mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
435 lines
18 KiB
Python
435 lines
18 KiB
Python
import os
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import platform
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from threading import Thread
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from tkinter.ttk import *
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import pygame
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from theater.theatergroundobject import CATEGORY_MAP
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from ui.styles import STYLES
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from ui.window import *
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class OverviewCanvas:
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mainmenu = None # type: ui.mainmenu.MainMenu
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BRIGHT_RED = (200, 64, 64)
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BRIGHT_GREEN = (64, 200, 64)
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RED = (255, 125, 125)
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BLUE = (164, 164, 255)
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DARK_BLUE = (45, 62, 80)
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WHITE = (255, 255, 255)
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GREEN = (128, 186, 128)
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BLACK = (0, 0, 0)
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BACKGROUND = pygame.Color(0, 64, 64)
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ANTIALIASING = True
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def __init__(self, frame: Frame, parent, game: Game):
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self.parent = parent
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self.game = game
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# Pygame objects
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self.map = None
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self.screen = None
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self.surface: pygame.Surface = None
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self.thread: Thread = None
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self.clock = pygame.time.Clock()
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pygame.font.init()
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self.font:pygame.font.SysFont = pygame.font.SysFont("arial", 15)
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self.fontsmall:pygame.font.SysFont = pygame.font.SysFont("arial", 10)
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self.icons = {}
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# Frontline are too heavy on performance to compute in realtime, so keep them in a cache
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self.frontline_vector_cache = {}
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# Map state
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self.redraw_required = True
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self.zoom = 1
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self.scroll = [0, 0]
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self.exited = False
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# Display options
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self.display_ground_targets = BooleanVar(value=True)
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self.display_forces = BooleanVar(value=True)
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self.display_bases = BooleanVar(value=True)
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self.display_road = BooleanVar(value=True)
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parent.window.tk.protocol("<WM_DELETE_WINDOW>", self.on_close)
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self.wrapper = Frame(frame, **STYLES["frame-wrapper"])
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self.wrapper.grid(column=0, row=0, sticky=NSEW) # Adds grid
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self.wrapper.pack(side=LEFT) # packs window to the left
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self.embed = Frame(self.wrapper, width=1066, height=600, borderwidth=2, **STYLES["frame-wrapper"])
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self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid
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self.options = Frame(self.wrapper, borderwidth=2, **STYLES["frame-wrapper"])
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self.options.grid(column=0, row=1, sticky=NSEW)
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self.build_map_options_panel()
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self.init_sdl_layer()
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self.init_sdl_thread()
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def build_map_options_panel(self):
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def force_redraw():
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if self.screen:
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self.redraw_required = True
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self.draw()
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col = 0
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Label(self.options, text="Bases", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_bases, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 3
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Label(self.options, text="Roads", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_road, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 3
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Label(self.options, text="Strike targets", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_ground_targets, **STYLES["radiobutton"]).grid(row=0,
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column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 3
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Label(self.options, text="Forces", **STYLES["widget"]).grid(row=0, column=col, sticky=W)
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Checkbutton(self.options, variable=self.display_forces, **STYLES["radiobutton"]).grid(row=0, column=col + 1,
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sticky=E)
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Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS)
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col += 4
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Label(self.options,
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text="[ Use mouse wheel to zoom, right mouse click + move to pan the map view, click on one of your base to manage it ]",
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**STYLES["widget"]).grid(row=0, column=col, sticky=W)
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def on_close(self):
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self.exited = True
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if self.thread is not None:
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self.thread.join()
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def init_sdl_layer(self):
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# Setup pygame to run in tk frame
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os.environ['SDL_WINDOWID'] = str(self.embed.winfo_id())
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if platform.system == "Windows":
