import os from tkinter import * from tkinter.ttk import * 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: mainmenu = None # type: ui.mainmenu.MainMenu RED = (255, 125, 125) BLUE = (164, 164, 255) WHITE = (255, 255, 255) BLACK = (0, 0, 0) def __init__(self, frame: Frame, parent, game: Game): self.parent = parent self.game = game self.screen = None # Pygame objects self.map = None self.surface: pygame.Surface = None self.thread:Thread = None self.clock = pygame.time.Clock() pygame.font.init() self.font = pygame.font.SysFont("arial", 15) self.fontsmall = pygame.font.SysFont("arial", 10) self.rects = [] # Map state self.zoom = 1 self.scroll = [0, 0] self.exited = False # Display options self.display_ground_targets = BooleanVar(value=True) self.display_forces = BooleanVar(value=True) self.display_bases = BooleanVar(value=True) self.display_road = BooleanVar(value=True) # TODO : dirty :( parent.window.tk.protocol("", self.on_close) self.wrapper = Frame(frame, **STYLES["frame-wrapper"]) self.wrapper.grid(column=0, row=0, sticky=NSEW) # Adds grid self.wrapper.pack(side=LEFT) # packs window to the left self.embed = Frame(self.wrapper, width=1200, height=600) # creates embed frame for pygame window self.embed.grid(column=0, row=0, sticky=NSEW) # Adds grid self.options = Frame(self.wrapper, **STYLES["frame-wrapper"]) self.options.grid(column=0,row=1, sticky=SW) self.build_map_options_panel() self.init_sdl_layer() self.init_sdl_thread() def build_map_options_panel(self): col = 0 Label(self.options, text="Ground 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) 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) Checkbutton(self.options, variable=self.display_forces, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E) Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS) col += 3 Label(self.options, text="Bases", **STYLES["widget"]).grid(row=0, column=col, sticky=W) Checkbutton(self.options, variable=self.display_bases, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E) Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS) col += 4 Label(self.options, text="Roads", **STYLES["widget"]).grid(row=0, column=col, sticky=W) Checkbutton(self.options, variable=self.display_road, **STYLES["radiobutton"]).grid(row=0, column=col + 1, sticky=E) Separator(self.options, orient=VERTICAL).grid(row=0, column=col + 2, sticky=NS) 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((1200, 600), pygame.DOUBLEBUF | pygame.HWSURFACE) self.screen.fill(pygame.Color(0, 128, 128)) self.screen.set_alpha(None) 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_clr = pygame.image.load(os.path.join("resources", "ui", "cleared.png")) 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): self.redraw_required = True bg = pygame.Color(0, 64, 64) while not self.exited: try: self.parent.window.tk.winfo_ismapped() except: self.exited = True self.clock.tick(60) right_down = False left_down = False for event in pygame.event.get(): if event.type == pygame.MOUSEMOTION: self.redraw_required = True elif event.type == pygame.MOUSEBUTTONDOWN: # Scroll wheel if event.button == 4: self.zoom += 0.25 self.redraw_required = True elif event.button == 5: self.zoom -= 0.25 self.redraw_required = True if event.button == 3: right_down = True pygame.mouse.get_rel() if event.button == 1: left_down = True self.redraw_required = True # 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] self.redraw_required = True if self.zoom <= 0.5: self.zoom = 0.5 elif self.zoom > 10: self.zoom = 10 if (self.redraw_required): # Fill self.screen.fill(bg) # Surface cursor_pos = pygame.mouse.get_pos() cursor_pos = ( (cursor_pos[0] - self.scroll[0]) / self.zoom, (cursor_pos[1] - self.scroll[1]) / self.zoom) self.draw_map(self.surface, cursor_pos, (left_down, right_down)); # Scaling # scaled = pygame.transform.scale(self.surface, (int(self.surface.get_width() * self.zoom), int(self.surface.get_height() * self.zoom))) self.screen.blit(self.surface, self.scroll) pygame.display.flip() self.redraw_required = False def draw_map(self, surface: pygame.Surface, mouse_pos: (int, int), mouse_down: (bool, bool)): self.surface.blit(self.map, (0, 0)) pygame.draw.rect(surface, (255, 0, 255), (mouse_pos[0], mouse_pos[1], 5, 5), 2) for cp in self.game.theater.controlpoints: if self.display_ground_targets.get(): if cp.captured: color = self._player_color() else: color = self._enemy_color() for ground_object in cp.ground_objects: self.draw_ground_object(ground_object, surface, color, mouse_pos) if self.display_road.get(): 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 = self.BLACK 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) if self.display_bases.get(): 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, self.BLACK, (int(coords[0]), int(coords[1])), int(radius)) pygame.draw.circle(surface, color, (int(coords[0]), int(coords[1])), int(radius_m)) label = self.font.render(cp.name, False, (225, 225, 225), self.BLACK) labelHover = self.font.render(cp.name, False, (255, 255, 255), (128, 186, 128)) labelClick = self.font.render(cp.name, False, (255, 255, 255), (122, 122, 255)) rect = pygame.Rect(coords[0] - label.get_width() / 2 + 1, coords[1] + 1, label.get_width(), label.get_height()) if rect.collidepoint(mouse_pos): if (mouse_down[0]): surface.blit(labelClick, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1)) self.parent.go_cp(cp) else: surface.blit(labelHover, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1)) else: surface.blit(label, (coords[0] - label.get_width() / 2 + 1, coords[1] + 1)) if self.display_forces.get(): units_title = " {} / {} / {} ".format(cp.base.total_planes, cp.base.total_armor, cp.base.total_aa) label2 = self.fontsmall.render(units_title, False, color, (30, 30, 30)) surface.blit(label2, (coords[0] - label2.get_width() / 2, coords[1] + label.get_height() + 1)) def draw_ground_object(self, ground_object: TheaterGroundObject, surface: pygame.Surface, color, mouse_pos): x, y = self.transform_point(ground_object.position) rect = pygame.Rect(x, y, 16, 16) if ground_object.is_dead: surface.blit(self.icon_clr, (x, y)) else: if ground_object.name_abbrev == "AA": surface.blit(self.icon_sam, (x, y)) else: surface.blit(self.icon_tg, (x, y)) 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("Type : " + ground_object.name_abbrev, False, color, self.BLACK); surface.blit(lb, (pos[0] + 18, pos[1])) 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 _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, "", 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