Add a global air inventory view to air wing dialog.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/428.
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bgreman 2021-05-30 16:40:51 -04:00 committed by GitHub
parent 7b2bb4a128
commit a888397bef
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3 changed files with 105 additions and 7 deletions

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@ -26,6 +26,7 @@ Saves from 2.5 are not compatible with 3.0.
* **[UI]** Added new web based map UI. This is mostly functional but many of the old display options are a WIP. Revert to the old map with --old-map. * **[UI]** Added new web based map UI. This is mostly functional but many of the old display options are a WIP. Revert to the old map with --old-map.
* **[UI]** Campaigns generated for an older or newer version of the game will now be marked as incompatible. They can still be played, but bugs may be present. * **[UI]** Campaigns generated for an older or newer version of the game will now be marked as incompatible. They can still be played, but bugs may be present.
* **[UI]** DCS loadouts are now selectable in the loadout setup menu. * **[UI]** DCS loadouts are now selectable in the loadout setup menu.
* **[UI]** Added global aircraft inventory view under Air Wing dialog.
* **[UI]** Base menu now shows information about ground unit deployment limits. * **[UI]** Base menu now shows information about ground unit deployment limits.
* **[Modding]** Campaigns now choose locations for factories to spawn. * **[Modding]** Campaigns now choose locations for factories to spawn.
* **[Modding]** Campaigns now use map structures as strike targets. * **[Modding]** Campaigns now use map structures as strike targets.

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@ -1,4 +1,4 @@
from typing import Optional from typing import Optional, Type
from PySide2.QtCore import ( from PySide2.QtCore import (
QItemSelectionModel, QItemSelectionModel,
@ -8,11 +8,18 @@ from PySide2.QtCore import (
) )
from PySide2.QtWidgets import ( from PySide2.QtWidgets import (
QAbstractItemView, QAbstractItemView,
QCheckBox,
QDialog, QDialog,
QListView, QListView,
QVBoxLayout, QVBoxLayout,
QTabWidget,
QTableWidget,
QTableWidgetItem,
QWidget,
) )
from dcs.unittype import FlyingType
from game import db from game import db
from game.squadrons import Squadron from game.squadrons import Squadron
from qt_ui.delegates import TwoColumnRowDelegate from qt_ui.delegates import TwoColumnRowDelegate
@ -75,6 +82,101 @@ class SquadronList(QListView):
self.dialog.show() self.dialog.show()
class AirInventoryView(QWidget):
def __init__(self, game_model: GameModel) -> None:
super().__init__()
self.game_model = game_model
self.country = self.game_model.game.country_for(player=True)
layout = QVBoxLayout()
self.setLayout(layout)
self.only_unallocated_cb = QCheckBox("Unallocated Only?")
self.only_unallocated_cb.toggled.connect(self.update_table)
layout.addWidget(self.only_unallocated_cb)
self.table = QTableWidget()
layout.addWidget(self.table)
self.table.setEditTriggers(QAbstractItemView.NoEditTriggers)
self.table.verticalHeader().setVisible(False)
self.update_table(False)
def update_table(self, only_unallocated: bool) -> None:
CP_COLUMN = 0
UNIT_TYPE_COLUMN = 1
FLIGHT_TYPE_COLUMN = 2
TARGET_NAME_COLUMN = 3
self.table.setSortingEnabled(False)
self.table.clear()
inventory_rows = self.get_data(only_unallocated)
self.table.setRowCount(len(inventory_rows))
self.table.setColumnCount(4)
self.table.setHorizontalHeaderLabels(["Base", "Type", "Flight Type", "Target"])
for idx, inv_row in enumerate(inventory_rows):
self.table.setItem(idx, CP_COLUMN, QTableWidgetItem(inv_row[CP_COLUMN]))
self.table.setItem(
idx, UNIT_TYPE_COLUMN, QTableWidgetItem(inv_row[UNIT_TYPE_COLUMN])
)
self.table.setItem(
idx, FLIGHT_TYPE_COLUMN, QTableWidgetItem(inv_row[FLIGHT_TYPE_COLUMN])
)
self.table.setItem(
idx, TARGET_NAME_COLUMN, QTableWidgetItem(inv_row[TARGET_NAME_COLUMN])
)
self.table.resizeColumnsToContents()
self.table.setSortingEnabled(True)
def get_data(self, only_unallocated: bool) -> list[list[str]]:
game = self.game_model.game
ato = game.blue_ato
inventory_rows = []
for cp in game.theater.controlpoints:
if cp.captured:
cp_name = cp.name
# Allocated aircraft
if not only_unallocated:
for package in ato.packages:
for flight in package.flights:
if flight.from_cp == cp:
unit_type_name = self.format_unit_type(flight.unit_type)
num_units = flight.count
flight_type = flight.flight_type.value
target = flight.package.target.name
for _ in range(0, num_units):
inventory_rows.append(
[cp_name, unit_type_name, flight_type, target]
)
# Unallocated aircraft
inventory = game.aircraft_inventory.for_control_point(cp)
for unit_type, num_units in inventory.all_aircraft:
unit_type_name = self.format_unit_type(unit_type)
for _ in range(0, num_units):
inventory_rows.append([cp_name, unit_type_name, "Idle", "None"])
return inventory_rows
def format_unit_type(self, aircraft: Type[FlyingType]) -> str:
return db.unit_get_expanded_info(self.country, aircraft, "name")
class AirWingTabs(QTabWidget):
def __init__(self, game_model: GameModel) -> None:
super().__init__()
self.addTab(SquadronList(game_model.blue_air_wing_model), "Squadrons")
self.addTab(AirInventoryView(game_model), "Inventory")
class AirWingDialog(QDialog): class AirWingDialog(QDialog):
"""Dialog window showing the player's air wing.""" """Dialog window showing the player's air wing."""
@ -89,4 +191,4 @@ class AirWingDialog(QDialog):
layout = QVBoxLayout() layout = QVBoxLayout()
self.setLayout(layout) self.setLayout(layout)
layout.addWidget(SquadronList(self.air_wing_model)) layout.addWidget(AirWingTabs(game_model))

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@ -515,11 +515,6 @@ QHeaderView::section:vertical
background: #4B5B74; background: #4B5B74;
} }
QTableWidget {
gridline-color: red;
background: #4B5B74;
}
QTableView QTableCornerButton::section { QTableView QTableCornerButton::section {
background: #4B5B74; background: #4B5B74;
} }