dcs-retribution/qt_ui/widgets/map/QMapControlPoint.py
David Pierron e0319a4047 Merge remote-tracking branch 'upstream/develop'
into skynet-iads-plugin
2020-10-26 18:05:07 +01:00

93 lines
3.1 KiB
Python

from typing import Optional
from PySide2.QtGui import QColor, QPainter
from PySide2.QtWidgets import QAction, QMenu
import qt_ui.uiconstants as const
from qt_ui.models import GameModel
from qt_ui.windows.basemenu.QBaseMenu2 import QBaseMenu2
from theater import ControlPoint
from .QMapObject import QMapObject
from ...displayoptions import DisplayOptions
from ...windows.GameUpdateSignal import GameUpdateSignal
class QMapControlPoint(QMapObject):
def __init__(self, parent, x: float, y: float, w: float, h: float,
control_point: ControlPoint, game_model: GameModel) -> None:
super().__init__(x, y, w, h, mission_target=control_point)
self.game_model = game_model
self.control_point = control_point
self.parent = parent
self.setZValue(1)
self.setToolTip(self.control_point.name)
self.base_details_dialog: Optional[QBaseMenu2] = None
self.capture_action = QAction(
f"CHEAT: Capture {self.control_point.name}")
self.capture_action.triggered.connect(self.cheat_capture)
def paint(self, painter, option, widget=None) -> None:
if DisplayOptions.control_points:
painter.save()
painter.setRenderHint(QPainter.Antialiasing)
painter.setBrush(self.brush_color)
painter.setPen(self.pen_color)
if self.control_point.has_runway():
if self.isUnderMouse():
painter.setBrush(const.COLORS["white"])
painter.setPen(self.pen_color)
r = option.rect
painter.drawEllipse(r.x(), r.y(), r.width(), r.height())
# TODO: Draw sunk carriers differently.
# Either don't draw them at all, or perhaps use a sunk ship icon.
painter.restore()
@property
def brush_color(self) -> QColor:
if self.control_point.captured:
return const.COLORS["blue"]
else:
return const.COLORS["super_red"]
@property
def pen_color(self) -> QColor:
return const.COLORS["white"]
@property
def object_dialog_text(self) -> str:
if self.control_point.captured:
return "Open base menu"
else:
return "Open intel menu"
def on_click(self) -> None:
self.base_details_dialog = QBaseMenu2(
self.window(),
self.control_point,
self.game_model
)
self.base_details_dialog.show()
def add_context_menu_actions(self, menu: QMenu) -> None:
if self.control_point.is_fleet:
return
if self.control_point.captured:
return
for connected in self.control_point.connected_points:
if connected.captured:
break
else:
return
menu.addAction(self.capture_action)
def cheat_capture(self) -> None:
self.control_point.capture(self.game_model.game, for_player=True)
# Reinitialized ground planners and the like.
self.game_model.game.initialize_turn()
GameUpdateSignal.get_instance().updateGame(self.game_model.game)