame, self.enemy_skill_var, "Average", "Good", "High", "Excellent").grid(row=1, column=1)
# Body
body = Frame(self.frame, **STYLES["body"])
body.grid(row=1, column=0, sticky=NSEW)
Label(self.frame, text="Aircraft cold start").grid(row=2, column=0)
Label(self.frame, text="Takeoff only for player group").grid(row=3, column=0)
Label(self.frame, text="Disable night missions").grid(row=4, column=0)
Label(body, text="Player coalition skill", **STYLES["widget"]).grid(row=0, column=0, sticky=W)
Label(body, text="Enemy coalition skill", **STYLES["widget"]).grid(row=1, column=0, sticky=W)
Checkbutton(self.frame, variable=self.cold_start_var).grid(row=2, column=1)
Checkbutton(self.frame, variable=self.takeoff_var).grid(row=3, column=1)
Checkbutton(self.frame, variable=self.night_var).grid(row=4, column=1)
p_skill = OptionMenu(body, self.player_skill_var, "Average", "Good", "High", "Excellent")
p_skill.grid(row=0, column=1, sticky=E, pady=5)
p_skill.configure(**STYLES["btn-primary"])
Button(self.frame, text="Back", command=self.dismiss).grid(row=5, column=0, columnspan=1)
Button(self.frame, text="Cheat +200m", command=self.cheat_money).grid(row=6, column=1)
e_skill = OptionMenu(body, self.enemy_skill_var, "Average", "Good", "High", "Excellent")
e_skill.grid(row=1, column=1, sticky=E)
e_skill.configure(**STYLES["btn-primary"])
Label(body, text="Aircraft cold start", **STYLES["widget"]).grid(row=2, column=0, sticky=W)
Label(body, text="Takeoff only for player group", **STYLES["widget"]).grid(row=3, column=0, sticky=W)
Label(body, text="Disable night missions", **STYLES["widget"]).grid(row=4, column=0, sticky=W)
Checkbutton(body, variable=self.cold_start_var, **STYLES["radiobutton"]).grid(row=2, column=1, sticky=E)
Checkbutton(body, variable=self.takeoff_var, **STYLES["radiobutton"]).grid(row=3, column=1, sticky=E)
Checkbutton(body, variable=self.night_var, **STYLES["radiobutton"]).grid(row=4, column=1, sticky=E)
Button(body, text="Back", command=self.dismiss, **STYLES["btn-primary"]).grid(row=5, column=1, sticky=E, pady=30)
Button(body, text="Cheat +200m", command=self.cheat_money, **STYLES["btn-danger"]).grid(row=6, column=1)
def cheat_money(self):
self.game.budget += 200

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@ -1,5 +1,6 @@
from tkinter import *
from tkinter.ttk import *
from .styles import STYLES
from ui.window import *
@ -12,6 +13,6 @@ class CorruptedSaveMenu(Menu):
def display(self):
self.window.clear_right_pane()
Label(text="Your save game was corrupted!").grid(row=0, column=0)
Label(text="Please restore it by replacing \"liberation_save\" file with \"liberation_save_tmp\" to restore last saved copy.").grid(row=1, column=0)
Label(text="You can find those files under user DCS directory.").grid(row=2, column=0)
Label(text="Your save game was corrupted!", **STYLES["widget"]).grid(row=0, column=0)
Label(text="Please restore it by replacing \"liberation_save\" file with \"liberation_save_tmp\" to restore last saved copy.", **STYLES["widget"]).grid(row=1, column=0)
Label(text="You can find those files under user DCS directory.", **STYLES["widget"]).grid(row=2, column=0)

