dcs-retribution/ui/overviewcanvas.py

350 lines
14 KiB
Python

import os
from tkinter import *
from tkinter.ttk import *
from ui.styles import STYLES
from ui.window import *
import pygame, platform
from threading import Thread
from game.game import *
from gen.conflictgen import Conflict
from theater.conflicttheater import *
class OverviewCanvas:
mainmenu = None # type: ui.mainmenu.MainMenu
RED = (255, 125, 125)
BLUE = (164, 164, 255)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BACKGROUND = pygame.Color(0, 64, 64)
def __init__(self, frame: Frame, parent, game: Game):
self.parent = parent
self.game = game
# Pygame objects
self.map = None
self.screen = None
self.surface: pygame.Surface = None
self.thread: Thread = None
self.clock = pygame.time.Clock()
pygame.font.init()
self.font = pygame.font.SysFont("arial", 15)
self.fontsmall = pygame.font.SysFont("arial", 10)
# Frontline are too heavy on performance to compute in realtime, so keep them in a cache
self.frontline_vector_cache = {}
# Map state
self.zoom = 1
self.scroll = [0, 0]
self.exited = False
# Display options
self.display_ground_targets = BooleanVar(value=True)
self.display_forces = BooleanVar(value=True)
self.display_bases = BooleanVar(value=True)
self.display_road = BooleanVar(value=True)
parent.window.tk.protocol("<WM_DELETE_WINDOW>", self.on_close)
self.wrapper = Frame(frame, **STYLES["frame-wrapper"])
self.wrapper.grid(column=0, row=0, sticky=NSEW) # Adds grid
self.wrapper.pack(side=LEFT) # packs window to the left
self.embed = Frame(self.wrapper, width=1066, height=600) # creates embed frame for pygame window
self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid
self.options = Frame(self.wrapper, **STYLES["frame-wrapper"])
self.options.grid(column=0, row=1, sticky=SW)
self.build_map_options_panel()
self.init_sdl_layer()
self.init_sdl_thread()
def build_map_options_panel(self):
col = 0
Label(self.options, text="Ground targets", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
Checkbutton(self.options, variable=self.display_ground_targets, **STYLES["radiobutton"]).grid(row=0,
column=col + 1,
sticky=E)
Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
col += 3
Label(self.options, text="Forces", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
Checkbutton(self.options, variable=self.display_forces, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
sticky=E)
Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
col += 3
Label(self.options, text="Bases", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
Checkbutton(self.options, variable=self.display_bases, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
sticky=E)
Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
col += 4
Label(self.options, text="Roads", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
Checkbutton(self.options, variable=self.display_road, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
sticky=E)
Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
def on_close(self):
print("on_close")
self.exited = True
if self.thread is not None:
self.thread.join()
def init_sdl_layer(self):
os.environ['SDL_WINDOWID'] = str(self.embed.winfo_id())
if platform.system == "Windows":
os.environ['SDL_VIDEODRIVER'] = 'windib'
self.screen = pygame.display.set_mode((1066, 600), pygame.DOUBLEBUF | pygame.HWSURFACE)
self.screen.fill(pygame.Color(0, 128, 128))
self.screen.set_alpha(None)
self.icon_tg = pygame.image.load(os.path.join("resources", "ui", "target.png"))
self.icon_sam = pygame.image.load(os.path.join("resources", "ui", "sam.png"))
self.icon_clr = pygame.image.load(os.path.join("resources", "ui", "cleared.png"))
self.map = pygame.image.load(os.path.join("resources", self.game.theater.overview_image)).convert()
pygame.draw.rect(self.map, self.BLACK, (0, 0, self.map.get_width(), self.map.get_height()), 10)
pygame.draw.rect(self.map, self.WHITE, (0, 0, self.map.get_width(), self.map.get_height()), 5)
self.surface = pygame.Surface((self.map.get_width(), self.map.get_height()))
pygame.display.init()
pygame.display.update()
def init_sdl_thread(self):
self.thread = Thread(target=self.sdl_thread)
self.thread.start()
def sdl_thread(self):
self.redraw_required = True
i = 0
while not self.exited:
self.clock.tick(60)
self.draw()
i += 1
if i == 300:
self.frontline_vector_cache = {}
i = 300
def draw(self):
try:
self.parent.window.tk.winfo_ismapped()
except:
self.exited = True
right_down = False
left_down = False
for event in pygame.event.get():
if event.type == pygame.MOUSEMOTION:
self.redraw_required = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Scroll wheel
if event.button == 4:
self.zoom += 0.25
self.redraw_required = True
elif event.button == 5:
self.zoom -= 0.25
self.redraw_required = True
if event.button == 3:
right_down = True
pygame.mouse.get_rel()
if event.button == 1:
left_down = True
self.redraw_required = True
# If Right click pressed
if pygame.mouse.get_pressed()[2] == 1 and not right_down:
scr = pygame.mouse.get_rel()
self.scroll[0] += scr[0]
self.scroll[1] += scr[1]
self.redraw_required = True
if self.zoom <= 0.5:
self.zoom = 0.5
elif self.zoom > 10:
self.zoom = 10
if (self.redraw_required):
# Fill
self.screen.fill(self.BACKGROUND)
# Surface
cursor_pos = pygame.mouse.get_pos()
cursor_pos = (
(cursor_pos[0] - self.scroll[0]) / self.zoom, (cursor_pos[1] - self.scroll[1]) / self.zoom)
self.draw_map(self.surface, cursor_pos, (left_down, right_down));
# Scaling
scaled = pygame.transform.scale(self.surface, (
int(self.surface.get_width() * self.zoom), int(self.surface.get_height() * self.zoom)))
self.screen.blit(scaled, self.scroll)
pygame.display.flip()
self.redraw_required = False
def draw_map(self, surface: pygame.Surface, mouse_pos: (int, int), mouse_down: (bool, bool)):
self.surface.blit(self.map, (0, 0))
# Debug
# pygame.draw.rect(surface, (255, 0, 255), (mouse_pos[0], mouse_pos[1], 5, 5), 2)
for cp in self.game.theater.controlpoints:
if self.display_ground_targets.get():
if cp.captured:
color = self._player_color()
else:
color = self._enemy_color()
for ground_object in cp.ground_objects:
self.draw_ground_object(ground_object, surface, color, mouse_pos)
if self.display_road.get():
coords = self.transform_point(cp.position)
for connected_cp in cp.connected_points:
connected_coords = self.transform_point(connected_cp.position)
if connected_cp.captured != cp.captured:
color = self._enemy_color()
elif connected_cp.captured and cp.captured:
color = self._player_color()
else:
color = self.BLACK
pygame.draw.line(surface, color, coords, connected_coords, 4)
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
# Cache mechanism to avoid performing frontline vector computation on every loop
frontline = None
hash = str(cp.id) + "_" + str(connected_cp.id)
if hash in self.frontline_vector_cache:
frontline = self.frontline_vector_cache[hash]
else:
frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
self.frontline_vector_cache[hash] = frontline
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)
pygame.draw.line(surface, color, start_coords, end_coords, 4)
if self.display_bases.get():
for cp in self.game.theater.controlpoints:
coords = self.transform_point(cp.position)
radius = 12 * math.pow(cp.importance, 1)
radius_m = radius * cp.base.strength - 2
if cp.captured:
color = self._player_color()
else:
color = self._enemy_color()
pygame.draw.circle(surface, self.BLACK, (int(coords[0]), int(coords[1])), int(radius))
pygame.draw.circle(surface, color, (int(coords[0]), int(coords[1])), int(radius_m))
label = self.font.render(cp.name, False, (225, 225, 225), self.BLACK)
labelHover = self.font.render(cp.name, False, (255, 255, 255), (128, 186, 128))
labelClick = self.font.render(cp.name, False, (255, 255, 255), (122, 122, 255))
rect = pygame.Rect(coords[0] - label.get_width() / 2 + 1, coords[1] + 1, label.get_width(),
label.get_height())
if rect.collidepoint(mouse_pos):
if (mouse_down[0]):
surface.blit(labelClick, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
self.parent.go_cp(cp)
else:
surface.blit(labelHover, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
else:
surface.blit(label, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
if self.display_forces.get():
units_title = " {} / {} / {} ".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
label2 = self.fontsmall.render(units_title, False, color, (30, 30, 30))
surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1))
def draw_ground_object(self, ground_object: TheaterGroundObject, surface: pygame.Surface, color, mouse_pos):
x, y = self.transform_point(ground_object.position)
rect = pygame.Rect(x, y, 16, 16)
if ground_object.is_dead:
surface.blit(self.icon_clr, (x, y))
else:
if ground_object.name_abbrev == "AA":
surface.blit(self.icon_sam, (x, y))
else:
surface.blit(self.icon_tg, (x, y))
if rect.collidepoint(mouse_pos):
self.draw_ground_object_info(ground_object, (x, y), color, surface);
def render_roads(self):
# Note : This is really slow. Viewport is much smoother when not rendering line.
pass
def draw_ground_object_info(self, ground_object: TheaterGroundObject, pos, color, surface: pygame.Surface):
lb = self.font.render("Type : " + ground_object.name_abbrev, False, color, self.BLACK);
surface.blit(lb, (pos[0] + 18, pos[1]))
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
return X > treshold and X or treshold, Y > treshold and Y or treshold
def _player_color(self):
return self.game.player == "USA" and self.BLUE or self.RED
def _enemy_color(self):
return self.game.player == "USA" and self.RED or self.BLUE
def update(self):
self.draw()
def display(self, cp: ControlPoint):
def action(_):
return self.parent.go_cp(cp)
return action