dcs-retribution/ui/overviewcanvas.py
2018-10-30 14:47:31 +01:00

349 lines
13 KiB
Python

import os
from tkinter import *
from tkinter.ttk import *
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)
def __init__(self, frame: Frame, parent, game: Game):
self.parent = parent
self.game = game
self.screen = None
print(pygame.font.get_fonts())
# Pygame objects
self.map = None
self.surface = None
self.thread = None
self.clock = pygame.time.Clock();
pygame.font.init();
self.font = pygame.font.SysFont("arial", 18)
# Map state
self.zoom = 10
self.scroll = [0, 0]
self.exited = False
# self.image = PhotoImage(file=os.path.join("resources", game.theater.overview_image))
# self.canvas = Canvas(frame, width=self.image.width(), height=self.image.height())
# self.canvas.grid(column=0, row=0, sticky=NSEW)
# TODO : dirty :(
parent.window.tk.protocol("<WM_DELETE_WINDOW>", self.on_close)
self.embed = Frame(frame, width=800, height=600) # creates embed frame for pygame window
self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid
self.embed.pack(side=LEFT) # packs window to the left
self.init_sdl_layer()
self.init_sdl_thread()
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((800, 600), pygame.DOUBLEBUF|pygame.HWSURFACE)
self.screen.fill(pygame.Color(0, 128, 128))
self.screen.set_alpha(None)
self.map = pygame.image.load(os.path.join("resources", self.game.theater.overview_image)).convert()
self.surface = pygame.Surface((self.map.get_width(), self.map.get_height()))
pygame.display.init()
pygame.display.update()
def init_sdl_thread(self):
# tk = Tk()
# tk.winfo_ismapped()
self.thread = Thread(target=self.sdl_thread)
self.thread.start()
def sdl_thread(self):
redraw_required = True
while not self.exited:
try:
self.parent.window.tk.winfo_ismapped()
except:
self.exited = True
self.clock.tick(60)
if(redraw_required):
# Fill
self.screen.fill(pygame.Color(0, 128, 128))
# Surface
self.draw_map(self.surface);
# 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()
redraw_required = False
right_down = False
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
# Scroll wheel
if event.button == 4:
self.zoom += 0.25
redraw_required = True
elif event.button == 5:
self.zoom -= 0.25
redraw_required = True
if event.button == 3:
right_down = True
pygame.mouse.get_rel()
# 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]
redraw_required = True
if (self.zoom <= 1):
self.zoom = 1
elif (self.zoom > 20):
self.zoom = 20
def draw_map(self, surface: pygame.Surface):
self.surface.blit(self.map, (0,0))
for cp in self.game.theater.controlpoints:
for ground_object in cp.ground_objects:
x, y = self.transform_point(ground_object.position)
label = self.font.render(ground_object.name_abbrev, False, (0,0,0) if ground_object.is_dead else self._enemy_color())
surface.blit(label, (x,y))
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 = (0,0,0)
pygame.draw.line(surface, color, coords, connected_coords, 4)
#self.canvas.create_line((coords[0], coords[1], connected_coords[0], connected_coords[1]), width=2, fill=color)
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
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)
#self.canvas.create_line((*start_coords, *end_coords), width=2, fill=color)
pygame.draw.line(surface, color, start_coords, end_coords, 4)
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, (0,0,0), (int(coords[0]), int(coords[1])), int(radius))
pygame.draw.circle(surface, color, (int(coords[0]), int(coords[1])), int(radius_m))
#self.canvas.tag_bind(cp_id, "<Button-1>", self.display(cp))
#self.create_cp_title((coords[0] + arc_size/4, coords[1] + arc_size/4), cp)
units_title = "{}/{}/{}".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
label = self.font.render(cp.name, False, color, (0,0,0))
surface.blit(label, (coords[0]-label.get_width()/2, coords[1]))
#self.canvas.create_text(coords[0]+1, coords[1] - arc_size / 1.5 +1, text=units_title, font=("Helvetica", 8), fill=color)
#self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 8), fill="white")
#id = self.canvas.create_text(coords[0], coords[1], text=title, font=font)
"""cp_id = self.canvas.create_arc((coords[0] - arc_size/2, coords[1] - arc_size/2),
(coords[0] + arc_size/2, coords[1] + arc_size/2),
fill=color,
style=PIESLICE,
start=start,
extent=extent)"""
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 create_cp_title(self, coords, cp: ControlPoint):
title = cp.name
font = ("Helvetica", 10)
id = self.canvas.create_text(coords[0], coords[1], text=title, font=font)
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
id = self.canvas.create_text(coords[0] + 1, coords[1] + 1, text=title, fill='white', font=font)
self.canvas.tag_bind(id, "<Button-1>", self.display(cp))
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.screen.blit(self.map, (0, 0))
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 4:
self.zoom += 1
elif event.button == 5:
self.zoom -= 1
pygame.display.update()
"""
self.canvas.delete(ALL)
self.canvas.create_image((self.image.width()/2, self.image.height()/2), image=self.image)
for cp in self.game.theater.controlpoints:
for ground_object in cp.ground_objects:
x, y = self.transform_point(ground_object.position)
self.canvas.create_text(x,
y,
text=".",
fill="black" if ground_object.is_dead else self._enemy_color(),
font=("Helvetica", 18))
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 = "black"
self.canvas.create_line((coords[0], coords[1], connected_coords[0], connected_coords[1]), width=2, fill=color)
if cp.captured and not connected_cp.captured and Conflict.has_frontline_between(cp, connected_cp):
frontline = Conflict.frontline_vector(cp, connected_cp, self.game.theater)
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)
self.canvas.create_line((*start_coords, *end_coords), width=2, fill=color)
for cp in self.game.theater.controlpoints:
coords = self.transform_point(cp.position)
arc_size = 16 * math.pow(cp.importance, 1)
extent = max(cp.base.strength * 180, 10)
start = (180 - extent) / 2
if cp.captured:
color = self._player_color()
else:
color = self._enemy_color()
cp_id = self.canvas.create_arc((coords[0] - arc_size/2, coords[1] - arc_size/2),
(coords[0] + arc_size/2, coords[1] + arc_size/2),
fill=color,
style=PIESLICE,
start=start,
extent=extent)
"""
"""
for r in cp.radials:
p = self.transform_point(cp.position.point_from_heading(r, 20000))
self.canvas.create_text(p[0], p[1], text="{}".format(r))
continue
"""
"""
self.canvas.tag_bind(cp_id, "<Button-1>", self.display(cp))
self.create_cp_title((coords[0] + arc_size/4, coords[1] + arc_size/4), cp)
units_title = "{}/{}/{}".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa)
self.canvas.create_text(coords[0]+1, coords[1] - arc_size / 1.5 +1, text=units_title, font=("Helvetica", 8), fill=color)
self.canvas.create_text(coords[0], coords[1] - arc_size / 1.5, text=units_title, font=("Helvetica", 8), fill="white")
"""
def display(self, cp: ControlPoint):
def action(_):
return self.parent.go_cp(cp)
return action