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@ -4,6 +4,7 @@ from ui.eventresultsmenu import *
from game import *
from game.event import *
from .styles import STYLES
UNITTYPES_FOR_EVENTS = {
@ -44,39 +45,46 @@ class EventMenu(Menu):
self.window.clear_right_pane()
row = 0
def header(text, style="strong"):
nonlocal row
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, sticky=N+EW, columnspan=5)
Label(head, text=text, **STYLES[style]).grid()
row += 1
def label(text, _row=None, _column=None, sticky=None):
nonlocal row
Label(self.frame, text=text).grid(row=_row and _row or row, column=_column and _column or 0, sticky=sticky)
Label(self.frame, text=text, **STYLES["widget"]).grid(row=_row and _row or row, column=_column and _column or 0, sticky=sticky)
if _row is None:
row += 1
def scrable_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count), **STYLES["widget"]).grid(row=row, sticky=W)
scramble_entry = Entry(self.frame, width=2)
scramble_entry.grid(column=1, row=row, sticky=W)
scramble_entry.grid(column=1, row=row, sticky=E, padx=5)
scramble_entry.insert(0, "0")
self.aircraft_scramble_entries[unit_type] = scramble_entry
Button(self.frame, text="+", command=self.scramble_half(True, unit_type)).grid(column=2, row=row)
Button(self.frame, text="+", command=self.scramble_half(True, unit_type), **STYLES["btn-primary"]).grid(column=2, row=row)
client_entry = Entry(self.frame, width=2)
client_entry.grid(column=3, row=row, sticky=E)
client_entry.grid(column=3, row=row, sticky=E, padx=5)
client_entry.insert(0, "0")
self.aircraft_client_entries[unit_type] = client_entry
Button(self.frame, text="+", command=self.client_one(unit_type)).grid(column=4, row=row)
Button(self.frame, text="+", command=self.client_one(unit_type), **STYLES["btn-primary"]).grid(column=4, row=row)
row += 1
def scramble_armor_row(unit_type, unit_count):
nonlocal row
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count)).grid(row=row, sticky=W)
Label(self.frame, text="{} ({})".format(db.unit_type_name(unit_type), unit_count), **STYLES["widget"]).grid(row=row, sticky=W)
scramble_entry = Entry(self.frame, width=2)
scramble_entry.insert(0, "0")
scramble_entry.grid(column=1, row=row)
scramble_entry.grid(column=1, row=row, sticky=E, padx=5)
self.armor_scramble_entries[unit_type] = scramble_entry
Button(self.frame, text="+", command=self.scramble_half(False, unit_type)).grid(column=2, row=row)
Button(self.frame, text="+", command=self.scramble_half(False, unit_type),**STYLES["btn-primary"]).grid(column=2, row=row)
row += 1
@ -84,21 +92,18 @@ class EventMenu(Menu):
if threat_descr:
threat_descr = "Approx. {}".format(threat_descr)
Label(self.frame, text="{}. {}".format(self.event, threat_descr)).grid(row=row, column=0, columnspan=5)
# Header
header("Mission Menu", "title")
# Mission Description
Label(self.frame, text="{}. {}".format(self.event, threat_descr), **STYLES["mission-preview"]).grid(row=row, column=0, columnspan=5, sticky=S+EW, padx=5, pady=5)
row += 1
Button(self.frame, text="Commit", command=self.start).grid(column=3, row=row, sticky=E)
Button(self.frame, text="Back", command=self.dismiss).grid(column=4, row=row, sticky=E)
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
Checkbutton(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), var=self.awacs, state=awacs_enabled).grid(row=row, column=0, sticky=W)
row += 1
label("Aircraft")
header("Aircraft :")
if self.base.aircraft:
Label(self.frame, text="Amount").grid(row=row, column=1, columnspan=2)
Label(self.frame, text="Client slots").grid(row=row, column=3, columnspan=2)
Label(self.frame, text="Amount", **STYLES["widget"]).grid(row=row, column=1, columnspan=2)
Label(self.frame, text="Client slots", **STYLES["widget"]).grid(row=row, column=3, columnspan=2)
row += 1
filter_to = UNITTYPES_FOR_EVENTS[self.event.__class__]
@ -114,16 +119,29 @@ class EventMenu(Menu):
if not self.base.total_planes:
label("None", sticky=W)
label("Armor")
header("Armor :")
armor_counter = 0
for unit_type, count in self.base.armor.items():
if filter_to and db.unit_task(unit_type) not in filter_to:
continue
scramble_armor_row(unit_type, count)
armor_counter += 1
if not self.base.total_armor:
if not self.base.total_armor or armor_counter == 0:
label("None", sticky=W)
header("Support :")
# Options
awacs_enabled = self.game.budget >= AWACS_BUDGET_COST and NORMAL or DISABLED
Checkbutton(self.frame, var=self.awacs, state=awacs_enabled, **STYLES["radiobutton"]).grid(row=row, column=0, sticky=E)
Label(self.frame, text="AWACS ({}m)".format(AWACS_BUDGET_COST), **STYLES["widget"]).grid(row=row, column=3, sticky=W, padx=5, pady=5)
row += 1
header("Ready ?")
Button(self.frame, text="Commit", command=self.start, **STYLES["btn-primary"]).grid(column=0, row=row, sticky=E, padx=5, pady=(10,10))
Button(self.frame, text="Back", command=self.dismiss, **STYLES["btn-warning"]).grid(column=3, row=row, sticky=E, padx=5, pady=(10,10))
row += 1
def _scrambled_aircraft_count(self, unit_type: UnitType) -> int:
value = self.aircraft_scramble_entries[unit_type].get()
if value and int(value) > 0:

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@ -3,6 +3,7 @@ from ui.window import *
from game.game import *
from userdata.debriefing import *
from .styles import STYLES
class EventResultsMenu(Menu):
@ -13,6 +14,7 @@ class EventResultsMenu(Menu):
def __init__(self, window: Window, parent, game: Game, event: Event):
super(EventResultsMenu, self).__init__(window, parent, game)
self.frame = window.right_pane
self.frame.grid_rowconfigure(0, weight=0)
self.event = event
self.finished = False
@ -21,46 +23,82 @@ class EventResultsMenu(Menu):
def display(self):
self.window.clear_right_pane()
row = 0
def header(text, style="strong"):
nonlocal row
head = Frame(self.frame, **STYLES["header"])
head.grid(row=row, column=0, sticky=N + EW, columnspan=2, pady=(0, 10))
Label(head, text=text, **STYLES[style]).grid()
row += 1
def label(text, style="widget"):
nonlocal row
Label(self.frame, text=text, **STYLES[style]).grid(row=row, column=0, sticky=NW, columnspan=2)
row += 1
if not self.finished:
Label(self.frame, text="Play the mission and save debriefing to").grid(row=0, column=0)
Label(self.frame, text=debriefing_directory_location()).grid(row=1, column=0)
"""
For debugging purposes
"""
header("You are clear for takeoff !")
label("In DCS, open and play the mission :")
label("liberation_nextturn", "italic")
label("or")
label("liberation_nextturn_quick", "italic")
header("Then save the debriefing to the folder:")
label(debriefing_directory_location(), "italic")
header("Waiting for results...")
pg = Progressbar(self.frame, orient="horizontal", length=200, mode="determinate")
pg.grid(row=row, column=0, columnspan=2, sticky=EW, pady=5, padx=5)
pg.start(10)
row += 1
Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW);
row += 1
Label(self.frame, text="Cheat operation results: ", **STYLES["strong"]).grid(column=0, row=row,
columnspan=2, sticky=NSEW,
pady=5);
row += 1
Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1),
**STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5)
Button(self.frame, text="full player losses", command=self.simulate_result(1, 0),
**STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5)
row += 1
Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8),
**STYLES["btn-warning"]).grid(column=0, row=row, padx=5, pady=5)
Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0),
**STYLES["btn-warning"]).grid(column=1, row=row, padx=5, pady=5)
row += 1
row = 3
Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW); row += 1
Label(self.frame, text="Cheat operation results: ").grid(row=row); row += 1
Button(self.frame, text="full enemy losses", command=self.simulate_result(0, 1)).grid(row=row); row += 1
Button(self.frame, text="full player losses", command=self.simulate_result(1, 0)).grid(row=row); row += 1
Button(self.frame, text="some enemy losses", command=self.simulate_result(0, 0.8)).grid(row=row); row += 1
Button(self.frame, text="some player losses", command=self.simulate_result(0.8, 0)).grid(row=row); row += 1
else:
row = 0
if self.event.is_successfull(self.debriefing):
Label(self.frame, text="Operation success").grid(row=row, columnspan=1); row += 1
header("Operation success", "title-green")
else:
Label(self.frame, text="Operation failed").grid(row=row, columnspan=1); row += 1
header("Operation failed", "title-red")
header("Player losses")
Separator(self.frame, orient='horizontal').grid(row=row, columnspan=1, sticky=NE); row += 1
Label(self.frame, text="Player losses").grid(row=row, columnspan=1); row += 1
for unit_type, count in self.player_losses.items():
Label(self.frame, text=db.unit_type_name(unit_type)).grid(row=row)
Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
Label(self.frame, text=db.unit_type_name(unit_type), **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
Separator(self.frame, orient='horizontal').grid(row=row, columnspan=1, sticky=NE); row += 1
Label(self.frame, text="Enemy losses").grid(columnspan=1, row=row); row += 1
header("Enemy losses")
for unit_type, count in self.enemy_losses.items():
if count == 0:
continue
Label(self.frame, text=db.unit_type_name(unit_type)).grid(row=row)
Label(self.frame, text="{}".format(count)).grid(column=1, row=row)
Label(self.frame, text=db.unit_type_name(unit_type), **STYLES["widget"]).grid(row=row)
Label(self.frame, text="{}".format(count), **STYLES["widget"]).grid(column=1, row=row)
row += 1
Button(self.frame, text="Okay", command=self.dismiss).grid(columnspan=1, row=row); row += 1
Button(self.frame, text="Okay", command=self.dismiss, **STYLES["btn-primary"]).grid(columnspan=1, row=row);
row += 1
def process_debriefing(self, debriefing: Debriefing):
self.debriefing = debriefing
@ -106,8 +144,10 @@ class EventResultsMenu(Menu):
alive_player_units = count(player)
alive_enemy_units = count(enemy)
destroyed_player_units = db.unitdict_restrict_count(alive_player_units, math.ceil(sum(alive_player_units.values()) * player_factor))
destroyed_enemy_units = db.unitdict_restrict_count(alive_enemy_units, math.ceil(sum(alive_enemy_units.values()) * enemy_factor))
destroyed_player_units = db.unitdict_restrict_count(alive_player_units, math.ceil(
sum(alive_player_units.values()) * player_factor))
destroyed_enemy_units = db.unitdict_restrict_count(alive_enemy_units, math.ceil(
sum(alive_enemy_units.values()) * enemy_factor))
alive_player_units = {k: v - destroyed_player_units.get(k, 0) for k, v in alive_player_units.items()}
alive_enemy_units = {k: v - destroyed_enemy_units.get(k, 0) for k, v in alive_enemy_units.items()}