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os.environ['SDL_VIDEODRIVER'] = 'windib'
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# Create pygame 'screen'
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self.screen = pygame.display.set_mode((1066, 600), pygame.DOUBLEBUF | pygame.HWSURFACE)
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self.screen.fill(pygame.Color(0, 0, 0))
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# Load icons resources
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self.icons = {}
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self.icons["target"] = pygame.image.load(os.path.join("resources", "ui", "target.png"))
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self.icons["cleared"] = pygame.image.load(os.path.join("resources", "ui", "cleared.png"))
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for category in CATEGORY_MAP.keys():
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try:
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self.icons[category] = pygame.image.load(os.path.join("resources", "ui", category + ".png"))
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except:
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print("Couldn't load icon for : " + category)
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# Load the map image
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self.map = pygame.image.load(os.path.join("resources", self.game.theater.overview_image)).convert()
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pygame.draw.rect(self.map, self.BLACK, (0, 0, self.map.get_width(), self.map.get_height()), 10)
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pygame.draw.rect(self.map, self.WHITE, (0, 0, self.map.get_width(), self.map.get_height()), 5)
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# Create surfaces for drawing
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self.surface = pygame.Surface((self.map.get_width(), self.map.get_height()))
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self.surface.set_alpha(None)
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self.overlay = pygame.Surface((1066, 600), pygame.SRCALPHA)
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# Init pygame display
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pygame.display.init()
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pygame.display.update()
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def init_sdl_thread(self):
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self.thread = Thread(target=self.sdl_thread)
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self.thread.start()
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def sdl_thread(self):
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self.redraw_required = True
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i = 0
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while not self.exited:
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self.clock.tick(60)
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self.draw()
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i += 1
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if i == 300:
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self.frontline_vector_cache = {}
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i = 300
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def draw(self):
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try:
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self.parent.window.tk.winfo_ismapped()
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except:
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self.exited = True
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right_down = False
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left_down = False
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for event in pygame.event.get():
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if event.type == pygame.MOUSEMOTION:
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self.redraw_required = True
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elif event.type == pygame.MOUSEBUTTONDOWN:
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# Scroll wheel
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if event.button == 4:
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self.zoom += 0.25
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self.redraw_required = True
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elif event.button == 5:
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self.zoom -= 0.25
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self.redraw_required = True
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if event.button == 3:
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right_down = True
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pygame.mouse.get_rel()
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if event.button == 1:
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left_down = True
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self.redraw_required = True
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# If Right click pressed
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if pygame.mouse.get_pressed()[2] == 1 and not right_down:
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scr = pygame.mouse.get_rel()
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self.scroll[0] += scr[0]
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self.scroll[1] += scr[1]
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self.redraw_required = True
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if self.zoom <= 0.5:
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self.zoom = 0.5
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elif self.zoom > 10:
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self.zoom = 10
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if self.redraw_required:
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# Fill
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self.screen.fill(self.BACKGROUND)
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self.overlay.fill(pygame.Color(0, 0, 0, 0))
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# Surface
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cursor_pos = pygame.mouse.get_pos()
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cursor_pos = (
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(cursor_pos[0] - self.scroll[0]) / self.zoom, (cursor_pos[1] - self.scroll[1]) / self.zoom)
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self.draw_map(self.surface, self.overlay, cursor_pos, (left_down, right_down));
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# Scaling
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scaled = pygame.transform.scale(self.surface, (
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int(self.surface.get_width() * self.zoom), int(self.surface.get_height() * self.zoom)))
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self.screen.blit(scaled, (self.scroll[0], self.scroll[1]))
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self.screen.blit(self.overlay, (0, 0))
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pygame.display.flip()
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self.redraw_required = False
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def draw_map(self, surface: pygame.Surface, overlay: pygame.Surface, mouse_pos: (int, int),
