Ejemplo n.º 1
0
    def __init__(self, previousScene):
        """
        @param previousScene: The scene which should come after this help
        @summary: Initializes a help frame
        """
        Scene.__init__(self)
        self.previousScene = previousScene
        self.frame = Frame()
        text  = "Welcome to gravity snails\n"
        text += "=========================\n"
        text += "\n"
        text += "You can shoot the snails and the terrain beneath them\n"
        text += "Snails die if they touch the salt\nor when they are out of hitpoints\n"
        text += "\nCONTROLS\n=========================\n\n"
        text += "LEFT MOUSE BUTTON:\nplace snails in the screen\n\n"
        text += "ARROW KEYS:\nmove and target\n\n"
        text += "SPACE BAR:\nfire the active weapon\n\n"
        text += "RIGHT MOUSE BUTTON:\nswitch weapon\n\n"
        text += "\n"
        labelText = Label(text)
        labelText.centerLines = False
        labelText.rect.center = (self.frame.rect.width / 2, self.frame.rect.height / 2)
        self.frame.addWidget(labelText)

        buttonBack = Button("Back", self.runPreviousScene)
        buttonBack.rect.size = (128, 32)
        buttonBack.rect.centerx = self.frame.rect.width / 2
        buttonBack.rect.bottom = self.frame.rect.height - 32
        self.frame.addWidget(buttonBack)
Ejemplo n.º 2
0
 def __init__(self, x=0, y=0, ai=False, t=0):
     self.x, self.y = x, y  # position to draw troop
     self.health = 100  # troop's health
     self.ai = ai  # flag for specifying if troop is ai
     self.type = t  # 0 = default, 1 = medic, 2 = sniper
     if self.type == 2:
         self.health = 75
     self.default_stats()  # default all troops state
     # read in sprite image for troop
     # if ai, flip the image
     if self.ai and self.type == 0:
         self.image = pygame.transform.flip(pygame.image.load(os.path.join('assets', 'ai_commando.png')), True, False)
     elif self.ai and self.type == 1:
         self.image = pygame.transform.flip(pygame.image.load(os.path.join('assets', 'ai_medic.png')), True, False)
     elif self.ai and self.type == 2:
         self.image = pygame.transform.flip(pygame.image.load(os.path.join('assets', 'ai_soldier.png')), True, False)
     elif not self.ai and self.type == 0:
         self.image = pygame.image.load(os.path.join('assets', 'player_commando.png'))
     elif not self.ai and self.type == 1:
         self.image = pygame.image.load(os.path.join('assets', 'player_medic.png'))
     else:
         self.image = pygame.image.load(os.path.join('assets', 'player_soldier.png'))
     # rectangle surrounding troop (useful for detecting clicks)
     self.rect = self.image.get_rect()
     self.rect.center = int(self.x), int(self.y)
     # label for drawing troops health
     self.health_label = Label(str(int(self.health)), size=15)
Ejemplo n.º 3
0
    def __init__(self, position_rect, images):
        global combat_event_types
        super(CombatRenderer, self).__init__(position_rect, True)

        self.mask = None
        self.active = False
        self.images = images
        self.phase = None

        attacker_rect = Rect(self.rect.x, self.rect.y + 30, self.rect.width,
                             self.rect.height / 2 - 15)
        self.attacker_renderer = group_panel.CombatRenderer(
            "Attackers:", attacker_rect)
        defender_rect = Rect(self.rect.x,
                             attacker_rect.y + attacker_rect.height,
                             self.rect.width, self.rect.height / 2 - 15)
        self.defender_renderer = group_panel.CombatRenderer(
            "Defenders:", defender_rect)

        width, height = 120, 20
        x, y = self.rect.x + self.rect.width / 2 - width / 2, attacker_rect.y + attacker_rect.height - 20
        self.attacker_label = Label(Rect(x, y, width, height), None)
        y = defender_rect.y + defender_rect.height - 28
        self.defender_label = Label(Rect(x, y, width, height), None)

        self.add_child(self.attacker_renderer)
        self.add_child(self.defender_renderer)
        self.add_child(self.attacker_label)
        self.add_child(self.defender_label)

        event_manager.add_listener_multi(self.handle_game_events,
                                         combat_event_types)
    def render(self):
        self.clear()
        self.cursor.draw(self.mouse_x, self.mouse_y)
        self.cursor_info = Label(f'x: {self.mouse_x}, y: {self.mouse_y}',
                                 self.width - 310, self.height - 36)
        self.cursor_info.draw()

        self.flip()
class MainWindow(pyglet.window.Window):
    def __init__(self, *args, **kwrgs):
        super().__init__(*args, **kwrgs)
        pyglet.gl.glClearColor(0.9, 0.9, 0.9, 1)
        self.background = pyglet.graphics.Batch()
        self.cursor = Cursor(self.background)

        self.x, self.y = 0, 0
        self.cursor_info = Label(f'x: {self.x}, y: {self.y}', self.width - 50,
                                 self.height - 36)

        self.keys = {}

        self.mouse_x = 0
        self.mouse_y = 0

        self.alive = 1

    def on_draw(self):
        self.render()

    def on_close(self):
        self.alive = 0

    def on_mouse_motion(self, x, y, dx, dy):
        self.mouse_x = x
        self.mouse_y = y

    def on_key_release(self, symbol, modifiers):
        try:
            del self.keys[symbol]
        except:
            pass

    def on_key_press(self, symbol, modifiers):
        if symbol == key.ESCAPE:  # [ESC]
            self.alive = 0

        self.keys[symbol] = True

    def render(self):
        self.clear()
        self.cursor.draw(self.mouse_x, self.mouse_y)
        self.cursor_info = Label(f'x: {self.mouse_x}, y: {self.mouse_y}',
                                 self.width - 310, self.height - 36)
        self.cursor_info.draw()

        self.flip()

    def run(self):
        while self.alive == 1:
            self.render()
            event = self.dispatch_events()
Ejemplo n.º 6
0
 def __init__(self,
              text='',
              x=0,
              y=0,
              rad=5,
              fc=(255, 255, 255),
              bc=(0, 0, 0),
              ai=False):
     self.x = x
     self.y = y
     self.label = Label(text, x, y, size=(rad - 1))
     self.fill_color = fc
     self.border_color = bc
     self.radius = rad if rad > 5 else 5  # minimum radius is 5
     self.ai = ai
    def __init__(self, *args, **kwrgs):
        super().__init__(*args, **kwrgs)
        pyglet.gl.glClearColor(0.9, 0.9, 0.9, 1)
        self.background = pyglet.graphics.Batch()
        self.cursor = Cursor(self.background)

        self.x, self.y = 0, 0
        self.cursor_info = Label(f'x: {self.x}, y: {self.y}', self.width - 50,
                                 self.height - 36)

        self.keys = {}

        self.mouse_x = 0
        self.mouse_y = 0

        self.alive = 1
Ejemplo n.º 8
0
    def createWidgets(self):
        """Creates all widgets for the dialog. Depending on wether we're a server or a client
        different widgets will be shown."""

        # are we a server?
        if not scenario.run_as_server:
            # we're running as client. need an additional label and editfield for the hostname
            self.wm.register(
                Label(self.smallfont,
                      "Server host: ", (250, 240),
                      color=(255, 255, 255)))

            self.host = EditField(self.smallfont,
                                  "localhost",
                                  200, (450, 240),
                                  color=(255, 255, 0),
                                  background=(80, 80, 80))

            self.wm.register(self.host)

        # common widgets
        self.wm.register(
            Label(self.titlefont,
                  "Setup network information", (10, 10),
                  color=(255, 0, 0)))

        self.wm.register(
            Label(self.smallfont,
                  "Server port: ", (250, 300),
                  color=(255, 255, 255)))
        self.port = EditField(self.smallfont,
                              str(properties.network_port),
                              200, (450, 300),
                              color=(255, 255, 0),
                              background=(80, 80, 80))

        self.wm.register(self.port)

        # buttons
        self.wm.register(
            Button(properties.path_dialogs + "butt-ok-moff.png",
                   properties.path_dialogs + "butt-ok-mover.png", (284, 650),
                   {widget.MOUSEBUTTONUP: self.ok}))
        self.wm.register(
            Button(properties.path_dialogs + "butt-back-moff.png",
                   properties.path_dialogs + "butt-back-mover.png", (528, 650),
                   {widget.MOUSEBUTTONUP: self.back}))
Ejemplo n.º 9
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    def __init__(self, position_rect):
        super(StatusRenderer, self).__init__(position_rect)
        self.pad = 4
        self.last_event = None
        event_manager.add_listener(self.handle_events, event_manager.DAY_START)
        event_manager.add_listener(self.handle_events,
                                   event_manager.RANDOM_EVENT)
        event_manager.add_listener(self.handle_events,
                                   event_manager.PLAYER_STATUS_CHANGE)
        event_manager.add_listener(self.handle_events,
                                   event_manager.HEX_SELECTED)

        #        x = self.rect.x + 164 + 2*(image.UI_ICON_WIDTH + 10)
        #        y = self.rect.y + 8

        x = self.rect.x + 114 + image.UI_ICON_WIDTH
        y = self.rect.y + self.pad
        width = 50
        height = self.rect.height - self.pad
        self.gold_label = Label(Rect(x, y, width, height),
                                "",
                                font=text.lg_font)
        x += image.UI_ICON_WIDTH + 55
        self.income_label = Label(Rect(x, y, width, height),
                                  "",
                                  font=text.lg_font)
        x += image.UI_ICON_WIDTH + 55
        self.rep_label = Label(Rect(x, y, width, height),
                               "",
                               font=text.lg_font)
        x += image.UI_ICON_WIDTH + 53
        self.fame_label = Label(Rect(x, y, width, height),
                                "",
                                font=text.lg_font)

        x += 400
        self.zone_label = Label(Rect(x, y, width, height),
                                "",
                                font=text.lg_font)

        self.add_child(self.income_label)
        self.add_child(self.gold_label)
        self.add_child(self.rep_label)
        self.add_child(self.fame_label)
        self.add_child(self.zone_label)
Ejemplo n.º 10
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    def __init__(self, *args, **kwargs):

        super().__init__(*args, **kwargs)

        # Whether or not the window exclusively captures the mouse.
        self.exclusive = False

        # The crosshairs at the center of the screen.
        self.reticle = Reticle(1.0)

        # Instance of the model that handles the world.
        self.model = Model()

        # Instance of Player object
        self.player = Player(self.model)

        # The label that is displayed in the top left of the canvas.
        self.label = Label(x=20, y=self.height - 20)

        # The label that is displayed in the bottom left of the canvas.
        self.label_bottom = Label(x=20, y=20)

        # The command console where you can input things.
        self.console = Console(self, "", 100, 100)

        # Whether are you typing in the console, or not.
        self.is_typing = False

        self.FOV = MAX_FOV

        self.input = InputHandler(self)

        self.renderer = Renderer(self)

        self.vector = self.player.get_sight_vector()
        self.target_block = self.model.hit_test(self.player.position,
                                                self.vector)[0]

        self.reticle.create(self.width / 2, self.height / 2)

        self.prev_pos = 0, 0, 0

        self.schedule_updates()
Ejemplo n.º 11
0
 def mark_selected(self, index):
     if self.selected_item != None and self.selected_item != index:
         # deselect previous selection
         self.item_icons[self.selected_item[0] * hero.BACKPACK_SIZE + self.selected_item[1]].mark_selected(False)
     self.selected_item  = index
     