View File

@ -1,11 +1,13 @@
import pickle
from ui.basemenu import *
from ui.overviewcanvas import *
from ui.configurationmenu import *
from game.game import *
from ui.basemenu import *
from ui.configurationmenu import *
from ui.overviewcanvas import *
from userdata import persistency
from .styles import STYLES
import tkinter as tk
from tkinter import ttk
class MainMenu(Menu):
@ -18,45 +20,57 @@ class MainMenu(Menu):
self.upd.update()
self.frame = self.window.right_pane
self.frame.grid_columnconfigure(0, weight=1)
self.frame.columnconfigure(0, weight=1)
self.frame.rowconfigure(0, weight=1)
def display(self):
persistency.save_game(self.game)
self.window.clear_right_pane()
self.upd.update()
row = 1
row = 0
# Header :
header = Frame(self.frame, **STYLES["header"])
Button(header, text="Configuration", command=self.configuration_menu, **STYLES["btn-primary"]).grid(column=0, row=0, sticky=NE)
Label(header, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount), **STYLES["strong"]).grid(column=1, row=0, sticky=NSEW, padx=50)
Button(header, text="Pass turn", command=self.pass_turn, **STYLES["btn-primary"]).grid(column=2, row=0, sticky=NW)
header.grid(column=0, row=0, sticky=N+EW)
body = LabelFrame(self.frame, **STYLES["body"])
body.grid(column=0, row=1, sticky=NSEW)
def label(text):
nonlocal row
Label(self.frame, text=text).grid(row=row, sticky=NW)
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW, columnspan=2)
Label(frame, text=text, **STYLES["widget"]).grid(row=row, sticky=NS)
row += 1
def event_button(event):
nonlocal row
Message(self.frame, text="{}{} at {}".format(
nonlocal row, body
frame = LabelFrame(body, **STYLES["label-frame"])
frame.grid(row=row, sticky=NSEW)
Message(frame, text="{}{} at {}".format(
event.defender_name == self.game.player and "Enemy attacking: " or "",
event,
event.to_cp,
), aspect=1600).grid(column=0, row=row, sticky=NW)
Button(self.frame, text=">", command=self.start_event(event)).grid(column=0, row=row, sticky=NE+S); row += 1
), aspect=1600, **STYLES["widget"]).grid(column=0, row=0, sticky=NSEW)
Button(body, text=">", command=self.start_event(event), **STYLES["btn-primary"]).grid(column=1, row=row, sticky=E)
row += 1
def destination_header(text, separator=True):
nonlocal row
if separator:
Separator(self.frame, orient=HORIZONTAL).grid(row=row, sticky=EW); row += 1
Label(self.frame, text=text).grid(column=0, row=row, sticky=N); row += 1
def destination_header(text, pady=0):
nonlocal row, body
Label(body, text=text, **STYLES["strong"]).grid(column=0, columnspan=2, row=row, sticky=N+EW, pady=(pady,0)); row += 1
Button(self.frame, text="Configuration", command=self.configuration_menu).grid(column=0, row=0, sticky=NE)
Button(self.frame, text="Pass turn", command=self.pass_turn).grid(column=0, row=0, sticky=NW)
Label(self.frame, text="Budget: {}m (+{}m)".format(self.game.budget, self.game.budget_reward_amount)).grid(column=0, row=0, sticky=N)
Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1
#Separator(self.frame, orient='horizontal').grid(row=row, sticky=EW); row += 1
events = self.game.events
events.sort(key=lambda x: x.from_cp.name)
events.sort(key=lambda x: x.informational and 2 or (self.game.is_player_attack(x) and 1 or 0))
destination = None
deliveries = False
for event in events:
if not event.informational:
if self.game.is_player_attack(event):
@ -64,10 +78,13 @@ class MainMenu(Menu):
else:
new_destination = "Enemy attack"
if destination != new_destination:
destination_header(new_destination, destination is not None)
destination_header(new_destination)
destination = new_destination
if event.informational:
if not deliveries:
deliveries = True
destination_header("Deliveries", 15)
label(str(event))
else:
event_button(event)
@ -92,3 +109,7 @@ class MainMenu(Menu):
self.basemenu = BaseMenu(self.window, self, self.game, cp)
self.basemenu.display()

