dcs-retribution/qt_ui/windows/AirWingConfigurationDialog.py
Dan Albert f719e1cfe7
Add an option to prefer primary tasked aircraft.
We're still using mostly the same aircraft selection as we have before
we added squadrons: the closest aircraft is the best choice.

This adds an option to obey the primary task set by the campaign
designer (can be overridden by players), even if the squadron is farther
away than one that is capable of it as a secondary task.

I don't expect this option to live very long. I'm making it optional for
now to give people a chance to test it, but it'll either replace the old
selection strategy or will be removed.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
2023-05-14 20:33:55 +02:00

844 lines
29 KiB
Python

import logging
from typing import Iterable, Optional, Iterator
from PySide2.QtCore import (
QItemSelection,
QItemSelectionModel,
QSize,
Qt,
Signal,
)
from PySide2.QtGui import QIcon, QStandardItem, QStandardItemModel
from PySide2.QtWidgets import (
QComboBox,
QDialog,
QGroupBox,
QHBoxLayout,
QLabel,
QLineEdit,
QListView,
QScrollArea,
QStackedLayout,
QTabWidget,
QTextEdit,
QVBoxLayout,
QWidget,
QCheckBox,
QPushButton,
QGridLayout,
QToolButton,
QMessageBox,
)
from game import Game
from game.ato.flighttype import FlightType
from game.coalition import Coalition
from game.dcs.aircrafttype import AircraftType
from game.squadrons import AirWing, Pilot, Squadron
from game.squadrons.squadrondef import SquadronDef
from game.theater import ControlPoint
from qt_ui.uiconstants import AIRCRAFT_ICONS, ICONS
from qt_ui.widgets.combos.primarytaskselector import PrimaryTaskSelector
class QMissionType(QCheckBox):
def __init__(
self, mission_type: FlightType, allowed: bool, auto_assignable: bool
) -> None:
super().__init__()
self.flight_type = mission_type
self.setEnabled(allowed)
self.setChecked(auto_assignable)
@property
def auto_assignable(self) -> bool:
return self.isChecked()
class MissionTypeControls(QGridLayout):
def __init__(self, squadron: Squadron) -> None:
super().__init__()
self.squadron = squadron
self.mission_types: list[QMissionType] = []
self.addWidget(QLabel("Mission Type"), 0, 0)
self.addWidget(QLabel("Auto-Assign"), 0, 1)
for i, task in enumerate(FlightType):
if task is FlightType.FERRY:
# Not plannable so just skip it.
continue
auto_assignable = task in squadron.auto_assignable_mission_types
mission_type = QMissionType(
task, squadron.capable_of(task), auto_assignable
)
self.mission_types.append(mission_type)
self.addWidget(QLabel(task.value), i + 1, 0)
self.addWidget(mission_type, i + 1, 1)
@property
def auto_assignable_mission_types(self) -> Iterator[FlightType]:
for mission_type in self.mission_types:
if mission_type.auto_assignable:
yield mission_type.flight_type
def replace_squadron(self, squadron: Squadron) -> None:
self.squadron = squadron
for mission_type in self.mission_types:
mission_type.setChecked(
mission_type.flight_type in self.squadron.auto_assignable_mission_types
)
class SquadronBaseSelector(QComboBox):
"""A combo box for selecting a squadrons home air base.
The combo box will automatically be populated with all air bases compatible with the
squadron.
"""
def __init__(
self,
bases: Iterable[ControlPoint],
selected_base: Optional[ControlPoint],
aircraft_type: Optional[AircraftType],
) -> None:
super().__init__()
self.setSizeAdjustPolicy(self.AdjustToContents)
self.bases = list(bases)
self.set_aircraft_type(aircraft_type)
if selected_base:
self.setCurrentText(selected_base.name)
# TODO can we get a prefered base if none is selected?
def set_aircraft_type(self, aircraft_type: Optional[AircraftType]):
self.clear()
if aircraft_type:
for base in self.bases:
if not base.can_operate(aircraft_type):
continue
self.addItem(base.name, base)
self.model().sort(0)
self.setEnabled(True)
else:
self.addItem("Select aircraft type first", None)
self.setEnabled(False)
self.update()
class SquadronLiverySelector(QComboBox):
"""
A combo box for selecting a squadron's livery.