     # clear old trait labels
     for trait_label in self.trait_labels:
         self.remove_child(trait_label)
     self.trait_labels = []
     
     if index == None:
         return
 
     column, row = self.selected_item
     selected_item = self.unit.get_equipped_item(row) if column == EQUIP_SLOT else self.unit.get_backpack_item(row)
     if selected_item == None:
         return
 
     x = self.rect.x + 32 + image.ITEM_ICON_WIDTH * 2 + 20
     y = self.rect.y + 32    
     name_label = Label(Rect(x, y, self.rect.width/2, 20), selected_item.get_name()) #,font = text.lg_font)
     self.trait_labels.append(name_label)    
     self.add_child(name_label)
   
     traits = selected_item.get_traits()
     #x_index = 0
     y += 18
     value_label = Label(Rect(x, y, self.rect.width/2, 12), "Value: " + str(selected_item.get_gold_value()))
     self.trait_labels.append(value_label)    
     self.add_child(value_label)
     y += 18
     
     for curr_trait in traits:
         trait_text = trait.trait_str(curr_trait, traits[curr_trait])
         trait_label = Label(Rect(x, y, self.rect.width/2, 12), trait_text, tool_tip_text = trait.tool_tip_table[curr_trait])
         self.add_child(trait_label)
         self.trait_labels.append(trait_label)
         y += 14
         
     self.show()
Ejemplo n.º 12
0
class CircleLabel:
    def __init__(self,
                 text='',
                 x=0,
                 y=0,
                 rad=5,
                 fc=(255, 255, 255),
                 bc=(0, 0, 0),
                 ai=False):
        self.x = x
        self.y = y
        self.label = Label(text, x, y, size=(rad - 1))
        self.fill_color = fc
        self.border_color = bc
        self.radius = rad if rad > 5 else 5  # minimum radius is 5
        self.ai = ai

    def render(self, surface):
        pygame.draw.circle(surface, self.border_color, (self.x, self.y),
                           self.radius)
        pygame.draw.circle(surface, self.fill_color, (self.x, self.y),
                           self.radius - 3)
        if not self.ai:
            self.label.render(surface)

    def set_text(self, text):
        self.label.set_text(text)

    def set_pos(self, pos):
        self.x, self.y = pos

    def set_radius(self, radius):
        self.radius = radius

    def set_fill_color(self, fc):
        self.fill_color = fc

    def set_border_color(self, bc):
        self.border_color = bc
Ejemplo n.º 13
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 def update_labels(self, labels):
     if len(labels) == 3:
         self.left = Label(labels[0],
                           x=(self.width * 0.2),
                           y=(self.y + self.height / 2))
         self.middle = Label(labels[1],
                             x=(self.width * 0.5),
                             y=(self.y + self.height / 2))
         self.right = Label(labels[2],
                            x=(self.width * 0.8),
                            y=(self.y + self.height / 2))
Ejemplo n.º 14
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    def __init__(self, position_rect, images):
        super(HexInfoRenderer, self).__init__(position_rect)

        self.engineering_active = False
        self.selected_hex = None

        # probably need to allow for some padding in these calculations
        self.site_rect = Rect(self.rect.x, self.rect.y, self.rect.width / 4,
                              self.rect.height)

        def hire_callback(toggle_down):
            if toggle_down:
                self.for_hire_renderer.show()
                self.garrison_renderer.hide()
            else:
                self.for_hire_renderer.hide()
                self.garrison_renderer.show()

        def upgrade_callback():
            upgrade_dialog = UpgradeDialog(250, 300, "Site Upgrades",
                                           self.selected_hex.site)
            upgrade_dialog.show()

        x, y = self.site_rect.x + self.site_rect.width / 4, self.site_rect.y + (
            self.site_rect.height * 3) / 4
        width, height = self.site_rect.width / 4, self.site_rect.height / 8
        self.upgrade_button = Button(Rect(x, y, width, height), "Upg.",
                                     upgrade_callback)

        self.hire_button = Toggle(Rect(x + width + 8, y, width, height),
                                  "Hire", hire_callback)

        self.add_child(self.hire_button)
        self.add_child(self.upgrade_button)

        active_group_rect = Rect(self.rect.x + self.site_rect.width,
                                 self.rect.y + 1, (3 * self.rect.width) / 4,
                                 image.UNIT_HEIGHT + 8)
        self.active_group_renderer = group_panel.OccupantRenderer(
            "Active", active_group_rect, False)

        x = active_group_rect.x + (active_group_rect.width) / 2
        y = active_group_rect.y + active_group_rect.height + 12

        def transfer_callback():
            component.post_ui_event(component.KEY_DOWN, unicode='t', key='t')

        self.transfer_button = Button(Rect(x, y, image.SM_BUTTON_WIDTH,
                                           image.SM_BUTTON_HEIGHT),
                                      images.transfer,
                                      transfer_callback,
                                      image_label=True,
                                      tool_tip_text="transfer (t)")
        x += image.SM_BUTTON_WIDTH + 4

        def disband_callback():
            component.post_ui_event(component.KEY_DOWN, unicode='x', key='x')

        self.disband_button = Button(Rect(x, y, image.SM_BUTTON_WIDTH,
                                          image.SM_BUTTON_HEIGHT),
                                     images.disband,
                                     disband_callback,
                                     image_label=True,
                                     tool_tip_text="disband (x)")
        self.add_child(self.transfer_button)
        self.add_child(self.disband_button)
        self.transfer_button.hide()
        self.disband_button.hide()

        y = self.disband_button.rect.y + self.disband_button.rect.height + 2

        second_group_rect = Rect(self.rect.x + self.site_rect.width, y,
                                 (3 * self.rect.width) / 4,
                                 self.rect.height - (y - self.rect.y))
        self.garrison_renderer = group_panel.OccupantRenderer(
            "Garrison", second_group_rect, True)
        self.for_hire_renderer = group_panel.HireRenderer(
            "Hire", second_group_rect)

        self.add_child(self.active_group_renderer)
        self.add_child(self.garrison_renderer)
        self.add_child(self.for_hire_renderer)
        self.garrison_renderer.set_partner(self.active_group_renderer)
        self.active_group_renderer.set_partner(self.garrison_renderer)

        x = self.rect.x + 34 + image.UI_ICON_WIDTH + 25
        y = self.rect.y + 50 + image.UNIT_HEIGHT
        self.revolt_icon = Label(
            Rect(x, y, image.UI_ICON_WIDTH, image.UI_ICON_HEIGHT),
            images.revolt,
            image_label=True,
            tool_tip_text="Revolt chance,\nchecked at week start")

        event_manager.add_listener(self.handle_game_events,
                                   event_manager.HEX_SELECTED)
Ejemplo n.º 15
0
    def createLabels(self):
        "Creates all labels for the dialog."
        # create the labels
        report = Label(self.titlefont,
                       "Battle report", (400, 120),
                       color=(255, 255, 0))
        result = Label(self.smallfont,
                       self.summary, (400, 160),
                       color=(255, 255, 255))

        # create the side headers
        men = Label(self.titlefont, "Men", (250, 240), color=(255, 180, 100))
        guns = Label(self.titlefont, "Guns", (250, 270), color=(255, 180, 100))
        score = Label(self.titlefont,
                      "Score", (250, 320),
                      color=(255, 180, 100))

        # create the top headers
        union = Label(self.titlefont, "Union", (350, 200), color=(255, 255, 0))
        rebel = Label(self.titlefont,
                      "Confederate", (500, 200),
                      color=(255, 255, 0))

        # create result strings for mens and guns
        unionmenstr = "%d of %d" % (self.men_destroyed[UNION],
                                    self.men_ok[UNION])
        rebelmenstr = "%d of %d" % (self.men_destroyed[REBEL],
                                    self.men_ok[REBEL])
        uniongunsstr = "%d of %d" % (self.guns_destroyed[UNION],
                                     self.guns_ok[UNION])
        rebelgunsstr = "%d of %d" % (self.guns_destroyed[REBEL],
                                     self.guns_ok[REBEL])
        scorestr = "%d vs %d" % (self.score[UNION], self.score[REBEL])

        # and labels too
        unionmen = Label(self.smallfont,
                         unionmenstr, (350, 250),
                         color=(255, 255, 255))
        unionguns = Label(self.smallfont,
                          uniongunsstr, (350, 280),
                          color=(255, 255, 255))
        rebelmen = Label(self.smallfont,
                         rebelmenstr, (500, 250),
                         color=(255, 255, 255))
        rebelguns = Label(self.smallfont,
                          rebelgunsstr, (500, 280),
                          color=(255, 255, 255))
        score2 = Label(self.smallfont,
                       scorestr, (425, 325),
                       color=(255, 255, 255))

        # register our labels
        self.wm.register(report)
        self.wm.register(result)
        self.wm.register(union)
        self.wm.register(rebel)
        self.wm.register(men)
        self.wm.register(guns)
        self.wm.register(score)
        self.wm.register(score2)
        self.wm.register(unionmen)
        self.wm.register(rebelmen)
        self.wm.register(unionguns)
        self.wm.register(rebelguns)

        # buttons
        self.wm.register(
            Button(properties.path_dialogs + "butt-ok-moff.png",
                   properties.path_dialogs + "butt-ok-mover.png", (406, 650),
                   {widget.MOUSEBUTTONUP: self.ok}))
Ejemplo n.º 16
0
class HexInfoRenderer(component.Window):
    '''
    panel that renders info about selected hex, including any site there, any active
    group of characters/units, and garrison, and any units available for hire.
    '''
    def __init__(self, position_rect, images):
        super(HexInfoRenderer, self).__init__(position_rect)

        self.engineering_active = False
        self.selected_hex = None

        # probably need to allow for some padding in these calculations
        self.site_rect = Rect(self.rect.x, self.rect.y, self.rect.width / 4,
                              self.rect.height)

        def hire_callback(toggle_down):
            if toggle_down:
                self.for_hire_renderer.show()
                self.garrison_renderer.hide()
            else:
                self.for_hire_renderer.hide()
                self.garrison_renderer.show()

        def upgrade_callback():
            upgrade_dialog = UpgradeDialog(250, 300, "Site Upgrades",
                                           self.selected_hex.site)
            upgrade_dialog.show()

        x, y = self.site_rect.x + self.site_rect.width / 4, self.site_rect.y + (
            self.site_rect.height * 3) / 4
        width, height = self.site_rect.width / 4, self.site_rect.height / 8
        self.upgrade_button = Button(Rect(x, y, width, height), "Upg.",
                                     upgrade_callback)

        self.hire_button = Toggle(Rect(x + width + 8, y, width, height),
                                  "Hire", hire_callback)

        self.add_child(self.hire_button)
        self.add_child(self.upgrade_button)

        active_group_rect = Rect(self.rect.x + self.site_rect.width,
                                 self.rect.y + 1, (3 * self.rect.width) / 4,
                                 image.UNIT_HEIGHT + 8)
        self.active_group_renderer = group_panel.OccupantRenderer(
            "Active", active_group_rect, False)