View File

@ -1,7 +1,9 @@
import os
from tkinter import *
from tkinter.ttk import *
from ui.window import *
from .styles import STYLES
class NewGameMenu(Menu):
@ -14,6 +16,7 @@ class NewGameMenu(Menu):
def __init__(self, window: Window, callback: typing.Callable):
super(NewGameMenu, self).__init__(window, None, None)
self.frame = window.right_pane
window.left_pane.configure(background="black")
self.callback = callback
self.selected_country = IntVar()
@ -57,23 +60,69 @@ class NewGameMenu(Menu):
def display(self):
self.window.clear_right_pane()
Label(self.frame, text="Player country").grid(row=0, column=0)
Radiobutton(self.frame, text="USA", variable=self.selected_country, value=0).grid(row=1, column=0)
Radiobutton(self.frame, text="Russia", variable=self.selected_country, value=1).grid(row=2, column=0)
# Header
head = Frame(self.frame, **STYLES["header"])
head.grid(row=0, column=0, sticky=NSEW)
Label(head, text="Start a new game", **STYLES["title"]).grid()
Label(self.frame, text="Terrain").grid(row=0, column=1)
Radiobutton(self.frame, text="Caucasus", variable=self.selected_terrain, value=0).grid(row=1, column=1)
Radiobutton(self.frame, text="Nevada", variable=self.selected_terrain, value=1).grid(row=2, column=1)
Radiobutton(self.frame, text="Persian Gulf", variable=self.selected_terrain, value=2).grid(row=3, column=1)
# Body
body = Frame(self.frame, **STYLES["body"])
body.grid(row=1, column=0, sticky=NSEW)
Label(self.frame, text="Options").grid(row=1, column=2)
Checkbutton(self.frame, text="SAMs", variable=self.sams).grid(row=1, column=2)
Checkbutton(self.frame, text="Mid game", variable=self.midgame).grid(row=2, column=2)
# Country Selection
country = LabelFrame(body, text="Player Side", **STYLES["label-frame"])
country.grid(row=0, column=0, sticky=NW, padx=5)
Radiobutton(country, variable=self.selected_country, value=0, **STYLES["radiobutton"]).grid(row=0, column=0,
sticky=W)
Label(country, text="USA", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
Radiobutton(country, variable=self.selected_country, value=1, **STYLES["radiobutton"]).grid(row=1, column=0,
sticky=W)
Label(country, text="Russia", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
Label(self.frame, text="Multiplier").grid(row=0, column=3)
Entry(self.frame, textvariable=self.multiplier).grid(row=1, column=3)
# Terrain Selection
terrain = LabelFrame(body, text="Terrain", **STYLES["label-frame"])
terrain.grid(row=0, column=1, sticky=N, padx=5)
Button(self.frame, text="Proceed", command=self.proceed).grid(row=5, column=0, columnspan=4)
Radiobutton(terrain, variable=self.selected_terrain, value=0, **STYLES["radiobutton"]) \
.grid(row=0, column=0, sticky=W)
Label(terrain, text="Caucasus", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
self.create_label_image(terrain, "terrain_caucasus.png").grid(row=0, column=2, padx=5)