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mouse_down: (bool, bool)):
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self.surface.blit(self.map, (0, 0))
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# Display zoom level on overlay
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zoom_lvl = self.font.render(" x " + str(self.zoom) + " ", self.ANTIALIASING, self.WHITE, self.DARK_BLUE)
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self.overlay.blit(zoom_lvl, (self.overlay.get_width()-zoom_lvl.get_width()-5,
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self.overlay.get_height()-zoom_lvl.get_height()-5))
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# Debug
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pygame.draw.rect(surface, (255, 0, 255), (mouse_pos[0], mouse_pos[1], 5, 5), 2)
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for cp in self.game.theater.controlpoints:
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coords = self.transform_point(cp.position)
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if self.display_ground_targets.get():
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if cp.captured:
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color = self._player_color()
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else:
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color = self._enemy_color()
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for ground_object in cp.ground_objects:
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x, y = self.transform_point(ground_object.position)
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pygame.draw.line(surface, color, coords, (x + 8, y + 8), 1)
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self.draw_ground_object(ground_object, surface, color, mouse_pos)
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if self.display_road.get():
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for connected_cp in cp.connected_points:
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connected_coords = self.transform_point(connected_cp.position)
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if connected_cp.captured != cp.captured:
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color = self._enemy_color()
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elif connected_cp.captured and cp.captured:
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color = self._player_color()
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else:
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color = self.BLACK
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pygame.draw.line(surface, color, coords, connected_coords, 4)
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if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
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# Cache mechanism to avoid performing frontline vector computation on every frame
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key = str(cp.id) + "_" + str(connected_cp.id)
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if key in self.frontline_vector_cache:
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frontline = self.frontline_vector_cache[key]
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else:
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frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
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self.frontline_vector_cache[key] = frontline
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if not frontline:
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continue
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frontline_pos, heading, distance = frontline
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if distance < 10000:
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frontline_pos = frontline_pos.point_from_heading(heading + 180, 5000)
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distance = 10000
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start_coords = self.transform_point(frontline_pos, treshold=10)
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end_coords = self.transform_point(frontline_pos.point_from_heading(heading, distance),
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treshold=60)
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pygame.draw.line(surface, color, start_coords, end_coords, 4)
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if self.display_bases.get():
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for cp in self.game.theater.controlpoints:
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coords = self.transform_point(cp.position)
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radius = 12 * math.pow(cp.importance, 1)
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radius_m = radius * cp.base.strength - 2
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if cp.captured:
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color = self._player_color()
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else:
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color = self._enemy_color()
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pygame.draw.circle(surface, self.BLACK, (int(coords[0]), int(coords[1])), int(radius))
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pygame.draw.circle(surface, color, (int(coords[0]), int(coords[1])), int(radius_m))
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label = self.font.render(cp.name, self.ANTIALIASING, (225, 225, 225), self.BLACK)
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labelHover = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (128, 186, 128))
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labelClick = self.font.render(cp.name, self.ANTIALIASING, (255, 255, 255), (122, 122, 255))
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rect = pygame.Rect(coords[0] - label.get_width() / 2 + 1, coords[1] + 1, label.get_width(),
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label.get_height())
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if rect.collidepoint(mouse_pos):
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if (mouse_down[0]):
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surface.blit(labelClick, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
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self.parent.go_cp(cp)
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else:
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surface.blit(labelHover, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
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self.draw_base_info(overlay, cp, (0, 0))
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else:
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surface.blit(label, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1))
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if self.display_forces.get():
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units_title = " {} / {} / {} ".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
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label2 = self.fontsmall.render(units_title, self.ANTIALIASING, color, (30, 30, 30))
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surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1))
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def draw_base_info(self, surface: pygame.Surface, controlPoint: ControlPoint, pos):