The combo box will automatically be populated with all available liveries.
"""
def __init__(self, squadron: Squadron) -> None:
super().__init__()
self.setSizeAdjustPolicy(self.AdjustToContents)
self.aircraft_type = squadron.aircraft
selected_livery = squadron.livery
liveries = set()
cc = squadron.coalition.faction.country_shortname
aircraft_liveries = self.aircraft_type.dcs_unit_type.Liveries
if len(aircraft_liveries) == 0:
logging.info(f"Liveries for {self.aircraft_type} is empty!")
for livery in aircraft_liveries:
valid_livery = livery.countries is None or cc in livery.countries
if valid_livery or cc in ["BLUE", "RED"]:
liveries.add(livery)
faction = squadron.coalition.faction
overrides = [
x
for x in faction.liveries_overrides.get(self.aircraft_type, [])
if x in [y.id.lower() for y in liveries]
]
if len(overrides) > 0:
self.addItem("Use livery overrides", userData=None)
for livery in sorted(liveries):
self.addItem(livery.name, userData=livery.id)
if selected_livery is not None:
if selected_livery == livery.id:
self.setCurrentText(livery.name)
if len(liveries) == 0:
self.addItem("No available liveries (using DCS default)")
self.setEnabled(False)
class SquadronConfigurationBox(QGroupBox):
remove_squadron_signal = Signal(Squadron)
def __init__(
self,
game: Game,
coalition: Coalition,
squadron: Squadron,
) -> None:
super().__init__()
self.game = game
self.coalition = coalition
self.squadron = squadron
columns = QHBoxLayout()
self.setLayout(columns)
left_column = QVBoxLayout()
columns.addLayout(left_column)
left_column.addWidget(QLabel("Name:"))
self.name_edit = QLineEdit(squadron.name)
self.name_edit.textChanged.connect(lambda x: self.reset_title())
left_column.addWidget(self.name_edit)
self.reset_title()
nickname_edit_layout = QGridLayout()
left_column.addLayout(nickname_edit_layout)
nickname_edit_layout.addWidget(QLabel("Nickname:"), 0, 0, 1, 2)
self.nickname_edit = QLineEdit(squadron.nickname)
nickname_edit_layout.addWidget(self.nickname_edit, 1, 0, Qt.AlignTop)
reroll_nickname_button = QToolButton()
reroll_nickname_button.setIcon(QIcon(ICONS["Reload"]))
reroll_nickname_button.setToolTip("Re-roll nickname")
reroll_nickname_button.clicked.connect(self.reroll_nickname)
nickname_edit_layout.addWidget(reroll_nickname_button, 1, 1, Qt.AlignTop)
left_column.addWidget(QLabel("Livery:"))
self.livery_selector = SquadronLiverySelector(squadron)
left_column.addWidget(self.livery_selector)
left_column.addWidget(QLabel("Primary task:"))
self.primary_task_selector = PrimaryTaskSelector.for_squadron(self.squadron)
left_column.addWidget(self.primary_task_selector)
left_column.addWidget(QLabel("Base:"))
self.base_selector = SquadronBaseSelector(
game.theater.control_points_for(squadron.player),
squadron.location,
squadron.aircraft,
)
left_column.addWidget(self.base_selector)
if squadron.player and squadron.aircraft.flyable:
player_label = QLabel(
"Players (one per line, leave empty for an AI-only squadron):"
)
else:
msg1 = "Player slots not available for opfor"
msg2 = "Player slots not available for non-flyable aircraft"
text = msg2 if squadron.player else msg1
player_label = QLabel(text)
left_column.addWidget(player_label)
self.player_list = QTextEdit(
"<br />".join(p.name for p in self.claim_players_from_squadron())
)
self.player_list.setAcceptRichText(False)
self.player_list.setEnabled(squadron.player and squadron.aircraft.flyable)
left_column.addWidget(self.player_list)
button_row = QHBoxLayout()
left_column.addLayout(button_row)
left_column.addStretch()
delete_button = QPushButton("Remove Squadron")
delete_button.setMaximumWidth(140)
delete_button.clicked.connect(self.remove_from_squadron_config)
button_row.addWidget(delete_button)
replace_button = QPushButton("Replace with preset")
replace_button.setMaximumWidth(140)
replace_button.clicked.connect(self.replace_with_preset)
button_row.addWidget(replace_button)
button_row.addStretch()
right_column = QVBoxLayout()
self.mission_types = MissionTypeControls(squadron)
right_column.addLayout(self.mission_types)
right_column.addStretch()
columns.addLayout(right_column)
def bind_data(self) -> None:
old_state = self.blockSignals(True)
try:
self.name_edit.setText(self.squadron.name)
self.nickname_edit.setText(self.squadron.nickname)
self.primary_task_selector.setCurrentText(self.squadron.primary_task.value)
self.base_selector.setCurrentText(self.squadron.location.name)
self.player_list.setText(
"<br />".join(p.name for p in self.claim_players_from_squadron())
)
finally:
self.blockSignals(old_state)
def remove_from_squadron_config(self) -> None:
self.remove_squadron_signal.emit(self.squadron)
def pick_replacement_squadron(self) -> Optional[Squadron]:
popup = PresetSquadronSelector(
self.squadron.aircraft,
self.coalition.air_wing.squadron_defs,
)
if popup.exec_() != QDialog.Accepted:
return None
selected_def = popup.squadron_def_selector.currentData()
self.squadron.coalition.air_wing.unclaim_squadron_def(self.squadron)
squadron = Squadron.create_from(
selected_def,
self.squadron.primary_task,
self.squadron.location,
self.coalition,
self.game,
)
return squadron
def claim_players_from_squadron(self) -> list[Pilot]:
if not self.squadron.player:
return []
players = [p for p in self.squadron.pilot_pool if p.player]
for player in players:
self.squadron.pilot_pool.remove(player)
return players
def return_players_to_squadron(self) -> None:
if not self.squadron.player:
return
player_names = self.player_list.toPlainText().splitlines()
# Prepend player pilots so they get set active first.
self.squadron.pilot_pool = [
Pilot(n, player=True) for n in player_names
] + self.squadron.pilot_pool
def replace_with_preset(self) -> None:
new_squadron = self.pick_replacement_squadron()
if new_squadron is None:
# The user canceled the dialog.
return
self.return_players_to_squadron()
self.squadron = new_squadron
self.bind_data()
self.mission_types.replace_squadron(self.squadron)
def reset_title(self) -> None:
self.setTitle(f"{self.name_edit.text()} - {self.squadron.aircraft}")
def reroll_nickname(self) -> None:
self.nickname_edit.setText(
self.squadron.coalition.air_wing.squadron_def_generator.random_nickname()
)
def apply(self) -> Squadron:
self.squadron.name = self.name_edit.text()
self.squadron.nickname = self.nickname_edit.text()
if (primary_task := self.primary_task_selector.selected_task) is not None:
self.squadron.primary_task = primary_task
else:
raise RuntimeError("Primary task cannot be none")
base = self.base_selector.currentData()
if base is None:
raise RuntimeError("Base cannot be none")
self.squadron.assign_to_base(base)
self.squadron.livery = self.livery_selector.currentData()
self.return_players_to_squadron()
# Also update the auto assignable mission types
self.squadron.set_auto_assignable_mission_types(
set(self.mission_types.auto_assignable_mission_types)
)
return self.squadron
class SquadronConfigurationLayout(QVBoxLayout):
config_changed = Signal(AircraftType)
def __init__(
self,
game: Game,
coalition: Coalition,
squadrons: list[Squadron],
) -> None:
super().__init__()
self.game = game
self.coalition = coalition
self.squadron_configs = []
for squadron in squadrons:
self.add_squadron(squadron)
def apply(self) -> list[Squadron]:
keep_squadrons = []
for squadron_config in self.squadron_configs:
keep_squadrons.append(squadron_config.apply())
return keep_squadrons
def remove_squadron(self, squadron: Squadron) -> None:
for squadron_config in self.squadron_configs:
if squadron_config.squadron == squadron:
squadron_config.deleteLater()
self.squadron_configs.remove(squadron_config)
squadron.coalition.air_wing.unclaim_squadron_def(squadron)
self.update()
self.config_changed.emit(squadron.aircraft)
return
def add_squadron(self, squadron: Squadron) -> None:
squadron_config = SquadronConfigurationBox(self.game, self.coalition, squadron)
squadron_config.remove_squadron_signal.connect(self.remove_squadron)
self.squadron_configs.append(squadron_config)
self.addWidget(squadron_config)
class AircraftSquadronsPage(QWidget):
remove_squadron_page = Signal(AircraftType)
def __init__(
self, game: Game, coalition: Coalition, squadrons: list[Squadron]
) -> None:
super().__init__()
layout = QVBoxLayout()
self.setLayout(layout)
self.squadrons_config = SquadronConfigurationLayout(game, coalition, squadrons)
self.squadrons_config.config_changed.connect(self.on_squadron_config_changed)
scrolling_widget = QWidget()
scrolling_widget.setLayout(self.squadrons_config)
scrolling_area = QScrollArea()
scrolling_area.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
scrolling_area.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOn)
scrolling_area.setWidgetResizable(True)
scrolling_area.setWidget(scrolling_widget)
layout.addWidget(scrolling_area)
def on_squadron_config_changed(self, aircraft_type: AircraftType):
if len(self.squadrons_config.squadron_configs) == 0:
self.remove_squadron_page.emit(aircraft_type)
def add_squadron_to_page(self, squadron: Squadron):
self.squadrons_config.add_squadron(squadron)
def apply(self) -> list[Squadron]:
return self.squadrons_config.apply()
class AircraftSquadronsPanel(QStackedLayout):
page_removed = Signal(AircraftType)
def __init__(self, game: Game, coalition: Coalition) -> None:
super().__init__()
self.game = game
self.coalition = coalition
self.squadrons_pages: dict[AircraftType, AircraftSquadronsPage] = {}
for aircraft, squadrons in self.air_wing.squadrons.items():
self.new_page_for_type(aircraft, squadrons)
@property
def air_wing(self) -> AirWing:
return self.coalition.air_wing