Radiobutton(terrain, variable=self.selected_terrain, value=1, **STYLES["radiobutton"]) \
.grid(row=1, column=0, sticky=W)
Label(terrain, text="Nevada", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
self.create_label_image(terrain, "terrain_nevada.png").grid(row=1, column=2, padx=5)
Radiobutton(terrain, variable=self.selected_terrain, value=2, **STYLES["radiobutton"]) \
.grid(row=2, column=0, sticky=W)
Label(terrain, text="Persian Gulf", **STYLES["widget"]).grid(row=2, column=1, sticky=W)
self.create_label_image(terrain, "terrain_pg.png").grid(row=2, column=2, padx=5)
# Misc Options
options = LabelFrame(body, text="Misc Options", **STYLES["label-frame"])
options.grid(row=0, column=2, sticky=NE, padx=5)
Checkbutton(options, variable=self.sams, **STYLES["radiobutton"]).grid(row=0, column=0, sticky=W)
Label(options, text="SAMs", **STYLES["widget"]).grid(row=0, column=1, sticky=W)
Checkbutton(options, variable=self.midgame, **STYLES["radiobutton"]).grid(row=1, column=0, sticky=W)
Label(options, text="Mid Game", **STYLES["widget"]).grid(row=1, column=1, sticky=W)
Label(options, text="Multiplier", **STYLES["widget"]).grid(row=2, column=0, sticky=W)
Entry(options, textvariable=self.multiplier).grid(row=2, column=1, sticky=W)
# Footer with Proceed Button
footer = Frame(self.frame, **STYLES["header"])
footer.grid(row=2, sticky=N + E + W)
Button(footer, text="Proceed", command=self.proceed, **STYLES["btn-primary"]).grid(row=0, column=0, sticky=SE,
padx=5, pady=5)
@staticmethod
def create_label_image(parent, image):
im = PhotoImage(file=os.path.join("resources", "ui", image))
label = Label(parent, image=im)
label.image = im
return label
def proceed(self):
self.callback(self.player_country_name,

View File

@ -50,11 +50,12 @@ class OverviewCanvas:
title = cp.name
font = ("Helvetica", 10)
id = self.canvas.create_text(coords[0]+1, coords[1]+1, text=title, fill='white', font=font)
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
id = self.canvas.create_text(coords[0], coords[1], text=title, font=font)
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
id = self.canvas.create_text(coords[0]+1, coords[1]+1, text=title, fill='white', font=font)
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
def _player_color(self):
return self.game.player == "USA" and "blue" or "red"
@ -116,7 +117,8 @@ class OverviewCanvas:
self.create_cp_title((coords[0] + arc_size/4, coords[1] + arc_size/4), cp)
units_title = "{}/{}/{}".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 10))
self.canvas.create_text(coords[0]+1, coords[1] - arc_size / 1.5 +1, text=units_title, font=("Helvetica", 10), fill=color)
self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 10), fill="white")
def display(self, cp: ControlPoint):
def action(_):