        x = active_group_rect.x + (active_group_rect.width) / 2
        y = active_group_rect.y + active_group_rect.height + 12

        def transfer_callback():
            component.post_ui_event(component.KEY_DOWN, unicode='t', key='t')

        self.transfer_button = Button(Rect(x, y, image.SM_BUTTON_WIDTH,
                                           image.SM_BUTTON_HEIGHT),
                                      images.transfer,
                                      transfer_callback,
                                      image_label=True,
                                      tool_tip_text="transfer (t)")
        x += image.SM_BUTTON_WIDTH + 4

        def disband_callback():
            component.post_ui_event(component.KEY_DOWN, unicode='x', key='x')

        self.disband_button = Button(Rect(x, y, image.SM_BUTTON_WIDTH,
                                          image.SM_BUTTON_HEIGHT),
                                     images.disband,
                                     disband_callback,
                                     image_label=True,
                                     tool_tip_text="disband (x)")
        self.add_child(self.transfer_button)
        self.add_child(self.disband_button)
        self.transfer_button.hide()
        self.disband_button.hide()

        y = self.disband_button.rect.y + self.disband_button.rect.height + 2

        second_group_rect = Rect(self.rect.x + self.site_rect.width, y,
                                 (3 * self.rect.width) / 4,
                                 self.rect.height - (y - self.rect.y))
        self.garrison_renderer = group_panel.OccupantRenderer(
            "Garrison", second_group_rect, True)
        self.for_hire_renderer = group_panel.HireRenderer(
            "Hire", second_group_rect)

        self.add_child(self.active_group_renderer)
        self.add_child(self.garrison_renderer)
        self.add_child(self.for_hire_renderer)
        self.garrison_renderer.set_partner(self.active_group_renderer)
        self.active_group_renderer.set_partner(self.garrison_renderer)

        x = self.rect.x + 34 + image.UI_ICON_WIDTH + 25
        y = self.rect.y + 50 + image.UNIT_HEIGHT
        self.revolt_icon = Label(
            Rect(x, y, image.UI_ICON_WIDTH, image.UI_ICON_HEIGHT),
            images.revolt,
            image_label=True,
            tool_tip_text="Revolt chance,\nchecked at week start")

        event_manager.add_listener(self.handle_game_events,
                                   event_manager.HEX_SELECTED)

    def handle_game_events(self, event):
        if event.type == event_manager.HEX_SELECTED:
            self.set_hex(event.data['loc'])

    def set_data(self, map_data, curr_player, curr_mask):
        self.map_data = map_data
        self.curr_mask = curr_mask
        self.curr_player = curr_player
        # reselect hex to reset what's shown according to new player data
        self.set_hex(self.selected_hex)

    def deselect_all(self):
        self.active_group_renderer.mark_selected(None)
        self.garrison_renderer.mark_selected(None)
        self.for_hire_renderer.mark_selected(None)

    def set_hex(self, new_hex_loc):
        self.deselect_all()
        self.upgrade_button.hide()
        self.hire_button.hide()
        self.hire_button.reset()
        self.engineering_active = False
        if new_hex_loc == None:
            return

        self.selected_hex = self.map_data.get_hex(new_hex_loc.x, new_hex_loc.y)
        if self.selected_hex == None:
            return

        self.active_group_renderer.set_data(self.selected_hex,
                                            self.curr_player, self.curr_mask)
        if self.selected_hex.deep_garrison():
            self.garrison_renderer.set_data(None, self.curr_player,
                                            self.curr_mask)
        else:
            self.garrison_renderer.set_data(self.selected_hex,
                                            self.curr_player, self.curr_mask)

        self.for_hire_renderer.set_data(self.selected_hex, self.curr_player,
                                        self.curr_mask)
        self.for_hire_renderer.hide()

        if self.curr_mask.get_visibility(self.selected_hex.x,
                                         self.selected_hex.y) == mask.VISIBLE:
            self.active_group_renderer.show()
            self.garrison_renderer.show()
        else:
            self.active_group_renderer.hide()
            self.garrison_renderer.hide()

        if self.selected_hex.has_site() and self.selected_hex.site.hireable_by(
                self.curr_player):
            self.hire_button.show()

        if self.selected_hex.has_site() and self.selected_hex.site.get_owner(
        ) == self.curr_player:
            self.upgrade_button.show()
            if self.selected_hex.get_active_group() != None:
                self.transfer_button.show()
                self.disband_button.show()
            else:
                self.transfer_button.hide()
                self.disband_button.hide()
        else:
            self.transfer_button.hide()
            self.disband_button.hide()

        self.add_child(self.revolt_icon)
        self.revolt_icon.hide()

    def event_handler(self, event):
        if event.type == component.MOUSE_CLICK:
            self.deselect_all()
            return True

        return super(HexInfoRenderer, self).event_handler(event)

    def render_site(self, surface, images, active_site, curr_player,
                    mask_player):
        x = self.site_rect.x + (self.site_rect.width / 2)
        y = self.site_rect.y + 14
        images.text.draw_text(active_site.get_name(), text.lg_font, x, y,
                              surface)

        y += 16
        images.text.draw_text(
            "Lv. " + str(active_site.level) + " " + active_site.site_type.name,
            text.sm_font, x, y, surface)
        y += 16

        if active_site.status == site_type.SACKED:
            status_text = "Sacked"
        else:
            status_text = active_site.owner.get_name()

        images.text.draw_text(status_text, text.sm_font, x, y, surface)
        #
        y += 10
        x -= image.UNIT_WIDTH / 2
        images.draw_site(active_site, surface, mask_player, (x, y))

        y += image.UNIT_HEIGHT - 10
        icon_y = y
        x = self.rect.x + 30
        if active_site.is_active() and active_site.get_income() != 0:
            surface.blit(images.income, (x, y))
            x += image.UI_ICON_WIDTH + 10
            y += image.UI_ICON_WIDTH / 2
            images.text.draw_text(str(active_site.get_income()), text.sm_font,
                                  x, y, surface)
        x = self.rect.x + 34 + image.UI_ICON_WIDTH + 25
        y = icon_y
        if active_site.is_active() and active_site.revolt_chance() != 0:
            self.revolt_icon.show()
            x = self.revolt_icon.rect.x + image.UI_ICON_WIDTH + 16
            y = self.revolt_icon.rect.y + image.UI_ICON_WIDTH / 2
            images.text.draw_text(
                str(int(active_site.revolt_chance() * 100)) + "%",
                text.sm_font, x, y, surface)
        else:
            self.revolt_icon.hide()

    def render(self, surface, images):
        super(HexInfoRenderer, self).render(surface, images)

        if self.selected_hex == None:
            return

        mask_state = self.curr_mask.get_visibility(self.selected_hex.x,
                                                   self.selected_hex.y)

        if mask_state == mask.NEVER_VISIBLE:
            return

        # render site info
        active_site = self.selected_hex.site
        if active_site != None:
            self.render_site(surface, images, active_site, self.curr_player,
                             self.curr_mask.get_player())

        # render groups in hex
        active_group = self.selected_hex.active_group
        if active_group != None and mask_state == mask.VISIBLE:

            x, y = self.active_group_renderer.rect.x + 4, self.active_group_renderer.rect.y + 24
            if active_group.get_move_mode() == move_mode.NAVAL:
                surface.blit(images.naval_move, (x, y))
            else:
                surface.blit(images.foot_move, (x, y))
            images.text.draw_text(str(active_group.get_moves_left()),
                                  text.lg_font, x + image.UI_ICON_WIDTH + 10,
                                  y + (image.UI_ICON_HEIGHT / 2), surface)

            if active_group.get_owner() == self.curr_player:
                x = self.rect.x + (5 * self.rect.width) / 8
                y = self.rect.y + self.rect.height / 2
Ejemplo n.º 17
0
    def set_selected(self, selected_unit):
        self.selected_unit = selected_unit

        if self.selected_unit == None:
            self.hide()
            return

        self.clear_children()

        if selected_unit != None and selected_unit.can_use_items():
            self.add_child(self.item_button)

        if self.can_build():
            self.add_child(self.build_button)
            self.build_button.set_label("Build [" + str(
                misc_commands.get_build_cost(
                    selected_unit.trait_value(trait.BUILD),
                    selected_unit.get_level())) + "]")

        if self.can_embassy():
            self.add_child(self.embassy_button)
            self.embassy_button.set_label("Embassy [" + str(
                misc_commands.get_embassy_cost(
                    self.selected_unit, self.select_hex.site.get_level())) +
                                          "]")

        x = self.rect.x + (self.rect.width / 4)
        y = self.rect.y + 4
        label_height = image.UI_ICON_HEIGHT
        new_label = Label(Rect(x, y, self.rect.width / 2, label_height),
                          self.selected_unit.get_name(),
                          font=text.lg_font)
        self.add_child(new_label)
        y += (label_height * 2) / 3

        if self.selected_unit.has_trait(trait.HERO):
            level_text = ""
        else:
            level_text = "Lv. " + str(self.selected_unit.get_level())
        new_label = Label(Rect(x, y, self.rect.width / 2, label_height / 2),
                          level_text + " " +
                          self.selected_unit.get_type_text(),
                          font=text.sm_font)
        self.add_child(new_label)
        y += label_height / 3

        image_icons = [
            self.image_data.strength, self.image_data.armor,
            self.image_data.looting, self.image_data.health
        ]
        text_labels = [
            str(self.selected_unit.get_strength()),
            str(self.selected_unit.get_armor()),
            str(self.selected_unit.get_looting()),
            str(self.selected_unit.get_health() -
                self.selected_unit.curr_wounds()) + "/" +
            str(self.selected_unit.get_health())
        ]
        label_tooltips = [
            "Strength (better chance to win combats)",
            "Armor (better chance block hits)",
            "Looting (more gold and better loot)", "Health (num. wounds)"
        ]
        x = self.rect.x + self.rect.width / 6
        for i in range(len(image_icons)):
            new_label = Label(Rect(x, y, image.UI_ICON_WIDTH,
                                   image.UI_ICON_HEIGHT),
                              image_icons[i],
                              image_label=True)
            self.add_child(new_label)
            x += image.UI_ICON_WIDTH + 5
            new_label = Label(Rect(x, y, 10, image.UI_ICON_HEIGHT),
                              text_labels[i],
                              tool_tip_text=label_tooltips[i])
            self.add_child(new_label)
            x += 10
            if x > self.rect.x + self.rect.width - (image.UI_ICON_WIDTH + 15):
                x = self.rect.x + self.rect.width / 6
                y += image.UI_ICON_HEIGHT

        #y += image.UI_ICON_HEIGHT
        x += 10  #self.rect.x + self.rect.width / 6
        #TODO: other image for flight mode
        move_icon = self.image_data.naval_move if self.selected_unit.get_move_mode(
        ) == move_mode.NAVAL else self.image_data.foot_move
        new_label = Label(Rect(x, y, image.UI_ICON_WIDTH,
                               image.UI_ICON_HEIGHT),
                          move_icon,
                          image_label=True)
        self.add_child(new_label)
        x += image.UI_ICON_WIDTH + 10
        new_label = Label(Rect(x, y, 15, image.UI_ICON_HEIGHT),
                          str(self.selected_unit.get_moves_left()) + "/" +
                          str(self.selected_unit.get_max_moves()),
                          tool_tip_text="Move points left / Max move points")
        self.add_child(new_label)
        y += image.UI_ICON_HEIGHT

        traits = self.selected_unit.get_traits()

        x = self.rect.x + self.rect.width / 4
        width = self.rect.width / 2
        height = 12
        for curr_trait in traits:
            if curr_trait == trait.HERO:
                continue  # no need to display this, already shown in unit type

            trait_text = trait.trait_str(curr_trait, traits[curr_trait])
            trait_label = Label(Rect(x, y, width, height),
                                trait_text,
                                tool_tip_text=trait.tool_tip_table[curr_trait])
            self.add_child(trait_label)

            if curr_trait in trait.useable_traits:
                use_callback = lambda used_trait=curr_trait: event_manager.queue_event(
                    Event(event_manager.COMMAND_ISSUED, [
                        misc_commands.UseTraitCommand(self.selected_unit,
                                                      used_trait)
                    ]))
                use_button = Button(Rect(x + width + 2, y, 25, height), "Use",
                                    use_callback)
                self.add_child(use_button)
            y += 14

        self.show()
Ejemplo n.º 18
0
    def __init__(self, titre, workplace_path=QDir.homePath() + "/workplace/"):
        """
        Hérite de QWidget
        Class principale, dans laquelle tout est rassemblé. On appelle tout ce qui est nécessaire à la création
        de la fenêtre et au fonctionnement du programme.