def remove_page_for_type(self, aircraft_type: AircraftType):
page = self.squadrons_pages[aircraft_type]
self.removeWidget(page)
page.deleteLater()
self.squadrons_pages.pop(aircraft_type)
self.page_removed.emit(aircraft_type)
self.update()
def new_page_for_type(
self, aircraft_type: AircraftType, squadrons: list[Squadron]
) -> None:
page = AircraftSquadronsPage(self.game, self.coalition, squadrons)
page.remove_squadron_page.connect(self.remove_page_for_type)
self.addWidget(page)
self.squadrons_pages[aircraft_type] = page
def add_squadron_to_panel(self, squadron: Squadron):
# Find existing page or add new one
if squadron.aircraft in self.squadrons_pages:
page = self.squadrons_pages[squadron.aircraft]
page.add_squadron_to_page(squadron)
else:
self.new_page_for_type(squadron.aircraft, [squadron])
self.update()
def apply(self) -> None:
self.air_wing.squadrons = {}
for aircraft, page in self.squadrons_pages.items():
self.air_wing.squadrons[aircraft] = page.apply()
def revert(self) -> None:
for _, page in self.squadrons_pages.items():
self.removeWidget(page)
self.squadrons_pages: dict[AircraftType, AircraftSquadronsPage] = {}
for aircraft, squadrons in self.air_wing.squadrons.items():
self.new_page_for_type(aircraft, squadrons)
self.update()
class AircraftTypeList(QListView):
page_index_changed = Signal(int)
def __init__(self, air_wing: AirWing) -> None:
super().__init__()
self.air_wing = air_wing
self.setIconSize(QSize(91, 24))
self.setMinimumWidth(300)
self.item_model = QStandardItemModel(self)
self.setModel(self.item_model)
self.selectionModel().setCurrentIndex(
self.item_model.index(0, 0), QItemSelectionModel.Select
)
self.selectionModel().selectionChanged.connect(self.on_selection_changed)
for aircraft in air_wing.squadrons:
self.add_aircraft_type(aircraft)
def remove_aircraft_type(self, aircraft: AircraftType):
for item in self.item_model.findItems(aircraft.name):
self.item_model.removeRow(item.row())
self.page_index_changed.emit(self.selectionModel().currentIndex().row())
def add_aircraft_type(self, aircraft: AircraftType):
aircraft_item = QStandardItem(aircraft.name)
icon = self.icon_for(aircraft)
if icon is not None:
aircraft_item.setIcon(icon)
aircraft_item.setEditable(False)
aircraft_item.setSelectable(True)
self.item_model.appendRow(aircraft_item)
def on_selection_changed(
self, selected: QItemSelection, _deselected: QItemSelection
) -> None:
indexes = selected.indexes()
if len(indexes) > 1:
raise RuntimeError("Aircraft list should not allow multi-selection")
if not indexes:
return
self.page_index_changed.emit(indexes[0].row())
@staticmethod
def icon_for(aircraft: AircraftType) -> Optional[QIcon]:
# Replace slashes with underscores because slashes are not allowed in filenames
name = aircraft.dcs_id.replace("/", "_")
if name in AIRCRAFT_ICONS:
return QIcon(AIRCRAFT_ICONS[name])
return None
def revert(self) -> None:
self.item_model.clear()
for aircraft in self.air_wing.squadrons:
self.add_aircraft_type(aircraft)
self.update()
class AirWingConfigurationTab(QWidget):
def __init__(self, coalition: Coalition, game: Game) -> None:
super().__init__()
layout = QGridLayout()
self.setLayout(layout)
self.game = game
self.coalition = coalition
self.type_list = AircraftTypeList(coalition.air_wing)
layout.addWidget(self.type_list, 1, 1, 1, 2)
add_button = QPushButton("Add Squadron")
add_button.clicked.connect(lambda state: self.add_squadron())
layout.addWidget(add_button, 2, 1, 1, 1)
self.squadrons_panel = AircraftSquadronsPanel(game, coalition)
self.squadrons_panel.page_removed.connect(self.type_list.remove_aircraft_type)
layout.addLayout(self.squadrons_panel, 1, 3, 2, 1)
self.type_list.page_index_changed.connect(self.squadrons_panel.setCurrentIndex)
def add_squadron(self) -> None:
selected_aircraft = None
