dcs_liberation/qt_ui/windows/basemenu/airfield/QAircraftRecruitmentMenu.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

113 lines
3.7 KiB
Python

from typing import Set
from PySide2.QtCore import Qt
from PySide2.QtWidgets import (
QGridLayout,
QHBoxLayout,
QLabel,
QScrollArea,
QVBoxLayout,
QWidget,
)
from game.dcs.aircrafttype import AircraftType
from game.squadrons import Squadron
from game.theater import ControlPoint
from qt_ui.models import GameModel
from qt_ui.uiconstants import ICONS
from qt_ui.windows.basemenu.UnitTransactionFrame import UnitTransactionFrame
from game.purchaseadapter import AircraftPurchaseAdapter
class QAircraftRecruitmentMenu(UnitTransactionFrame[Squadron]):
def __init__(self, cp: ControlPoint, game_model: GameModel) -> None:
super().__init__(game_model, AircraftPurchaseAdapter(cp))
self.cp = cp
self.game_model = game_model
self.purchase_groups = {}
self.bought_amount_labels = {}
self.existing_units_labels = {}
self.bought_amount_labels = {}
self.existing_units_labels = {}
self.hangar_status = QHangarStatus(game_model, self.cp)
main_layout = QVBoxLayout()
scroll_content = QWidget()
task_box_layout = QGridLayout()
row = 0
unit_types: Set[AircraftType] = set()
for squadron in cp.squadrons:
unit_types.add(squadron.aircraft)
sorted_squadrons = sorted(cp.squadrons, key=lambda s: (s.aircraft.name, s.name))
for row, squadron in enumerate(sorted_squadrons):
self.add_purchase_row(squadron, task_box_layout, row)
stretch = QVBoxLayout()
stretch.addStretch()
task_box_layout.addLayout(stretch, row, 0)
scroll_content.setLayout(task_box_layout)
scroll = QScrollArea()
scroll.setWidgetResizable(True)
scroll.setWidget(scroll_content)
main_layout.addLayout(self.hangar_status)
main_layout.addWidget(scroll)
self.setLayout(main_layout)
def sell_tooltip(self, is_enabled: bool) -> str:
if is_enabled:
return "Sell unit. Use Shift or Ctrl key to sell multiple units at once."
else:
return (
"Can not be sold because either no aircraft are available or are "
"already assigned to a mission."
)
def post_transaction_update(self) -> None:
super().post_transaction_update()
self.hangar_status.update_label()
class QHangarStatus(QHBoxLayout):
def __init__(self, game_model: GameModel, control_point: ControlPoint) -> None:
super().__init__()
self.game_model = game_model
self.control_point = control_point
self.icon = QLabel()
self.icon.setPixmap(ICONS["Hangar"])
self.text = QLabel("")
self.update_label()
self.addWidget(self.icon, Qt.AlignLeft)
self.addWidget(self.text, Qt.AlignLeft)
self.addStretch(50)
self.setAlignment(Qt.AlignLeft)
def update_label(self) -> None:
next_turn = self.control_point.allocated_aircraft()
max_amount = self.control_point.total_aircraft_parking
components = [f"{next_turn.total_present} present"]
if next_turn.total_ordered > 0:
components.append(f"{next_turn.total_ordered} purchased")
elif next_turn.total_ordered < 0:
components.append(f"{-next_turn.total_ordered} sold")
transferring = next_turn.total_transferring
if transferring > 0:
components.append(f"{transferring} transferring in")
if transferring < 0:
components.append(f"{-transferring} transferring out")
details = ", ".join(components)
self.text.setText(
f"<strong>{next_turn.total}/{max_amount}</strong> ({details})"
)