        :param titre: Nom de la fenêtre
        :type titre: str
        :param workplace_path: Chemin absolu vers l'emplacement où sont placés les projets créés.
        :rtype: None
        """
        super().__init__()

        self.ecran = QDesktopWidget()
        self.setWindowTitle(titre)
        self.setGeometry(20, 50,
                         self.ecran.screenGeometry().width() - 100,
                         self.ecran.screenGeometry().height() - 100)
        # Taille de la fenêtre

        self.workplace_path = workplace_path

        self.project_path = ""
        self.project_type = ""  # A changer un fonction du XML
        self.def_functions = {}
        self.def_structs = {}
        self.def_vars = {}

        self.aller_en_haut_lignes = False

        self.gridLayout = QGridLayout()
        self.gridLayout.setContentsMargins(0, 0, 0,
                                           0)  # No spacing around widgets

        # Ajout du logo pieuvre
        # self.label_img = QLabel()
        # self.pixmap_img = QPixmap("images/pieuvre.jpg")
        # self.label_img.setPixmap(self.pixmap_img)

        self.treeview = navigateur.TreeView(self)

        self.codes = []
        self.highlighters = []
        self.docs = []

        self.tab_widget = onglet.TabWidget(self)

        # Lines number
        self.tab_widget.currentChanged.connect(self.defaut_info_message)
        self.nb_lignes = editeur.Lignes(self, "ABeeZee", 14)
        self.anim_line = False
        self.last = 0  # Last number of lines
        self.is_show_line = True
        self.line_tab = editeur.LignesAndTab(self, self.nb_lignes)
        if self.is_show_line:
            self.line_tab.setMaximumWidth(60)
        else:
            self.line_tab.setMaximumWidth(1)

        self.img_logo = LabelLogo(self, "content/logo.png")

        self.central_area = QSplitter()
        self.central_area.addWidget(self.line_tab)
        self.central_area.addWidget(self.tab_widget)
        self.central_area.addWidget(self.img_logo)
        self.central_area.setOrientation(Qt.Horizontal)
        self.central_area.setHandleWidth(1)
        self.central_area.setChildrenCollapsible(False)

        self.cheminee = Label(self, get_text("text_cheminee_hover"))
        self.cheminee.setFixedHeight(1)

        self.inspecteur = inspecteur.Inspecteur(self)

        # Les boutons
        self.bouton_analyse = Bouton(get_text("text_bout_analyse"),
                                     self.pre_analyse)
        self.bouton_change = Bouton(get_text("text_bout_nav"),
                                    self.change_affichage)

        self.boutons = QSplitter()
        self.boutons.addWidget(self.bouton_change)
        self.boutons.addWidget(self.bouton_analyse)
        self.boutons.setOrientation(Qt.Horizontal)
        self.boutons.setChildrenCollapsible(False)
        self.boutons.setHandleWidth(1)
        self.boutons.setFixedWidth(100)

        # Le QSplitter contenant le QTreeView et le QPushButton
        self.split_gauche = QSplitter()
        self.split_gauche.addWidget(self.cheminee)
        self.split_gauche.addWidget(self.inspecteur)
        self.split_gauche.addWidget(self.treeview)
        self.split_gauche.addWidget(self.boutons)
        self.split_gauche.setOrientation(Qt.Vertical)
        self.split_gauche.setChildrenCollapsible(False)
        self.split_gauche.setHandleWidth(1)

        # Le QSplitter contenant le QTabWidget et le QSplitter (cf. ci-dessus)
        self.splitter = QSplitter()
        self.splitter.addWidget(self.split_gauche)
        self.splitter.addWidget(self.central_area)
        self.splitter.setSizes([100, 400])
        self.splitter.setMinimumSize(self.width(), self.height() - 50)

        # Les barres de statut
        self.statusbar = statusbar.StatusBar()
        self.infobar = statusbar.StatusBar(200)

        # La barre de progression
        self.progress_bar = QProgressBar()
        self.progress_bar.setRange(0, 100)
        self.progress_bar.setStyleSheet(style.get("progress_bar"))

        name = ""
        if "darwin" in sys.platform:
            name = os.environ["USER"]

        self.status_message(get_text("text_bienvenue") + name)

        # self.statusbar.addWidget(MyReadWriteIndication)
        self.menuBar = menu.MenuBar(self)

        # Positionnement des Layouts

        y = 0

        if "win" in sys.platform.lower():
            self.gridLayout.addWidget(self.menuBar, y, 0)
            y += 1

        self.gridLayout.addWidget(self.splitter, y + 1, 0, 1, 2)
        self.gridLayout.addWidget(self.statusbar, y + 2, 0)
        self.gridLayout.addWidget(self.infobar, y + 2, 1)
        self.setLayout(self.gridLayout)

        # if sys.platform == "linux":
        #     self.show()

        self.show()

        self.maj_style()

        # Connection des signaux
        self.sig_message.connect(self.prog_mess)
        self.sig_progress.connect(self.prog_val)
        self.sig_update_lines.connect(self.change_lines)

        self.show_img()
Ejemplo n.º 19
0
class Troop:

    def __init__(self, x=0, y=0, ai=False, t=0):
        self.x, self.y = x, y  # position to draw troop
        self.health = 100  # troop's health
        self.ai = ai  # flag for specifying if troop is ai
        self.type = t  # 0 = default, 1 = medic, 2 = sniper
        if self.type == 2:
            self.health = 75
        self.default_stats()  # default all troops state
        # read in sprite image for troop
        # if ai, flip the image
        if self.ai and self.type == 0:
            self.image = pygame.transform.flip(pygame.image.load(os.path.join('assets', 'ai_commando.png')), True, False)
        elif self.ai and self.type == 1:
            self.image = pygame.transform.flip(pygame.image.load(os.path.join('assets', 'ai_medic.png')), True, False)
        elif self.ai and self.type == 2:
            self.image = pygame.transform.flip(pygame.image.load(os.path.join('assets', 'ai_soldier.png')), True, False)
        elif not self.ai and self.type == 0:
            self.image = pygame.image.load(os.path.join('assets', 'player_commando.png'))
        elif not self.ai and self.type == 1:
            self.image = pygame.image.load(os.path.join('assets', 'player_medic.png'))
        else:
            self.image = pygame.image.load(os.path.join('assets', 'player_soldier.png'))
        # rectangle surrounding troop (useful for detecting clicks)
        self.rect = self.image.get_rect()
        self.rect.center = int(self.x), int(self.y)
        # label for drawing troops health
        self.health_label = Label(str(int(self.health)), size=15)

    # detect if troop was clicked on
    def get_event(self, event):
        if event.type == pygame.MOUSEBUTTONUP and self.rect.collidepoint(event.pos):
            return True
        return False

    # update health label to display current health
    def update(self):
        self.health_label.set_text(str(int(self.health)))

    # draw troop to screen
    def render(self, surface):
        surface.blit(self.image, self.rect)
        self.health_label.render(surface)

    # add attack boost to troop
    def attack_boost(self):
        self.attack += 10
        if self.type == 2:
            self.attack += 10
            self.defense = 0
        if self.type == 0 and self.attack > 40:
            self.attack = 40
        elif self.type == 1 and self.attack > 30:
            self.attack = 30
        elif self.type == 2 and self.attack > 70:
            self.attack = 70

    # add defense boost to troop
    def defense_boost(self):
        self.defense += 10
        if self.type == 2:
            self.attack += 10
            self.defense -= 5
        if self.type == 0 and self.defense > 40:
            self.defense = 40
        elif self.type == 1 and self.defense > 20:
            self.defense = 30
        elif self.type == 2 and self.defense > 10:
            self.defense = 20

    # add healing property
    def heal(self,num):
        self.health += num
        if self.health > 100:
            self.health = 100
        if self.type == 2 and self.health > 75:
            self.health = 75

    # set stats to default values
    def default_stats(self):
        self.attack = 20
        if self.type == 2:
            self.attack = 10
        self.defense = 10

    # set pos to draw troop
    def set_pos(self, pos):
        self.x, self.y = pos
        self.rect.center = int(self.x), int(self.y)
        if not self.ai:
            self.health_label.set_pos((int(self.x - self.rect.w/4), int(self.y - self.rect.h/2 - 15)))
        else:
            self.health_label.set_pos((int(self.x + self.rect.w / 4), int(self.y - self.rect.h / 2 - 15)))
Ejemplo n.º 20
0
    def createWidgets(self):
        "Creates all widgets for the dialog."
        # labels
        self.wm.register(
            Label(self.titlefont,
                  "Setup network information", (10, 10),
                  color=(255, 0, 0)))

        self.wm.register(
            Label(self.smallfont,
                  "My name: ", (250, 240),
                  color=(255, 255, 255)))
        self.wm.register(
            Label(self.smallfont,
                  "Run as server: ", (250, 300),
                  color=(255, 255, 255)))

        # get the user name from the environment if it works
        try:
            name = os.environ['USER']
        except:
            name = "My name"

        # the editfields
        self.user = EditField(self.smallfont,
                              name,
                              200, (450, 230),
                              color=(255, 255, 0),
                              background=(80, 80, 80))

        self.server = CheckBox(
            "Server",
            self.smallfont,
            properties.path_dialogs + "butt-radio-set.png",
            properties.path_dialogs + "butt-radio-unset.png",
            checked=1,
            position=(450, 290),
            color=(255, 255, 0),
            callbacks={widget.MOUSEBUTTONUP: self.toggleServer})
        self.client = CheckBox(
            "Client",
            self.smallfont,
            properties.path_dialogs + "butt-radio-set.png",
            properties.path_dialogs + "butt-radio-unset.png",
            checked=0,
            position=(570, 290),
            color=(255, 255, 0),
            callbacks={widget.MOUSEBUTTONUP: self.toggleServer})

        self.wm.register(self.user)
        self.wm.register(self.server)
        self.wm.register(self.client)

