dcs_liberation/qt_ui/widgets/combos/QStrikeTargetSelectionComboBox.py
Dan Albert 2a75d14e0e Revert upgrade to pyside6.
This appears to be incompatible with pyinstaller. I get the following
when trying to run the executable generated with pyside6:

```
Traceback (most recent call last):
  File "qt_ui\main.py", line 29, in <module>
  File "PyInstaller\loader\pyimod03_importers.py", line 476, in exec_module
  File "qt_ui\windows\QLiberationWindow.py", line 28, in <module>
  File "PyInstaller\loader\pyimod03_importers.py", line 476, in exec_module
  File "qt_ui\widgets\map\QLiberationMap.py", line 11, in <module>
ImportError: could not import module 'PySide6.QtPrintSupport'
```
2021-11-21 17:39:43 -08:00

71 lines
2.1 KiB
Python

from PySide2.QtGui import QStandardItem, QStandardItemModel
from game import Game
from qt_ui.widgets.combos.QFilteredComboBox import QFilteredComboBox
class StrikeTargetInfo:
def __init__(self):
self.name = ""
self.location = None
self.units = []
self.buildings = []
class QStrikeTargetSelectionComboBox(QFilteredComboBox):
def __init__(self, game: Game, parent=None):
super(QStrikeTargetSelectionComboBox, self).__init__(parent)
self.game = game
self.find_possible_strike_targets()
for t in self.targets:
print(t.name + " - " + str(len(t.units)) + " " + str(len(t.buildings)))
def get_selected_target(self) -> StrikeTargetInfo:
n = self.currentText()
for target in self.targets:
if target.name == n:
return target
def find_possible_strike_targets(self):
self.targets = []
i = 0
model = QStandardItemModel()
def add_model_item(i, model, target):
item = QStandardItem(target.name)
model.setItem(i, 0, item)
self.targets.append(target)
return i + 1
for cp in self.game.theater.controlpoints:
if cp.captured:
continue
added_obj_names = []
for g in cp.ground_objects:
if g.obj_name in added_obj_names:
continue
target = StrikeTargetInfo()
target.location = g
target.name = g.obj_name
if g.dcs_identifier == "AA":
target.name = g.obj_name + " [units]"
for group in g.groups:
for u in group.units:
target.units.append(u)
else:
target.name = g.obj_name + " [" + g.category + "]"
for g2 in cp.ground_objects:
if g2 is not g and g2.obj_name == g.obj_name:
target.buildings.append(g2)
i = add_model_item(i, model, target)
added_obj_names.append(g.obj_name)
self.setModel(model)