Improve flight path display options.

Adds an option show only selected flight, and also changes the show
all option to highlight the selected flight.
This commit is contained in:
Dan Albert
2020-10-09 16:18:08 -07:00
parent 31d5e3151b
commit 2d8c8c63c9
5 changed files with 145 additions and 37 deletions

View File

@@ -42,6 +42,8 @@ class QLiberationMap(QGraphicsView):
self.game: Optional[Game] = game_model.game
self.flight_path_items: List[QGraphicsItem] = []
# A tuple of (package index, flight index), or none.
self.selected_flight: Optional[Tuple[int, int]] = None
self.setMinimumSize(800,600)
self.setMaximumHeight(2160)
@@ -56,6 +58,25 @@ class QLiberationMap(QGraphicsView):
lambda: self.draw_flight_plans(self.scene())
)
def update_package_selection(index: Optional[int]) -> None:
self.selected_flight = index, 0
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().package_selection_changed.connect(
update_package_selection
)
def update_flight_selection(index: Optional[int]) -> None:
if self.selected_flight is None:
logging.error("Flight was selected with no package selected")
return
self.selected_flight = self.selected_flight[0], index
self.draw_flight_plans(self.scene())
GameUpdateSignal.get_instance().flight_selection_changed.connect(
update_flight_selection
)
def init_scene(self):
scene = QLiberationScene(self)
self.setScene(scene)
@@ -198,37 +219,44 @@ class QLiberationMap(QGraphicsView):
# Something may have caused those items to already be removed.
pass
self.flight_path_items.clear()
if not DisplayOptions.flight_paths:
if DisplayOptions.flight_paths.hide:
return
for package in self.game_model.ato_model.packages:
for flight in package.flights:
self.draw_flight_plan(scene, flight)
for p_idx, package in enumerate(self.game_model.ato_model.packages):
for f_idx, flight in enumerate(package.flights):
selected = (p_idx, f_idx) == self.selected_flight
if DisplayOptions.flight_paths.only_selected and not selected:
continue
highlight = selected and DisplayOptions.flight_paths.all
self.draw_flight_plan(scene, flight, highlight)
def draw_flight_plan(self, scene: QGraphicsScene, flight: Flight) -> None:
def draw_flight_plan(self, scene: QGraphicsScene, flight: Flight,
highlight: bool) -> None:
is_player = flight.from_cp.captured
pos = self._transform_point(flight.from_cp.position)
self.draw_waypoint(scene, pos, is_player)
self.draw_waypoint(scene, pos, is_player, highlight)
prev_pos = tuple(pos)
for point in flight.points:
new_pos = self._transform_point(Point(point.x, point.y))
self.draw_flight_path(scene, prev_pos, new_pos, is_player)
self.draw_waypoint(scene, new_pos, is_player)
self.draw_flight_path(scene, prev_pos, new_pos, is_player,
highlight)
self.draw_waypoint(scene, new_pos, is_player, highlight)
prev_pos = tuple(new_pos)
self.draw_flight_path(scene, prev_pos, pos, is_player)
self.draw_flight_path(scene, prev_pos, pos, is_player, highlight)
def draw_waypoint(self, scene: QGraphicsScene, position: Tuple[int, int],
player: bool) -> None:
waypoint_pen = self.waypoint_pen(player)
waypoint_brush = self.waypoint_brush(player)
player: bool, highlight: bool) -> None:
waypoint_pen = self.waypoint_pen(player, highlight)
waypoint_brush = self.waypoint_brush(player, highlight)
self.flight_path_items.append(scene.addEllipse(
position[0], position[1], self.WAYPOINT_SIZE,
self.WAYPOINT_SIZE, waypoint_pen, waypoint_brush
))
def draw_flight_path(self, scene: QGraphicsScene, pos0: Tuple[int, int],
pos1: Tuple[int, int], player: bool):
flight_path_pen = self.flight_path_pen(player)
pos1: Tuple[int, int], player: bool,
highlight: bool) -> None:
flight_path_pen = self.flight_path_pen(player, highlight)
# Draw the line to the *middle* of the waypoint.
offset = self.WAYPOINT_SIZE // 2
self.flight_path_items.append(scene.addLine(
@@ -317,21 +345,31 @@ class QLiberationMap(QGraphicsView):
return X > treshold and X or treshold, Y > treshold and Y or treshold
def highlight_color(self, transparent: Optional[bool] = False) -> QColor:
return QColor(255, 255, 0, 20 if transparent else 255)
def base_faction_color_name(self, player: bool) -> str:
if player:
return self.game.get_player_color()
else:
return self.game.get_enemy_color()
def waypoint_pen(self, player: bool) -> QPen:
def waypoint_pen(self, player: bool, highlight: bool) -> QColor:
if highlight:
return self.highlight_color()
name = self.base_faction_color_name(player)
return QPen(brush=CONST.COLORS[name])
return CONST.COLORS[name]
def waypoint_brush(self, player: bool) -> QColor:
def waypoint_brush(self, player: bool, highlight: bool) -> QColor:
if highlight:
return self.highlight_color(transparent=True)
name = self.base_faction_color_name(player)
return CONST.COLORS[f"{name}_transparent"]
def flight_path_pen(self, player: bool) -> QPen:
def flight_path_pen(self, player: bool, highlight: bool) -> QPen:
if highlight:
return self.highlight_color()
name = self.base_faction_color_name(player)
color = CONST.COLORS[name]
pen = QPen(brush=color)