        # buttons
        self.wm.register(
            Button(properties.path_dialogs + "butt-ok-moff.png",
                   properties.path_dialogs + "butt-ok-mover.png", (284, 650),
                   {widget.MOUSEBUTTONUP: self.ok}))
        self.wm.register(
            Button(properties.path_dialogs + "butt-quit-moff.png",
                   properties.path_dialogs + "butt-quit-mover.png", (528, 650),
                   {widget.MOUSEBUTTONUP: self.cancel}))
Ejemplo n.º 21
0
 def update_left(self, label):
     self.left = Label(label,
                       x=(self.width * 0.2),
                       y=(self.y + self.height / 2))
     self.left.set_size(self.size1)
Ejemplo n.º 22
0
class Menu:
    def __init__(self, x=0, y=0, w=200, h=500, title='', buttons=None):
        # position and size
        self.x = x
        self.y = y
        self.w = w
        self.h = h
        # buttons and title
        self.set_title(title)
        self.set_buttons(buttons)
        # create actual menu
        self.menu = RoundedRect(pygame.Rect(0, 0, w, h))
        self.menu.rect.center = self.x, self.y

        self.play_button = Button(
            pygame.display.get_surface().get_width() / 2,
            pygame.display.get_surface().get_height() * 0.4)
        self.play_button.set_text("Start Game", size=35)
        self.options_button = Button(
            pygame.display.get_surface().get_width() / 2,
            pygame.display.get_surface().get_height() * 0.55)
        self.options_button.set_text("Options", size=35)
        self.quit_button = Button(
            pygame.display.get_surface().get_width() / 2,
            pygame.display.get_surface().get_height() * 0.7)
        self.quit_button.set_text("Quit Game", size=35)

    def get_event(self, event):
        for b in self.buttons:
            if b.handle_event(event):
                return b.get_text()
        else:
            return None

    def update(self):
        for b in self.buttons:
            b.update()

    def render(self, surface):
        self.menu.render(surface)
        self.title.render(surface)
        for b in self.buttons:
            b.render(surface)

    def set_title(self, title):
        self.title = Label(title)
        self.title.set_pos((self.x, int(self.y - self.h / 2 + self.h * 0.15)))

    def set_pos(self, pos):
        self.x, self.y = pos
        self.menu.rect.center = self.x, self.y

    def set_buttons(self, buttons):
        self.buttons = []
        if not isinstance(buttons, list):
            return
        base = self.h * 0.15
        height = self.h - base
        base += self.y - self.h / 2

        for (i, b) in enumerate(buttons):
            x = int(self.x)
            y = int(height * ((i + 1) / (len(buttons) + 1)) + base)
            self.buttons.append(Button(x, y))
            self.buttons[i].set_text(b, size=35)
Ejemplo n.º 23
0
 def update_middle(self, label):
     self.middle = Label(label,
                         x=(self.width * 0.5),
                         y=(self.y + self.height / 2))
     self.middle.set_size(self.size2)
Ejemplo n.º 24
0
 def set_title(self, title):
     self.title = Label(title)
     self.title.set_pos((self.x, int(self.y - self.h / 2 + self.h * 0.15)))
Ejemplo n.º 25
0
class MenuBar:
    def __init__(self,
                 x,
                 y,
                 width,
                 height,
                 left='',
                 middle='',
                 right='',
                 size1=23,
                 size2=23,
                 size3=23):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.size1 = size1
        self.size2 = size2
        self.size3 = size3
        self.update_left(left)
        self.update_middle(middle)
        self.update_right(right)

    def get_event(self, event):
        pass

    def update(self):
        pass

    def render(self, surface):
        pygame.draw.rect(surface, pygame.Color("white"),
                         (self.x, self.y, self.width, self.height))
        self.left.render(surface)
        self.middle.render(surface)
        self.right.render(surface)

    def update_left(self, label):
        self.left = Label(label,
                          x=(self.width * 0.2),
                          y=(self.y + self.height / 2))
        self.left.set_size(self.size1)

    def update_middle(self, label):
        self.middle = Label(label,
                            x=(self.width * 0.5),
                            y=(self.y + self.height / 2))
        self.middle.set_size(self.size2)

    def update_right(self, label):
        self.right = Label(label,
                           x=(self.width * 0.8),
                           y=(self.y + self.height / 2))
        self.right.set_size(self.size3)

    def update_labels(self, labels):
        if len(labels) == 3:
            self.left = Label(labels[0],
                              x=(self.width * 0.2),
                              y=(self.y + self.height / 2))
            self.middle = Label(labels[1],
                                x=(self.width * 0.5),
                                y=(self.y + self.height / 2))
            self.right = Label(labels[2],
                               x=(self.width * 0.8),
                               y=(self.y + self.height / 2))
Ejemplo n.º 26
0
class Fenetre(QWidget):
    sig_message = Signal(str)
    sig_progress = Signal(int)
    sig_update_lines = Signal(int)

    def __init__(self, titre, workplace_path=QDir.homePath() + "/workplace/"):
        """
        Hérite de QWidget
        Class principale, dans laquelle tout est rassemblé. On appelle tout ce qui est nécessaire à la création
        de la fenêtre et au fonctionnement du programme.

        :param titre: Nom de la fenêtre
        :type titre: str
        :param workplace_path: Chemin absolu vers l'emplacement où sont placés les projets créés.
        :rtype: None
        """
        super().__init__()

        self.ecran = QDesktopWidget()
        self.setWindowTitle(titre)
        self.setGeometry(20, 50,
                         self.ecran.screenGeometry().width() - 100,
                         self.ecran.screenGeometry().height() - 100)
        # Taille de la fenêtre

        self.workplace_path = workplace_path

        self.project_path = ""
        self.project_type = ""  # A changer un fonction du XML
        self.def_functions = {}
        self.def_structs = {}
        self.def_vars = {}

        self.aller_en_haut_lignes = False

        self.gridLayout = QGridLayout()
        self.gridLayout.setContentsMargins(0, 0, 0,
                                           0)  # No spacing around widgets

        # Ajout du logo pieuvre
        # self.label_img = QLabel()
        # self.pixmap_img = QPixmap("images/pieuvre.jpg")
        # self.label_img.setPixmap(self.pixmap_img)

        self.treeview = navigateur.TreeView(self)

        self.codes = []
        self.highlighters = []
        self.docs = []

        self.tab_widget = onglet.TabWidget(self)

        # Lines number
        self.tab_widget.currentChanged.connect(self.defaut_info_message)
        self.nb_lignes = editeur.Lignes(self, "ABeeZee", 14)
        self.anim_line = False
        self.last = 0  # Last number of lines
        self.is_show_line = True
        self.line_tab = editeur.LignesAndTab(self, self.nb_lignes)
        if self.is_show_line:
            self.line_tab.setMaximumWidth(60)
        else:
            self.line_tab.setMaximumWidth(1)

        self.img_logo = LabelLogo(self, "content/logo.png")

        self.central_area = QSplitter()
        self.central_area.addWidget(self.line_tab)
        self.central_area.addWidget(self.tab_widget)
        self.central_area.addWidget(self.img_logo)
        self.central_area.setOrientation(Qt.Horizontal)
        self.central_area.setHandleWidth(1)
        self.central_area.setChildrenCollapsible(False)

        self.cheminee = Label(self, get_text("text_cheminee_hover"))
        self.cheminee.setFixedHeight(1)

        self.inspecteur = inspecteur.Inspecteur(self)

        # Les boutons
        self.bouton_analyse = Bouton(get_text("text_bout_analyse"),
                                     self.pre_analyse)
        self.bouton_change = Bouton(get_text("text_bout_nav"),
                                    self.change_affichage)

        self.boutons = QSplitter()
        self.boutons.addWidget(self.bouton_change)
        self.boutons.addWidget(self.bouton_analyse)
        self.boutons.setOrientation(Qt.Horizontal)
        self.boutons.setChildrenCollapsible(False)
        self.boutons.setHandleWidth(1)
        self.boutons.setFixedWidth(100)

        # Le QSplitter contenant le QTreeView et le QPushButton
        self.split_gauche = QSplitter()
        self.split_gauche.addWidget(self.cheminee)
        self.split_gauche.addWidget(self.inspecteur)
        self.split_gauche.addWidget(self.treeview)
        self.split_gauche.addWidget(self.boutons)
        self.split_gauche.setOrientation(Qt.Vertical)
        self.split_gauche.setChildrenCollapsible(False)
        self.split_gauche.setHandleWidth(1)

        # Le QSplitter contenant le QTabWidget et le QSplitter (cf. ci-dessus)
        self.splitter = QSplitter()
        self.splitter.addWidget(self.split_gauche)
        self.splitter.addWidget(self.central_area)
        self.splitter.setSizes([100, 400])
        self.splitter.setMinimumSize(self.width(), self.height() - 50)

        # Les barres de statut
        self.statusbar = statusbar.StatusBar()
        self.infobar = statusbar.StatusBar(200)

        # La barre de progression
        self.progress_bar = QProgressBar()
        self.progress_bar.setRange(0, 100)
        self.progress_bar.setStyleSheet(style.get("progress_bar"))

        name = ""
        if "darwin" in sys.platform:
            name = os.environ["USER"]

        self.status_message(get_text("text_bienvenue") + name)

        # self.statusbar.addWidget(MyReadWriteIndication)
        self.menuBar = menu.MenuBar(self)

        # Positionnement des Layouts

        y = 0

        if "win" in sys.platform.lower():
            self.gridLayout.addWidget(self.menuBar, y, 0)
            y += 1

        self.gridLayout.addWidget(self.splitter, y + 1, 0, 1, 2)
        self.gridLayout.addWidget(self.statusbar, y + 2, 0)
        self.gridLayout.addWidget(self.infobar, y + 2, 1)
        self.setLayout(self.gridLayout)

        # if sys.platform == "linux":
        #     self.show()

        self.show()

        self.maj_style()

        # Connection des signaux
        self.sig_message.connect(self.prog_mess)
        self.sig_progress.connect(self.prog_val)
        self.sig_update_lines.connect(self.change_lines)

        self.show_img()

    def compiler(self):
        if self.project_path != "":
            compilateur.compiler(self)
        else:
            QMessageBox.critical(self, get_text("no_project_on"),
                                 get_text("text_please_open_project"))

    def configuration_compilation(self):
        if self.project_path != "":
            compilateur.configuration_compilation(self)
        else:
            QMessageBox.critical(self, get_text("no_project_on"),
                                 get_text("text_please_open_project"))

    def prog_mess(self, message):
        """
        Fonction recevant le signal "sig_message" émis lors de l'ouverture d'un projet. Le signal est un message à
        afficher dans la barre de status

        :type message: str
        """
        self.status_message(message, -1, False)

    def prog_val(self, val):
        """
        Fonction recevant le signal "sig_progress" émis lors de l'ouverture d'un projet. Le signal est la progression
        utilisée par la barre de progression située dans l'infoBar

        :type val: int
        """
        self.progress_bar.setValue(val)

    def change_affichage(self):
        """
        Change l'outil affiché sur la zone de gauche