if self.type_list.selectionModel().currentIndex().row() >= 0:
selected_aircraft = self.type_list.item_model.item(
self.type_list.selectionModel().currentIndex().row()
).text()
bases = list(self.game.theater.control_points_for(self.coalition.player))
# List of all Aircrafts possible to operate with the given bases
possible_aircrafts = [
aircraft
for aircraft in self.coalition.faction.aircrafts
if isinstance(aircraft, AircraftType)
and any(base.can_operate(aircraft) for base in bases)
]
popup = SquadronConfigPopup(
selected_aircraft,
possible_aircrafts,
bases,
self.coalition.air_wing.squadron_defs,
)
if popup.exec_() != QDialog.Accepted:
return
selected_type = popup.aircraft_type_selector.currentData()
selected_base = popup.squadron_base_selector.currentData()
selected_task = popup.primary_task_selector.selected_task
selected_def = popup.squadron_def_selector.currentData()
# Let user choose the preset or generate one
squadron_def = (
selected_def
or self.coalition.air_wing.squadron_def_generator.generate_for_aircraft(
selected_type
)
)
squadron = Squadron.create_from(
squadron_def, selected_task, selected_base, self.coalition, self.game
)
# Add Squadron
if not self.type_list.item_model.findItems(selected_type.name):
self.type_list.add_aircraft_type(selected_type)
# TODO Select the newly added type
self.squadrons_panel.add_squadron_to_panel(squadron)
self.update()
def apply(self) -> None:
self.squadrons_panel.apply()
def revert(self) -> None:
self.type_list.revert()
self.squadrons_panel.revert()
self.update()
class AirWingConfigurationDialog(QDialog):
"""Dialog window for air wing configuration."""
def __init__(self, game: Game, parent) -> None:
super().__init__(parent)
self.setMinimumSize(1024, 768)
self.setWindowTitle(f"Air Wing Configuration")
# TODO: self.setWindowIcon()
layout = QVBoxLayout()
self.setLayout(layout)
doc_label = QLabel(
"Use this opportunity to customize the squadrons available to your "
"coalition. <strong>This is your only opportunity to make changes.</strong>"
"<br /><br />"
"To accept your changes and continue, close this window."
)
layout.addWidget(doc_label)
self.tab_widget = QTabWidget()
layout.addWidget(self.tab_widget)
self.tabs = []
for coalition in game.coalitions:
coalition_tab = AirWingConfigurationTab(coalition, game)
name = "Blue" if coalition.player else "Red"
self.tab_widget.addTab(coalition_tab, name)
self.tabs.append(coalition_tab)
buttons_layout = QHBoxLayout()
apply_button = QPushButton("Accept Changes && Start Campaign")
apply_button.setProperty("style", "btn-accept")
apply_button.clicked.connect(lambda state: self.accept())
discard_button = QPushButton("Reset Changes")
discard_button.setProperty("style", "btn-danger")
discard_button.clicked.connect(lambda state: self.revert())
buttons_layout.addWidget(discard_button)
buttons_layout.addWidget(apply_button)
layout.addLayout(buttons_layout)
def revert(self) -> None:
for tab in self.tabs:
tab.revert()
def accept(self) -> None:
for tab in self.tabs:
tab.apply()
super().accept()
def reject(self) -> None:
result = QMessageBox.information(
None,
"Discard changes?",
"Are you sure you want to discard your changes and start the campaign?",
QMessageBox.Yes,
QMessageBox.No,
)
if result == QMessageBox.No:
return
super().reject()
class SquadronAircraftTypeSelector(QComboBox):
def __init__(
self, types: list[AircraftType], selected_aircraft: Optional[str]
) -> None:
super().__init__()
self.setSizeAdjustPolicy(self.AdjustToContents)
for type in sorted(types, key=lambda type: type.name):
self.addItem(type.name, type)
if selected_aircraft:
self.setCurrentText(selected_aircraft)
class SquadronDefSelector(QComboBox):
def __init__(
self,
squadron_defs: dict[AircraftType, list[SquadronDef]],
aircraft: Optional[AircraftType],
allow_random: bool = True,