45
ui/styles.py Normal file
View File

@ -0,0 +1,45 @@
# Style for UI
# Padding
PADDING_X = 5
PADDING_Y = 5
# Colors
FG_COLOR = "white"
FG_COLOR_LIGHT = "#dddddd"
BG_COLOR = "#4E5760"
GREEN = "#699245"
YELLOW = "#BF9A46"
RED = "#D0232E"
BG_TITLE_COLOR = "#2D3E50"
# Fonts
FONT_FAMILY = "Trebuchet MS"
DEFAULT_FONT = (FONT_FAMILY, 8)
ITALIC = (FONT_FAMILY, 8, "italic")
BOLD_FONT = (FONT_FAMILY, 10, "bold italic")
TITLE_FONT = (FONT_FAMILY, 16, "bold italic")
# List of styles
STYLES = {}
STYLES["label-frame"] = {"font": BOLD_FONT, "bg": BG_COLOR, "fg": FG_COLOR}
STYLES["frame-wrapper"] = {"bg": BG_COLOR, "relief":"sunken"}
STYLES["body"] = {"bg": BG_COLOR, "padx": 25, "pady": 35}
STYLES["strong"] = {"font": BOLD_FONT, "bg": BG_TITLE_COLOR, "fg": FG_COLOR}
STYLES["strong-grey"] = {"font": BOLD_FONT, "bg": BG_TITLE_COLOR, "fg": FG_COLOR_LIGHT}
STYLES["mission-preview"] = {"font": BOLD_FONT, "bg": YELLOW, "fg": FG_COLOR}
STYLES["widget"] = {"bg": BG_COLOR, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": DEFAULT_FONT}
STYLES["italic"] = {"bg": BG_COLOR, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": ITALIC}
STYLES["radiobutton"] = {"bg": BG_COLOR, "fg": "black", "padx": PADDING_X, "pady": PADDING_Y, "font": DEFAULT_FONT,
"activebackground": BG_COLOR, "highlightbackground": BG_COLOR, "selectcolor": "white"}
STYLES["title"] = {"bg": BG_TITLE_COLOR, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": TITLE_FONT}
STYLES["title-green"] = {"bg": GREEN, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": TITLE_FONT}
STYLES["title-red"] = {"bg": RED, "fg": FG_COLOR, "padx": PADDING_X, "pady": PADDING_Y, "font": TITLE_FONT}
STYLES["header"] = {"bg": BG_TITLE_COLOR}
STYLES["btn-primary"] = {"bg": GREEN, "fg": FG_COLOR, "padx": PADDING_X, "pady": 2, "font": DEFAULT_FONT}
STYLES["btn-danger"] = {"bg": RED, "fg": FG_COLOR, "padx": PADDING_X, "pady": 2, "font": DEFAULT_FONT}
STYLES["btn-warning"] = {"bg": YELLOW, "fg": FG_COLOR, "padx": PADDING_X, "pady": 2, "font": DEFAULT_FONT}

View File

@ -1,6 +1,6 @@
from tkinter import *
from game.game import *
from .styles import BG_COLOR,BG_TITLE_COLOR
class Window:
image = None
@ -9,21 +9,24 @@ class Window:
def __init__(self):
self.tk = Tk()
self.tk.title("DCS Liberation")
self.tk.iconbitmap("icon.ico")
self.tk.resizable(True, True)
self.tk.grid_columnconfigure(0, weight=1)
self.tk.grid_rowconfigure(0, weight=1)
self.frame = Frame(self.tk)
self.frame = Frame(self.tk, bg=BG_COLOR)
self.frame.grid(column=0, row=0, sticky=NSEW)
self.frame.grid_columnconfigure(0, minsize=300)
self.frame.grid_columnconfigure(1, minsize=400)
self.frame.grid_columnconfigure(0)
self.frame.grid_columnconfigure(1)
self.frame.grid_columnconfigure(0, weight=0)
self.frame.grid_columnconfigure(1, weight=1)
self.frame.grid_rowconfigure(0, weight=1)
self.left_pane = Frame(self.frame)
self.left_pane = Frame(self.frame, bg=BG_TITLE_COLOR)
self.left_pane.grid(row=0, column=0, sticky=NSEW)
self.right_pane = Frame(self.frame)
self.right_pane = Frame(self.frame, bg=BG_COLOR)
self.right_pane.grid(row=0, column=1, sticky=NSEW)
self.tk.focus()