        0: Navigateur de fichiers
        1: Inspecteurs d'éléments.
        """
        if self.get_idx() == -1:
            self.status_message(get_text("text_please_open_doc"))
        else:
            widgets = [("Navigateur", "TreeView"), ("Inspecteur", "Inspector")]
            text_widgets = {
                "Navigateur": get_text("text_bout_insp"),
                "TreeView": get_text("text_bout_insp"),
                "Inspecteur": get_text("text_bout_nav"),
                "Inspector": get_text("text_bout_nav")
            }
            # On récupère le texte en fonction de la langue.

            actual = self.bouton_change.text()
            self.bouton_change.setText(text_widgets[actual])
            self.status_message(self.bouton_change.text() +
                                get_text("text_chang_bout") + actual)

            if actual in widgets[0]:  # Affichage de l'inspecteur
                self.get_definitions()
                self.inspecteur.setMaximumHeight(
                    self.ecran.screenGeometry().height())
                self.inspecteur.load()
                self.inspecteur.maj_style()
                self.treeview.setMaximumHeight(1)
            elif actual in widgets[1]:  # Affichage du navigateur de fichiers
                self.treeview.setMaximumHeight(
                    self.ecran.screenGeometry().height())
                self.inspecteur.setMaximumHeight(1)

    def get_definitions(self):
        idx = self.get_idx()
        doc = self.docs[idx]
        code = self.codes[idx].toPlainText()
        ext = doc.extension
        path = doc.chemin_enregistrement

        if ext in lex.plyPlusLexers:
            self.def_functions[path] = lex.get_def_functions(ext, code)
            self.def_structs[path] = lex.get_def_class(ext, code)
            self.def_vars[path] = lex.get_def_vars(ext, code)

    def get_current_widget_used(self):
        """
        Renvoie le texte affiché dans le bouton servant à changer le contenu de la zone à gauche. Cela nous sert à
        passer à l'élément suivant lorsqu'on clique dessus

        :rtype: str
        """
        return self.bouton_change.text()

    def comment_selection(self):
        """
        Commente le texte sélectionné via une méthode de Editeur
        """
        idx = self.tab_widget.currentIndex()
        if idx != -1: self.codes[idx].comment_selection()

    def find(self):
        """
        Ouvre la boite de dialogue permettant de rechercher des éléments
        """
        document.find_dialog(self)

    def get_idx(self):
        """
        Renvoie l'index de l'onglet de code courant sur le tab_widget.
        :rtype: int
        """
        return self.tab_widget.currentIndex()

    def duplicate(self):
        """
        Duplique la séléction
        Appelle la fonction duplicate() de Editeur
        """
        if self.get_idx() != -1: self.codes[self.get_idx()].duplicate()

    def insert_mode(self):
        """
        Active ou désactive le mode insertion : remplacement du texte
        """
        idx = self.get_idx()
        if self.codes[idx].overwriteMode():
            self.codes[idx].setOverwriteMode(False)
            self.codes[idx].setCursorWidth(1)
        else:
            self.codes[idx].setOverwriteMode(True)
            self.codes[idx].setCursorWidth(5)

    def select_current_word(self):
        """
        Sélectionne le mot sur lequel est le curseur
        Appelle la fonction select_current_word() de Editeur
        """
        if self.get_idx() != -1:
            self.codes[self.get_idx()].select_current_word()

    def select_current_line(self):
        """
        Sélectionne la ligne sur laquelle est le curseur
        Appelle la fonction select_current_line() de Editeur
        """
        if self.get_idx() != -1:
            self.codes[self.get_idx()].select_current_line()

    def indent(self):
        """
        Indente automatiquement le fichier
        Appelle la fonction indent() de Editeur
        """
        if self.get_idx() != -1: self.codes[self.get_idx()].indent()

    def show_progress_bar(self):
        """
        Affiche la barre de progression dans l'infoBar.
        Utilisée lors de l'ouverture d'un projet.
        """
        self.infobar.clearMessage()
        self.progress_bar.setValue(0)
        self.progress_bar.setTextVisible(True)
        self.infobar.addWidget(self.progress_bar)
        self.progress_bar.show()

    def hide_progress_bar(self):
        """
        Masque la barre de progression de l'infoBar.
        """
        self.progress_bar.setValue(100)
        self.infobar.removeWidget(self.progress_bar)

    # Messages in status bars
    def info_message(self, message, time=-1):
        """
        Affiche un message dans l'infoBar.

        :param message: message à afficher
        :type message: str
        :param time: temps de l'affichage. Par défaut à -1. Si -1 alors le message est affiché indéfiniment
        (jusqu'au prochain message)
        :type time: int
        """
        self.infobar.clearMessage()
        if time == -1:
            self.infobar.showMessage(message)
        else:
            self.infobar.showMessage(message, time)

    def show_number_of_lines(self):
        """
        Affiche le nombre de lignes dans l'infoBar (ainsi que sur le côté du code si on le souhaite).

        Pour l'affichage sur le côté on utilise un Thread qui va envoyer un signal pour actualiser l'affichage.
        """
        prev = self.last
        self.last = 0
        idx = self.tab_widget.currentIndex()
        if idx in range(len(self.docs)) and len(
                self.docs) > 0:  # On affiche le nombre de lignes
            nblignes = self.docs[idx].get_nb_lignes()
            self.infobar.showMessage(
                str(nblignes) + get_text("infobar_line") + "s" *
                (nblignes != 1))

            self.nb_lignes.retirer_erreurs()

            if nblignes != prev:
                self.nb_lignes.clear()
                self.update_lines_number = parallele.LinesActualise(
                    self, nblignes, self.anim_line)
                self.update_lines_number.start()
            else:
                self.last = prev

        else:  # On efface le nombre de lignes
            self.infobar.clearMessage()
            self.nb_lignes.clear()

    def show_line_column(self):
        """
        Affiche et masque la colonne de numérotation des lignes.
        """
        if configuration['numerote_lines'] == 'False':
            write_xml("conf.xml", "numerote_lines", "True")
        else:
            write_xml("conf.xml", "numerote_lines", "False")

        self.is_show_line = not self.is_show_line
        if self.is_show_line:
            self.line_tab.setMaximumWidth(60)
        else:
            self.line_tab.setMaximumWidth(1)
        self.splitter.update()

    def change_lines(self, e):
        """
        Fonction recevant le signal "sig_update_lines" permettant d'actualiser le nombre de lignes sur le côté.
        :param e: événement reçu : nouveau numéro à ajouter
        :type e: int
        """
        if self.last == self.docs[self.get_idx()].get_nb_lignes() - 1:
            self.nb_lignes.append(str(e))
            self.last += 1
            self.nb_lignes.go_top()
        elif e == self.last + 1:
            self.nb_lignes.append(str(e))  # addItem(str(e)) --> QListWidget
            self.last += 1

    def defaut_info_message(self):
        """
        Affiche le message par défaut dans l'infoBar : ici le nombre de ligne
        """
        self.show_number_of_lines()

    def show_nb_found(self, text):
        """
        Affiche le nombre de propositions trouvées au total lors de la recherche d'un terme
        :param text: Mot recherché
        :type text: str
        """
        n = self.codes[self.get_idx()].toPlainText().count(text)
        self.info_message(
            str(n) + " occurrence%s %s '%s'" %
            ("s" * (n != 1), get_text("infobar_de"), text))

    def status_message(self, message, time=2000, say=True):
        """
        Affiche un message dans la barre de status

        :param message: Message à afficher
        :type message: str
        :param time: Temps d'affichage (par défaut 2s). Si -1 alors le message est affiché jusqu'au prochain message.
        :type time: int
        :rtype: None
        """
        self.statusbar.clearMessage()
        if say and time != -1:
            if "darwin" in sys.platform:
                configuration = open_xml("conf.xml")
                if configuration['assistance_vocale'] == 'True':
                    self.blabla = parallele.SayMessage(message)
                    self.blabla.start()
            self.statusbar.showMessage(message, time)
        elif time != -1:
            self.statusbar.showMessage(message, time)
        else:
            self.statusbar.showMessage(message)

    def assist_voc(self):
        """
        Active ou désactive l'assistance vocale et écrit la configuration actuelle dans un fichier XML.
        """
        if "darwin" in sys.platform:
            configuration = open_xml("conf.xml")
            if configuration['assistance_vocale'] == 'True':
                self.status_message(get_text("status_voc_des"))
                write_xml("conf.xml", "assistance_vocale", "False")
            else:
                write_xml("conf.xml", "assistance_vocale", "True")
                self.status_message(get_text("status_voc_activ"))

    def new(self):
        """
        Fonction de création de nouveau fichier reliée au sous-menu "Nouveau".
        On ajoute ici un nouvel onglet à nos codes déjà ouverts ( ou on créée un premier onglet )
        qui s'appelle par défaut "Sans nom" + le numéro courant dans la liste des onglets.
        On appelle la fonction self.addCode()

        :rtype: None
        """
        if self.project_path != "":
            document.new_document(self)
            self.show_img(False)
        else:
            self.status_message(get_text("text_please_open_project"), 1000)

    def save(self):
        """
        Fonction de sauvegarde reliée au sous-menu "Sauvergarder".
        On sauvegarde un fichier en l'enregistrant dans un projet (ou non).
        On ouvre une QFileDialog qui affiche le navigateur du système habituel pour enregistrer des documents.

        :return:
        """

        document.save_document(self)

    def close_tab_idx(self, idx):
        current_idx = self.get_idx()
        if current_idx > idx: current_idx -= 1
        self.tab_widget.setCurrentIndex(idx)
        self.close_current_tab()
        self.tab_widget.setCurrentIndex(current_idx)

    def close_current_tab(self):
        """
        Ferme l'onglet courant
        Appelle la fonction close_current_tab() de TabWidget.
        """
        self.tab_widget.close_current_tab()
        if self.get_idx() == -1:  # Affichage de l'image
            self.show_img()

    def show_img(self, display=True):
        """
        Affiche l'image du logo de l'IDE si aucun fichier n'est ouvert

        :param display: Si on doit l'afficher ou la masquer
        :type display: bool
        """

        if display and self.img_logo.width() == 1:
            self.img_logo.setFixedWidth(self.tab_widget.width())
            self.tab_widget.setFixedWidth(1)
        elif not display and self.img_logo.width() > 1:
            self.tab_widget.setFixedWidth(self.img_logo.width())
            self.img_logo.setFixedWidth(1)

    def change_worplace_location(self):
        """
        Change l'emplacement du workplace
        """
        self.docs = []
        self.highlighters = []
        self.codes = []
        self.tab_widget.clear()
        self.project_path = ""

        widgets = [("Navigateur", "TreeView"), ("Inspecteur", "Inspector")]
        actual = self.bouton_change.text()

        if actual in widgets[1]:  # Affichage du navigateur de fichiers
            self.treeview.setMaximumHeight(
                self.ecran.screenGeometry().height())
            self.inspecteur.setMaximumHeight(1)

        chemin = QFileDialog.getExistingDirectory(
            self, get_text("chg_worplace"), self.workplace_path).replace(
                "\\", "/") + "/"
        print(chemin)
        if chemin != "/":
            self.treeview.change_worplace(chemin)
            self.workplace_path = chemin
            write_xml("conf.xml", "current_workplace", chemin)

    def deja_ouvert(self, chemin):
        """
        Renvoie si un document est déjà ouvert

        :param chemin: Chemin vers le document
        :type chemin: str
        :rtype: bool
        """
        return document.document_deja_ouvert(self, chemin)

    def open(self, chemin=False):
        """
        Fonction d'ouverture d'un fichier reliée au sous-menu "Ouvrir un fichier"
        On utilise une QFileDialog qui affiche le navigateur du système habituel pour ouvrir des documents.