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title = self.font.render(controlPoint.name, self.ANTIALIASING, self.BLACK, self.GREEN)
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hp = self.font.render("Strength : ", self.ANTIALIASING, (225, 225, 225), self.BLACK)
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armor_txt = "ARMOR > "
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for key, value in controlPoint.base.armor.items():
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armor_txt += key.id + " x " + str(value) + " | "
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armor = self.font.render(armor_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
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aircraft_txt = "AIRCRAFT > "
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for key, value in controlPoint.base.aircraft.items():
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aircraft_txt += key.id + " x " + str(value) + " | "
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aircraft = self.font.render(aircraft_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
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aa_txt = "AA/SAM > "
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for key, value in controlPoint.base.aa.items():
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aa_txt += key.id + " x " + str(value) + " | "
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aa = self.font.render(aa_txt, self.ANTIALIASING, (225, 225, 225), self.BLACK)
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lineheight = title.get_height()
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w = max([max([a.get_width() for a in [title, armor, aircraft, aa]]), 150])
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h = 5 * lineheight + 4 * 5
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# Draw frame
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pygame.draw.rect(surface, self.GREEN, (pos[0], pos[1], w + 8, h + 8))
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pygame.draw.rect(surface, self.BLACK, (pos[0] + 2, pos[1] + 2, w + 4, h + 4))
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pygame.draw.rect(surface, self.GREEN, (pos[0] + 2, pos[1], w + 4, lineheight + 4))
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# Title
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surface.blit(title, (pos[0] + 4, 4 + pos[1]))
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surface.blit(hp, (pos[0] + 4, 4 + pos[1] + lineheight + 5))
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# Draw gauge
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pygame.draw.rect(surface, self.WHITE,
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(pos[0] + hp.get_width() + 3, 4 + pos[1] + lineheight + 5, 54, lineheight))
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pygame.draw.rect(surface, self.BRIGHT_RED,
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(pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50, lineheight - 4))
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pygame.draw.rect(surface, self.BRIGHT_GREEN, (
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pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50 * controlPoint.base.strength, lineheight - 4))
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# Text
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surface.blit(armor, (pos[0] + 4, 4 + pos[1] + lineheight * 2 + 10))
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surface.blit(aircraft, (pos[0] + 4, 4 + pos[1] + lineheight * 3 + 15))
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surface.blit(aa, (pos[0] + 4, 4 + pos[1] + lineheight * 4 + 20))
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def draw_ground_object(self, ground_object: TheaterGroundObject, surface: pygame.Surface, color, mouse_pos):
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x, y = self.transform_point(ground_object.position)
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rect = pygame.Rect(x, y, 16, 16)
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if ground_object.is_dead:
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surface.blit(self.icons["cleared"], (x, y))
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else:
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if ground_object.category in self.icons.keys():
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icon = self.icons[ground_object.category]
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else:
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icon = self.icons["target"]
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surface.blit(icon, (x, y))
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if rect.collidepoint(*mouse_pos):
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self.draw_ground_object_info(ground_object, (x, y), color, surface)
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def draw_ground_object_info(self, ground_object: TheaterGroundObject, pos, color, surface: pygame.Surface):
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lb = self.font.render(str(ground_object), self.ANTIALIASING, color, self.BLACK)
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surface.blit(lb, (pos[0] + 18, pos[1]))
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def transform_point(self, p: Point, treshold=30) -> (int, int):
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point_a = list(self.game.theater.reference_points.keys())[0]
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point_a_img = self.game.theater.reference_points[point_a]
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point_b = list(self.game.theater.reference_points.keys())[1]
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point_b_img = self.game.theater.reference_points[point_b]
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Y_dist = point_a_img[0] - point_b_img[0]
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lon_dist = point_a[1] - point_b[1]
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X_dist = point_a_img[1] - point_b_img[1]
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lat_dist = point_b[0] - point_a[0]
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Y_scale = float(Y_dist) / float(lon_dist)
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X_scale = float(X_dist) / float(lat_dist)
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# ---
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Y_offset = p.x - point_a[0]
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X_offset = p.y - point_a[1]
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X = point_b_img[1] + X_offset * X_scale
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Y = point_a_img[0] - Y_offset * Y_scale
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return X > treshold and X or treshold, Y > treshold and Y or treshold
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def _player_color(self):
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return self.game.player == "USA" and self.BLUE or self.RED
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def _enemy_color(self):
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return self.game.player == "USA" and self.RED or self.BLUE
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def update(self):
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self.draw()
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def display(self, cp: ControlPoint):
|
|
def action(_):
|
|
return self.parent.go_cp(cp)
|
|
|
|
return action
|