) -> None:
super().__init__()
self.setSizeAdjustPolicy(self.AdjustToContents)
self.squadron_defs = squadron_defs
self.allow_random = allow_random
self.set_aircraft_type(aircraft)
def set_aircraft_type(self, aircraft: Optional[AircraftType]):
self.clear()
if self.allow_random:
self.addItem("None (Random)", None)
if aircraft and aircraft in self.squadron_defs:
for squadron_def in sorted(
self.squadron_defs[aircraft], key=lambda squadron_def: squadron_def.name
):
if not squadron_def.claimed:
squadron_name = squadron_def.name
if squadron_def.nickname:
squadron_name += " (" + squadron_def.nickname + ")"
self.addItem(squadron_name, squadron_def)
self.setCurrentIndex(0)
class SquadronConfigPopup(QDialog):
def __init__(
self,
selected_aircraft: Optional[str],
types: list[AircraftType],
bases: list[ControlPoint],
squadron_defs: dict[AircraftType, list[SquadronDef]],
) -> None:
super().__init__()
self.setWindowTitle(f"Add new Squadron")
self.column = QVBoxLayout()
self.setLayout(self.column)
self.column.addWidget(QLabel("Aircraft:"))
self.aircraft_type_selector = SquadronAircraftTypeSelector(
types, selected_aircraft
)
self.aircraft_type_selector.currentIndexChanged.connect(
self.on_aircraft_selection
)
self.column.addWidget(self.aircraft_type_selector)
self.column.addWidget(QLabel("Primary task:"))
self.primary_task_selector = PrimaryTaskSelector(
self.aircraft_type_selector.currentData()
)
self.column.addWidget(self.primary_task_selector)
self.column.addWidget(QLabel("Base:"))
self.squadron_base_selector = SquadronBaseSelector(
bases, None, self.aircraft_type_selector.currentData()
)
self.column.addWidget(self.squadron_base_selector)
self.column.addWidget(QLabel("Preset:"))
self.squadron_def_selector = SquadronDefSelector(
squadron_defs, self.aircraft_type_selector.currentData()
)
self.column.addWidget(self.squadron_def_selector)
self.column.addStretch()
self.button_layout = QHBoxLayout()
self.column.addLayout(self.button_layout)
self.accept_button = QPushButton("Accept")
self.accept_button.clicked.connect(lambda state: self.accept())
self.update_accept_button()
self.button_layout.addWidget(self.accept_button)
self.cancel_button = QPushButton("Cancel")
self.cancel_button.clicked.connect(lambda state: self.reject())
self.button_layout.addWidget(self.cancel_button)
def update_accept_button(self) -> None:
enabled = (
self.aircraft_type_selector.currentData() is not None
and self.squadron_base_selector.currentData() is not None
and self.primary_task_selector.selected_task is not None
)
self.accept_button.setEnabled(enabled)
def on_aircraft_selection(self) -> None:
self.squadron_base_selector.set_aircraft_type(
self.aircraft_type_selector.currentData()
)
self.squadron_def_selector.set_aircraft_type(
self.aircraft_type_selector.currentData()
)
self.primary_task_selector.set_aircraft(
self.aircraft_type_selector.currentData()
)
self.update_accept_button()
self.update()
class PresetSquadronSelector(QDialog):
def __init__(
self,
aircraft: AircraftType,
squadron_defs: dict[AircraftType, list[SquadronDef]],
) -> None:
super().__init__()
self.setWindowTitle(f"Choose preset squadron")
self.column = QVBoxLayout()
self.setLayout(self.column)
self.column.addWidget(QLabel("Preset:"))
self.squadron_def_selector = SquadronDefSelector(
squadron_defs, aircraft, allow_random=False
)
self.column.addWidget(self.squadron_def_selector)
self.column.addStretch()
self.button_layout = QHBoxLayout()
self.column.addLayout(self.button_layout)
self.accept_button = QPushButton("Accept")
self.accept_button.clicked.connect(lambda state: self.accept())
self.button_layout.addWidget(self.accept_button)
self.cancel_button = QPushButton("Cancel")
self.cancel_button.clicked.connect(lambda state: self.reject())
self.button_layout.addWidget(self.cancel_button)