        :param chemin: N'existe pas si on appelle via le menu ou le raccourcis clavier. Il est
        spécifié si il appartient au projet courant et que l'on souhaite l'ouvrir sans passer par
        la fenetre de dialogue.
        :type chemin: str
        :rtype: None
        """
        # debut = time()
        self.aller_en_haut_lignes = True
        document.open_document(self, chemin)
        if self.get_idx() != -1:
            self.show_img(False)
        # fin = time()
        # self.info_message(str(round((fin-debut), 3)), 1000)

    def open_img(self, chemin):
        """
        Fonction d'ouverture d'une image

        :param chemin: Chemin vers l'image
        :type chemin: str
        """

        f_im = QDialog()

        lab_img = QLabel()
        pixmap_im = QPixmap(chemin)
        lab_img.setPixmap(pixmap_im)
        lab_img.setMaximumSize(self.ecran.screenGeometry().width() - 100,
                               self.ecran.screenGeometry().height() - 100)

        layout_im = QHBoxLayout()
        layout_im.addWidget(lab_img)
        f_im.setLayout(layout_im)
        f_im.exec_()

    def open_gif(self, chemin):
        """
        Fonction d'ouverture d'un gif

        :param chemin: Chemin vers le GIF
        """

        f_gif = QDialog()

        lab_gif = QLabel()
        mov = QMovie(chemin)
        lab_gif.setMovie(mov)

        layout_gif = QHBoxLayout()
        layout_gif.addWidget(lab_gif)
        f_gif.setLayout(layout_gif)
        mov.start()

        f_gif.exec_()

    def add_code(self, title, new=False, current_ext="c"):
        """
        Fonction qui se charge d'ajouter à la liste des codes ouverts une nouvelle instance de la classe
        Editeur et de créer un nouvel onglet

        :param title: Nom du document
        :type title: str
        :param new: Vrai si il s'agit d'un nouveau document
        :type new: bool
        :param current_ext: l'extension du fichier courant
        :type current_ext: str
        :rtype: None
        """

        self.codes += [
            editeur.Editeur(
                "ABeeZee", 14, self.def_functions,
                list(lex.get_keywords(current_ext).keys()) +
                lex.get_know_functions(current_ext), self)
        ]
        self.highlighters += [
            couleurs.CodeHighLighter(self.codes[-1], self.codes[-1].document())
        ]
        self.codes[-1].tabPress.connect(self.highlighters[-1].test)
        self.tab_widget.addTab(self.codes[-1], title)
        self.tab_widget.setCurrentIndex(len(self.codes) - 1)

        if new:
            self.highlighters[-1].first_launch = False

    def new_project(self):
        """
        Créée un nouveau projet
        Le projet créé doit avoir un nom différent d'un projet déjà existant,
        et ne doit pas comporter de "/" dans son nom.

        :rtype: None
        """

        workplace.newproject(self)

    def clear_cache(self):
        """
        Supprime le cache de la partie courante.
        """
        workplace.delete_project_cache(self, self.project_path)

    def clear_global_cache(self):
        """
        Supprime le cache de tout l'IDE.
        """
        workplace.delete_global_cache(self)

    def delete_project(self):
        """
        Supprime un projet.
        """
        workplace.deleteproject(self)

    def infos_project(self):
        """
        Affiche les informations du projet.
        """
        workplace.infosproject(self)

    def import_project(self):
        """
        Importe un projet.
        """
        workplace.importproject(self)

    def close_document(self):
        """
        Ferme un fichier.
        """
        document.closedocument(self)

    def delete_document(self):
        """
        Contient le bouton d'annimation de l'affichage des lignes ainsi que la zone de numérotation des lignes.
        """
        document.deletedocument(self)

    def menu_raccourcis(self):
        """ Sous-menu permettant d'ouvrir la fenêtre de modification des raccourcis."""
        fen_raccourcis = Raccourcis(self, "Paramètrage raccourcis")
        fen_raccourcis.exec()

    def a_propos(self):
        """
        Donne des informations sur l'IDE
        :rtype: None
        """
        apropos = open("content/apropos.txt", "r").readlines()

        QMessageBox.about(self, "À propos de SpaghettIDE ", "".join(apropos))

    def contact(self):
        """
        Ouvre l'appli mail pour envoyer un email aux développeurs
        """
        if "darwin" in sys.platform:
            os.system("open mailto:[email protected]")

        if "linux" in sys.platform:
            os.system("xdg-open mailto:[email protected]")

        if "win32" in sys.platform:
            os.system("start mailto:[email protected]")

    # Bouton analyse
    def pre_analyse(self):
        """
        Fonction appellée lors du clic sur le bouton analyse.
        Si un document est ouvert, on appelle la fonction analyse() de Editeur
        """
        index = self.get_idx()
        if index == -1:
            self.status_message(get_text("text_please_open_doc"))
        else:
            self.codes[index].analyse()
            self.status_message(get_text("status_fic_analys"))

    # Thèmes
    def maj_style(self):
        """
        Met à jour le style de la fenêtre principale.
        """
        self.setStyleSheet("QObject::pane{background: " + themes.get_rgb(
            themes.get_color_from_theme("textedit")["text-back-color"]) + ";}")
        self.inspecteur.setStyleSheet("background: " + themes.get_rgb(
            themes.get_color_from_theme("treeview")["BACKGROUND"]) + ";")
        self.img_logo.setStyleSheet("background: " + themes.get_rgb(
            themes.get_color_from_theme("textedit")["text-back-color"]) + ";}")

        for onglets_ouverts in self.codes:
            onglets_ouverts.maj_style()

    def help_func(self):
        """
        Page d'aide
        """
        if "darwin" in sys.platform:
            os.system("open https://doc.qt.io/")

        if "linux" in sys.platform:
            os.system("xdg-open https://doc.qt.io/")

        if "win32" in sys.platform:
            os.system("start https://doc.qt.io/")

    def site(self):
        """
        Lien vers notre site
        """
        if "darwin" in sys.platform:
            os.system("open https://www.spaghettide.com")

        if "linux" in sys.platform:
            os.system("xdg-open https://www.spaghettide.com")

        if "win32" in sys.platform:
            os.system("start https://www.spaghettide.com")

    def full_maj_style(self):
        """
        Met à jour le thème de tous les éléments de l'interface graphique
        """
        l_objects = (self.treeview, self, self.tab_widget, self.statusbar,
                     self.infobar, self.inspecteur, self.nb_lignes)
        for o in l_objects:
            o.maj_style()

        lex.update_token_color()
        self.token_recoloration()

    def show_cheminee(self):
        """
        Affiche ou masque la cheminée.
        """
        if self.cheminee.height() == 1:
            self.fire = QMovie("content/fireplace.gif")
            self.cheminee.setMovie(self.fire)
            self.cheminee.setFixedHeight(260)
            self.fire.start()
            self.status_message(get_text("status_cheminee_on"))
        else:
            self.cheminee.setFixedHeight(1)
            self.fire.stop()
            self.cheminee.clear()
            self.status_message(get_text("status_cheminee_off"))

    def show_loading(self):
        """
        Affiche ou masque l'écran de chargement.
        """
        if configuration['loading'] == 'False':
            write_xml("conf.xml", "loading", "True")
        else:
            write_xml("conf.xml", "loading", "False")

    def token_recoloration(self):
        """
        On reprend tout le contenu du QTextEdit pour le recolorer.
        """
        for highlighter in self.highlighters:  # For each Editor instance, we change the text to recolorate it
            highlighter.rehighlight()

    def fullscreen(self):
        """
        Mode plein écran
        """
        if self.isFullScreen():
            self.showNormal()
        else:
            self.showFullScreen()

    def quit_func(self):
        """
        Fonction de fermeture de l'IDE.
        On affiche une petite boîte pour demander si l'on souhaite vraiment fermer l'IDE.
        Les touches "return" et "escape" sont respectivement reliées à "Fermer" et "Annuler".

        :rtype: None
        """
        self.status_message(get_text("status_exit"), -1,
                            False)  # Message de statut
        box = QMessageBox()
        box.setText(get_text("box_exit"))
        box.setStandardButtons(QMessageBox.Cancel | QMessageBox.Close)
        box.setDefaultButton(QMessageBox.Close)
        box.setEscapeButton(QMessageBox.Cancel)
        box.setStyleSheet(style.get("buttons", "window"))
        val = box.exec_()

        if val == QMessageBox.Close:
            self.restart = False
            self.close()
        else:
            self.status_message(get_text("status_not_exit"), 1000,
                                False)  # Message de statut
Ejemplo n.º 27
0
class StatusRenderer(component.Window):
    '''
    classdocs
    '''
    def __init__(self, position_rect):
        super(StatusRenderer, self).__init__(position_rect)
        self.pad = 4
        self.last_event = None
        event_manager.add_listener(self.handle_events, event_manager.DAY_START)
        event_manager.add_listener(self.handle_events,
                                   event_manager.RANDOM_EVENT)
        event_manager.add_listener(self.handle_events,
                                   event_manager.PLAYER_STATUS_CHANGE)
        event_manager.add_listener(self.handle_events,
                                   event_manager.HEX_SELECTED)

        #        x = self.rect.x + 164 + 2*(image.UI_ICON_WIDTH + 10)
        #        y = self.rect.y + 8

        x = self.rect.x + 114 + image.UI_ICON_WIDTH
        y = self.rect.y + self.pad
        width = 50
        height = self.rect.height - self.pad
        self.gold_label = Label(Rect(x, y, width, height),
                                "",
                                font=text.lg_font)
        x += image.UI_ICON_WIDTH + 55
        self.income_label = Label(Rect(x, y, width, height),
                                  "",
                                  font=text.lg_font)
        x += image.UI_ICON_WIDTH + 55
        self.rep_label = Label(Rect(x, y, width, height),
                               "",
                               font=text.lg_font)
        x += image.UI_ICON_WIDTH + 53
        self.fame_label = Label(Rect(x, y, width, height),
                                "",
                                font=text.lg_font)

        x += 400
        self.zone_label = Label(Rect(x, y, width, height),
                                "",
                                font=text.lg_font)

        self.add_child(self.income_label)
        self.add_child(self.gold_label)
        self.add_child(self.rep_label)
        self.add_child(self.fame_label)
        self.add_child(self.zone_label)

