Refactored the way icons are loaded + reformat

This commit is contained in:
Khopa 2018-10-31 13:10:07 +01:00
parent ecb2c86dc4
commit 1c61b0b5a2
4 changed files with 69 additions and 82 deletions

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@ -1,17 +1,13 @@
import os
from tkinter import *
import platform
from threading import Thread
from tkinter.ttk import *
import pygame
from theater.theatergroundobject import CATEGORY_MAP
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:
@ -41,13 +37,15 @@ class OverviewCanvas:
self.clock = pygame.time.Clock()
pygame.font.init()
self.font = pygame.font.SysFont("arial", 15)
self.fontsmall = pygame.font.SysFont("arial", 10)
self.font:pygame.font.SysFont = pygame.font.SysFont("arial", 15)
self.fontsmall:pygame.font.SysFont = pygame.font.SysFont("arial", 10)
self.icons = {}
# Frontline are too heavy on performance to compute in realtime, so keep them in a cache
self.frontline_vector_cache = {}
# Map state
self.redraw_required = True
self.zoom = 1
self.scroll = [0, 0]
self.exited = False
@ -94,7 +92,8 @@ class OverviewCanvas:
col += 3
Label(self.options, text="Strike 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)
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)
@ -112,39 +111,43 @@ class OverviewCanvas:
self.thread.join()
def init_sdl_layer(self):
# Setup pygame to run in tk frame
os.environ['SDL_WINDOWID'] = str(self.embed.winfo_id())
if platform.system == "Windows":
os.environ['SDL_VIDEODRIVER'] = 'windib'
# Create pygame 'screen'
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.screen.fill(pygame.Color(0, 0, 0))
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_farp = pygame.image.load(os.path.join("resources", "ui", "farp.png"))
self.icon_oilp = pygame.image.load(os.path.join("resources", "ui", "oilp.png"))
self.icon_ware = pygame.image.load(os.path.join("resources", "ui", "ware.png"))
self.icon_clr = pygame.image.load(os.path.join("resources", "ui", "cleared.png"))
self.icon_fuel = pygame.image.load(os.path.join("resources", "ui", "fuel.png"))
self.icon_comms = pygame.image.load(os.path.join("resources", "ui", "comms.png"))
self.icon_fob = pygame.image.load(os.path.join("resources", "ui", "fob.png"))
self.icon_power = pygame.image.load(os.path.join("resources", "ui", "power.png"))
self.icon_ammo = pygame.image.load(os.path.join("resources", "ui", "ammo.png"))
self.icon_factory = pygame.image.load(os.path.join("resources", "ui", "factory.png"))
# Load icons resources
self.icons = {}
self.icons["target"] = pygame.image.load(os.path.join("resources", "ui", "target.png"))
self.icons["cleared"] = pygame.image.load(os.path.join("resources", "ui", "cleared.png"))
for category in CATEGORY_MAP.keys():
print(category)
try:
self.icons[category] = pygame.image.load(os.path.join("resources", "ui", category + ".png"))
except:
print("Couldn't load icon for : " + category)
# Load the map image
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)
# Create surfaces for drawing
self.surface = pygame.Surface((self.map.get_width(), self.map.get_height()))
self.surface.set_alpha(None)
self.overlay = pygame.Surface((1066, 600), pygame.SRCALPHA)
# Init pygame display
pygame.display.init()
pygame.display.update()
def init_sdl_thread(self):
print("START THREAD")
self.thread = Thread(target=self.sdl_thread)
self.thread.start()
@ -160,8 +163,6 @@ class OverviewCanvas:
self.frontline_vector_cache = {}
i = 300
def draw(self):
try:
@ -203,7 +204,8 @@ class OverviewCanvas:
elif self.zoom > 10:
self.zoom = 10
if (self.redraw_required):
if self.redraw_required:
# Fill
self.screen.fill(self.BACKGROUND)
self.overlay.fill(pygame.Color(0, 0, 0, 0))
@ -224,7 +226,8 @@ class OverviewCanvas:
self.redraw_required = False
def draw_map(self, surface: pygame.Surface, overlay:pygame.Surface, mouse_pos: (int, int), mouse_down: (bool, bool)):
def draw_map(self, surface: pygame.Surface, overlay: pygame.Surface, mouse_pos: (int, int),
mouse_down: (bool, bool)):
self.surface.blit(self.map, (0, 0))
@ -321,7 +324,6 @@ class OverviewCanvas:
label2 = self.fontsmall.render(units_title, self.ANTIALIASING, color, (30, 30, 30))
surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1))
def draw_base_info(self, surface: pygame.Surface, controlPoint: ControlPoint, pos):
title = self.font.render(controlPoint.name, self.ANTIALIASING, self.BLACK, self.GREEN)
hp = self.font.render("Strength : ", self.ANTIALIASING, (225, 225, 225), self.BLACK)
@ -355,9 +357,12 @@ class OverviewCanvas:
surface.blit(hp, (pos[0] + 4, 4 + pos[1] + lineheight + 5))
# Draw gauge
pygame.draw.rect(surface, self.WHITE, (pos[0]+hp.get_width()+3, 4+pos[1]+lineheight+5, 54, lineheight))
pygame.draw.rect(surface, self.BRIGHT_RED, (pos[0]+hp.get_width()+5, 4+pos[1]+lineheight+5+2, 50, lineheight-4))
pygame.draw.rect(surface, self.BRIGHT_GREEN, (pos[0]+hp.get_width()+5, 4+pos[1]+lineheight+5+2, 50*controlPoint.base.strength, lineheight-4))
pygame.draw.rect(surface, self.WHITE,
(pos[0] + hp.get_width() + 3, 4 + pos[1] + lineheight + 5, 54, lineheight))
pygame.draw.rect(surface, self.BRIGHT_RED,
(pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50, lineheight - 4))
pygame.draw.rect(surface, self.BRIGHT_GREEN, (
pos[0] + hp.get_width() + 5, 4 + pos[1] + lineheight + 5 + 2, 50 * controlPoint.base.strength, lineheight - 4))
# Text
surface.blit(armor, (pos[0] + 4, 4 + pos[1] + lineheight * 2 + 10))
@ -369,37 +374,19 @@ class OverviewCanvas:
rect = pygame.Rect(x, y, 16, 16)
if ground_object.is_dead:
surface.blit(self.icon_clr, (x, y))
surface.blit(self.icons["cleared"], (x, y))
else:
# TODO : refactor
if ground_object.category == "aa":
surface.blit(self.icon_sam, (x, y))
elif ground_object.category == "oil":
surface.blit(self.icon_oilp, (x, y))
elif ground_object.category == "warehouse":
surface.blit(self.icon_ware, (x, y))
elif ground_object.category == "farp":
surface.blit(self.icon_farp, (x, y))
elif ground_object.category == "fuel":
surface.blit(self.icon_fuel, (x, y))
elif ground_object.category == "ammo":
surface.blit(self.icon_ammo, (x, y))
elif ground_object.category == "fob":
surface.blit(self.icon_fob, (x, y))
elif ground_object.category == "power":
surface.blit(self.icon_power, (x, y))
elif ground_object.category == "comms":
surface.blit(self.icon_comms, (x, y))
elif ground_object.category == "factory":
surface.blit(self.icon_factory, (x, y))
if ground_object.category in self.icons.keys():
icon = self.icons[ground_object.category]
else:
surface.blit(self.icon_tg, (x, y))
icon = self.icons["target"]
surface.blit(icon, (x, y))
if rect.collidepoint(mouse_pos):
self.draw_ground_object_info(ground_object, (x, y), color, surface);
if rect.collidepoint(*mouse_pos):
self.draw_ground_object_info(ground_object, (x, y), color, surface)
def draw_ground_object_info(self, ground_object: TheaterGroundObject, pos, color, surface: pygame.Surface):
lb = self.font.render(str(ground_object), self.ANTIALIASING, color, self.BLACK);
lb = self.font.render(str(ground_object), self.ANTIALIASING, color, self.BLACK)
surface.blit(lb, (pos[0] + 18, pos[1]))
def transform_point(self, p: Point, treshold=30) -> (int, int):