Implemented top bar with turn counter and budget info. Added CSS stylesheet.

This commit is contained in:
Khopa
2019-07-05 20:05:27 +02:00
parent dc91f5004e
commit 2428d39308
11 changed files with 131 additions and 24 deletions

View File

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from typing import Dict
from PySide2.QtCore import Qt
from PySide2.QtGui import QPixmap, QBrush, QColor, QWheelEvent, QPen, QFont
from PySide2.QtWidgets import QGraphicsView, QFrame
from gen import Conflict
from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
from qt_ui.widgets.map.QLiberationScene import QLiberationScene
from dcs import Point
from theater import ControlPoint
from game import Game
import qt_ui.uiconstants as CONST
class QLiberationMap(QGraphicsView):
instance = None
display_rules: Dict[str, bool] = {
"cp": True,
"go": True,
"lines": True,
"ennemy_sam_ranges": True,
"ally_sam_ranges": True
}
def __init__(self, game: Game):
super(QLiberationMap, self).__init__()
QLiberationMap.instance = self
self.frontline_vector_cache = {}
self.setMinimumSize(800,600)
self.setMaximumHeight(2160)
self._zoom = 0
self.init_scene()
self.loadGame(game)
def init_scene(self):
scene = QLiberationScene(self)
scene.addText("Hello World")
self.setScene(scene)
self.setTransformationAnchor(QGraphicsView.AnchorUnderMouse)
self.setResizeAnchor(QGraphicsView.AnchorUnderMouse)
#self.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
#self.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
self.setBackgroundBrush(QBrush(QColor(30, 30, 30)))
self.setFrameShape(QFrame.NoFrame)
self.setDragMode(QGraphicsView.ScrollHandDrag)
def loadGame(self, game: Game):
self.game = game
scene = self.scene()
self.reload_scene()
def setGame(self, game: Game):
self.loadGame(game)
def reload_scene(self):
scene = self.scene()
scene.clear()
scene.addPixmap(QPixmap("./resources/" + self.game.theater.overview_image))
for cp in self.game.theater.controlpoints:
pos = self._transform_point(cp.position)
scene.addItem(QMapControlPoint(self, pos[0] - CONST.CP_SIZE / 2, pos[1] - CONST.CP_SIZE / 2, CONST.CP_SIZE,
CONST.CP_SIZE, cp))
# e = scene.addEllipse(pos[0]-CONST.CP_SIZE/2, pos[1]-CONST.CP_SIZE/2, CONST.CP_SIZE, CONST.CP_SIZE, QPen(brush=QBrush(color=color), width=5), brush=color)
text = scene.addText(cp.name, font=QFont("Trebuchet MS", 10, weight=5, italic=False))
text.setPos(pos[0] + CONST.CP_SIZE, pos[1] - CONST.CP_SIZE / 2)
for ground_object in cp.ground_objects:
go_pos = self._transform_point(ground_object.position)
scene.addItem(QMapGroundObject(self, go_pos[0], go_pos[1], 16, 16, cp, ground_object))
if self.get_display_rule("lines"):
self.scene_create_lines_for_cp(cp)
def scene_create_lines_for_cp(self, cp: ControlPoint):
scene = self.scene()
pos = self._transform_point(cp.position)
for connected_cp in cp.connected_points:
pos2 = self._transform_point(connected_cp.position)
if connected_cp.captured != cp.captured:
color = CONST.COLORS["red"]
elif connected_cp.captured and cp.captured:
color = CONST.COLORS["blue"]
else:
color = CONST.COLORS["black_transparent"]
pen = QPen(brush=color)
pen.setColor(color)
pen.setWidth(4)
scene.addLine(pos[0], pos[1], pos2[0], pos2[1], pen=pen)
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
frontline = self._frontline_vector(cp, connected_cp)
if not frontline:
continue
frontline_pos, heading, distance = frontline
if distance < 10000:
frontline_pos = frontline_pos.point_from_heading(heading + 180, 5000)
distance = 10000
start_coords = self._transform_point(frontline_pos, treshold=10)
end_coords = self._transform_point(frontline_pos.point_from_heading(heading, distance),
treshold=60)
frontline_pen = QPen(brush=CONST.COLORS["bright_red"])
frontline_pen.setColor(CONST.COLORS["bright_red"])
frontline_pen.setWidth(4)
frontline_pen.setStyle(Qt.DashDotLine)
# frontline_pen.setDashPattern([0,1])
scene.addLine(start_coords[0], start_coords[1], end_coords[0], end_coords[1], pen=frontline_pen)
def _frontline_vector(self, from_cp: ControlPoint, to_cp: ControlPoint):
# Cache mechanism to avoid performing frontline vector computation on every frame
key = str(from_cp.id) + "_" + str(to_cp.id)
if key in self.frontline_vector_cache:
return self.frontline_vector_cache[key]
else:
frontline = Conflict.frontline_vector(from_cp, to_cp, self.game.theater)
self.frontline_vector_cache[key] = frontline
return frontline
def wheelEvent(self, event: QWheelEvent):
if event.angleDelta().y() > 0:
factor = 1.25
self._zoom += 1
else:
factor = 0.8
self._zoom -= 1
if self._zoom > -5:
self.scale(factor, factor)
else:
self._zoom = -5
def _transform_point(self, p: Point, treshold=30) -> (int, int):
point_a = list(self.game.theater.reference_points.keys())[0]
point_a_img = self.game.theater.reference_points[point_a]
point_b = list(self.game.theater.reference_points.keys())[1]
point_b_img = self.game.theater.reference_points[point_b]
Y_dist = point_a_img[0] - point_b_img[0]
lon_dist = point_a[1] - point_b[1]
X_dist = point_a_img[1] - point_b_img[1]
lat_dist = point_b[0] - point_a[0]
Y_scale = float(Y_dist) / float(lon_dist)
X_scale = float(X_dist) / float(lat_dist)
# ---
Y_offset = p.x - point_a[0]
X_offset = p.y - point_a[1]
X = point_b_img[1] + X_offset * X_scale
Y = point_a_img[0] - Y_offset * Y_scale
#X += 5
#Y += 5
return X > treshold and X or treshold, Y > treshold and Y or treshold
@staticmethod
def set_display_rule(rule: str, value: bool):
QLiberationMap.display_rules[rule] = value
QLiberationMap.instance.reload_scene()
QLiberationMap.instance.update()
@staticmethod
def get_display_rules() -> Dict[str, bool]:
return QLiberationMap.display_rules
@staticmethod
def get_display_rule(rule) -> bool:
return QLiberationMap.display_rules[rule]