        #self.turn_label = self.font.render("Turn:", True, (255, 255, 255), (25, 25, 25))
        #self.gold_label = self.font.render("Gold:", True, (255, 255, 255), (25, 25, 25))
        #self.rep_label = self.font.render("Reputation:", True, (255, 255, 255), (25, 25, 25))

    def set_data(self, map_data, curr_player, curr_mask, curr_turn):
        self.map_data = map_data
        self.curr_player = curr_player
        #        self.mask_player = curr_mask.get_player()
        self.curr_mask = curr_mask
        self.mask_player = curr_mask.get_player()
        self.turn = curr_turn
        self.update_labels()

    def gen_tool_tip(self, top_label, value_dict):
        tool_tip_text = top_label + "\n"
        for key_name in value_dict:
            tool_tip_text += "\n" + key_name + ": " + str(value_dict[key_name])
        return tool_tip_text

    def update_labels(self):
        tool_tip_text = self.gen_tool_tip("Income",
                                          self.mask_player.income_by_type)
        self.income_label.set_label(str(self.mask_player.get_income()),
                                    tool_tip_text=tool_tip_text)

        self.gold_label.set_label(str(self.mask_player.get_gold()))

        tool_tip_text = self.gen_tool_tip("Reputation",
                                          self.mask_player.reputation_by_type)
        self.rep_label.set_label(str(self.mask_player.get_reputation()),
                                 tool_tip_text=tool_tip_text)

        tool_tip_text = self.gen_tool_tip("Fame",
                                          self.mask_player.fame_by_type)
        self.fame_label.set_label(str(self.mask_player.get_fame()),
                                  tool_tip_text=tool_tip_text)

    def handle_events(self, event):
        if event.type == event_manager.DAY_START:
            self.last_event = None  # clear event display at start of each day
        elif event.type == event_manager.RANDOM_EVENT:
            self.last_event = event.data['description']
#        elif event.type == event_manager.PLAYER_WON:
#            self.last_event = "Game Over: " + event.data['player'].get_name() + " Won"
#        elif event.type == event_manager.PLAYER_LOST:
#            self.last_event = "Loss: " + event.data['player'].get_name() + " Lost"
        elif event.type == event_manager.PLAYER_STATUS_CHANGE:
            self.update_labels()
        elif event.type == event_manager.HEX_SELECTED:
            x, y = event.data['loc']
            if self.curr_mask.get_visibility(x, y) == mask.NEVER_VISIBLE:
                label_text = ""
            else:
                hex_zone = self.map_data.get_zone(x, y)
                label_text = hex_zone.name + " (" + hex_zone.get_type(
                ).name + ")"

            self.zone_label.set_label(label_text)

    def render(self, surface, images):
        super(StatusRenderer, self).render(surface, images)
        x = self.rect.x + 64
        y = self.rect.y + self.rect.height / 2
        #surface.blit(self.turn_label, (x, y))
        #x += self.turn_label.get_width() + 4
        images.text.draw_text(
            "Week " + str(self.turn.week) + ", Day " + str(self.turn.day),
            text.lg_font, x, y, surface)
        #turn_text =  image.lg_font.render("Week " + str(turn.week) + ", Day " + str(turn.day), True, (255, 255, 255), (25, 25, 25))
        #surface.blit(turn_text, (x, y))
        x += 60

        #        if self.curr_player.is_actor():
        #surface.blit(self.gold_label, (x, y))
        #x += self.gold_label.get_width() + 4
        #image.text.draw_text("Gold : " + str(curr_player.get_gold()), image.text.lg_font, x, y, surface)
        surface.blit(images.gold, (x, y - self.rect.height / 2))
        x += image.UI_ICON_WIDTH + 10
        #        images.text.draw_text(str(self.curr_player.get_gold()), images.text.lg_font, x, y, surface, color=text.LIGHT)
        x += 50

        surface.blit(images.income, (x, y - self.rect.height / 2))
        #            images.text.draw_text(str(self.curr_player.get_income()), images.text.lg_font, x, y, surface, color=text.LIGHT)
        x += 50 + image.UI_ICON_WIDTH + 10
        #surface.blit(self.rep_label, (x, y))
        #x += self.rep_label.get_width() + 4
        surface.blit(images.reputation, (x, y - self.rect.height / 2))
        x += 50 + image.UI_ICON_WIDTH

        surface.blit(images.fame, (x, y - self.rect.height / 2))
        x += image.UI_ICON_WIDTH + 10
        #        images.text.draw_text(str(self.curr_player.get_reputation()), images.text.lg_font, x, y, surface, color=text.LIGHT)

        x = self.rect.x + self.rect.width / 2
        images.text.draw_text(self.curr_player.get_name(), text.vlg_font, x, y,
                              surface)

        if self.last_event != None:
            x = self.rect.x + self.rect.width / 2
            y += 30
            images.text.draw_text(self.last_event,
                                  text.sm_font,
                                  x,
                                  y,
                                  surface,
                                  color=text.LIGHT)
Ejemplo n.º 28
0
 def update_right(self, label):
     self.right = Label(label,
                        x=(self.width * 0.8),
                        y=(self.y + self.height / 2))
     self.right.set_size(self.size3)
Ejemplo n.º 29
0
class CombatRenderer(component.Window):
    '''
    classdocs
    '''
    def __init__(self, position_rect, images):
        global combat_event_types
        super(CombatRenderer, self).__init__(position_rect, True)

        self.mask = None
        self.active = False
        self.images = images
        self.phase = None

        attacker_rect = Rect(self.rect.x, self.rect.y + 30, self.rect.width,
                             self.rect.height / 2 - 15)
        self.attacker_renderer = group_panel.CombatRenderer(
            "Attackers:", attacker_rect)
        defender_rect = Rect(self.rect.x,
                             attacker_rect.y + attacker_rect.height,
                             self.rect.width, self.rect.height / 2 - 15)
        self.defender_renderer = group_panel.CombatRenderer(
            "Defenders:", defender_rect)

        width, height = 120, 20
        x, y = self.rect.x + self.rect.width / 2 - width / 2, attacker_rect.y + attacker_rect.height - 20
        self.attacker_label = Label(Rect(x, y, width, height), None)
        y = defender_rect.y + defender_rect.height - 28
        self.defender_label = Label(Rect(x, y, width, height), None)

        self.add_child(self.attacker_renderer)
        self.add_child(self.defender_renderer)
        self.add_child(self.attacker_label)
        self.add_child(self.defender_label)

        event_manager.add_listener_multi(self.handle_game_events,
                                         combat_event_types)

    def set_data(self, map_renderer, curr_mask):
        self.mask = curr_mask
        self.map_renderer = map_renderer

    def handle_game_events(self, event):
        if event.type == event_manager.COMBAT_START:
            loc = event.data['hex_loc']
            if self.mask != None and self.mask.get_visibility(
                    loc.x, loc.y) == mask.VISIBLE:
                self.show()
                self.map_renderer.center(loc.x, loc.y)
                self.attacker_renderer.set_group(event.data['attackers'])
                self.defender_renderer.set_group(event.data['defenders'])
                try:
                    self.attacker_renderer.set_label(
                        event.data['attackers'].get_owner().name)
                    self.defender_renderer.set_label(
                        event.data['defenders'].get_owner().name)
                except AttributeError:
                    self.hide()
                self.title_text = "Combat!"
                self.base_label = ""
#
        elif self.is_shown() and event.type == event_manager.COMBAT_END:
            self.hide()
        elif self.is_shown() and event.type == event_manager.COMBAT_SPOILS:
            spoils_message = "For defeating this foe you earned \n"
            if event.data['reputation'] != 0:
                spoils_message += "\n    " + str(
                    event.data['reputation']) + " Reputation"
            if event.data['item'] != None:
                spoils_message += "\n    " + event.data['item'].get_name()
            spoils_dialog = modal.TextDialog("Spoils", spoils_message)
            spoils_dialog.show()
        elif self.is_shown() and event.type == event_manager.COMBAT_RETREAT:
            self.title_text = "Retreat"
            retreat_text = "Retreat Chance: " + str(
                int(100 * event.data['retreat_chance'])) + "% , " + (
                    "Retreated"
                    if event.data['retreated'] else "Didn't Retreat")
            self.defender_label.set_label(retreat_text, text_color=text.RED)
        elif self.is_shown():
            if event.type == event_manager.COMBAT_UPDATE:
                self.phase = event.data['phase']
                if self.phase != self.title_text:
                    self.title_text = event.data['phase']
                    self.base_label = phase_labels[self.title_text]

                attack_label_val = event.data['attacker_strength']
                defense_label_val = event.data['defender_strength']

                if attack_label_val != None:
                    attack_label_color = text.RED if attack_label_val <= 0 else text.DARK
                    self.attacker_label.set_label(
                        self.base_label + str(attack_label_val),
                        text_color=attack_label_color)
                else:
                    self.attacker_label.set_label(None)
                if defense_label_val != None:
                    defense_label_color = text.RED if defense_label_val <= 0 else text.DARK
                    self.defender_label.set_label(
                        self.base_label + str(defense_label_val),
                        text_color=defense_label_color)
                else:
                    self.defender_label.set_label(None)

                self.attacker_renderer.mark_selected(
                    event.data['attacker_index'])
                self.defender_renderer.mark_selected(
                    event.data['defender_index'])
                #                self.attacker_renderer.add_overlay(self.images.selected_unit, event.data['attacker_index'])
                #                self.defender_renderer.add_overlay(self.images.selected_unit, event.data['defender_index'])
                self.attacker_renderer.swap_overlays()
                self.defender_renderer.swap_overlays()

            else:
                affected_group = event.data['group']
                index = event.data['index']
                image = self.images.combat_images.get(event.type, None)
                if affected_group == self.attacker_renderer.curr_group:
                    self.attacker_renderer.add_overlay(image, index)
                else:
                    assert (
                        affected_group == self.defender_renderer.curr_group)
                    self.defender_renderer.add_overlay(image, index)

    def set_mask(self, new_mask):
        self.mask = new_mask

    def render(self, surface, images):
        super(CombatRenderer, self).render(surface, images)

        x = self.rect.x + self.rect.width / 2
        y = self.rect.y + text.vlg_font.get_height()
        images.text.draw_text(self.title_text, text.vlg_font, x, y, surface)

        if self.phase != "Melee Combat" and self.phase != "Ranged Combat":
            return

        att_x, att_y = self.attacker_renderer.selected_anchor_point(True)
        def_x, def_y = self.defender_renderer.selected_anchor_point(False)
        if att_x == None or def_x == None:
            return

        dx = def_x - att_x
        dy = def_y - att_y
        distance = int(math.hypot(dx, dy))
        line_width = images.fight_line.get_width()

        if self.phase == "Melee Combat":
            fight_line = images.fight_line
        else:
            # ranged combat
            fight_line = images.shoot_line
            if self.attacker_label.get_label() == None:
                if self.defender_label.get_label() == None:
                    # no one actually shooting
                    return

                # defender is active, point arrow other way
                fight_line = pygame.transform.rotate(fight_line, 180)

        fight_line = pygame.transform.smoothscale(fight_line,
                                                  (line_width, distance))

        if dx != 0:
            angle = math.degrees(math.atan(dy / float(dx)))
            #            print "dx: " + str(dx) + " dy: " + str(dy) + " angle: " + str(angle)
            if angle < 0:
                angle = -90 - angle
            else:
                angle = 90 - angle
#            print "final angle: " + str(angle)
            fight_line = pygame.transform.rotate(fight_line, angle)

            if angle < 0:
                att_x -= fight_line.get_width() - line_width
                att_y += math.sin(math.radians(angle)) * (line_width / 2)
            else:
                att_y -= math.sin(math.radians(angle)) * (line_width / 2)

        surface.blit(fight_line, (att_x - line_width / 2, att_y))