def init_screen(self): # initialize window #(xmax_screen,ymax_screen) = self.screenMax() #self.m_screen = pyglet.window.Window(width=xmax_screen,height=ymax_screen) width = self.m_xmax_screen - self.m_xmin_screen height = self.m_ymax_screen - self.m_ymin_screen if dbug.LEV & dbug.FIELD: print "field:init_screen" self.m_screen = Window(self,width=width,height=height) # set window background color = r, g, b, alpha # each value goes from 0.0 to 1.0 # ... perform some additional initialisation pyglet.gl.glClearColor(*DEF_BKGDCOLOR) self.m_screen.clear() # register draw routing with pyglet # TESTED: These functions are being called correctly, and params are # being passed correctly self.m_screen.set_minimum_size(XMAX_SCREEN/4, YMAX_SCREEN/4) self.m_screen.set_visible()
def __init__(self): self.window = Window() self.method = None
#!/usr/bin/python from Tkinter import * from ttk import * from window_class import Window # root window created. Here, that would be the only window, but # you can later have windows within windows. if __name__ == "__main__": root = Tk() root.geometry("2000x1750") app = Window(root) root.mainloop()
class MyField(Field): """An object representing the field. """ cellClass = MyCell connectorClass = MyConnector def __init__(self): self.m_xmin_field = XMIN_FIELD self.m_ymin_field = YMIN_FIELD self.m_xmax_field = XMAX_FIELD self.m_ymax_field = YMAX_FIELD self.m_xmin_vector = XMIN_VECTOR self.m_ymin_vector = YMIN_VECTOR self.m_xmax_vector = XMAX_VECTOR self.m_ymax_vector = YMAX_VECTOR self.m_xmin_screen = XMIN_SCREEN self.m_ymin_screen = YMIN_SCREEN self.m_xmax_screen = XMAX_SCREEN self.m_ymax_screen = YMAX_SCREEN self.m_path_unit = PATH_UNIT self.m_output_mode = MODE_DEFAULT self.m_path_scale = 1 self.m_screen_scale = 1 self.m_vector_scale = 1 # our default margins, one will be overwriten below self.m_xmargin = int(self.m_xmax_screen*DEF_MARGIN) self.m_ymargin = int(self.m_ymax_screen*DEF_MARGIN) self.set_scaling() self.m_screen = object self.path_grid = object self.pathfinder = object super(MyField, self).__init__() self.make_path_grid() # Screen Stuff def init_screen(self): # initialize window #(xmax_screen,ymax_screen) = self.screenMax() #self.m_screen = pyglet.window.Window(width=xmax_screen,height=ymax_screen) width = self.m_xmax_screen - self.m_xmin_screen height = self.m_ymax_screen - self.m_ymin_screen if dbug.LEV & dbug.FIELD: print "field:init_screen" self.m_screen = Window(self,width=width,height=height) # set window background color = r, g, b, alpha # each value goes from 0.0 to 1.0 # ... perform some additional initialisation pyglet.gl.glClearColor(*DEF_BKGDCOLOR) self.m_screen.clear() # register draw routing with pyglet # TESTED: These functions are being called correctly, and params are # being passed correctly self.m_screen.set_minimum_size(XMAX_SCREEN/4, YMAX_SCREEN/4) self.m_screen.set_visible() # Scaling def set_scaling(self,pmin_field=None,pmax_field=None,pmin_vector=None,pmax_vector=None, pmin_screen=None,pmax_screen=None,path_unit=None,output_mode=None): """Set up scaling in the field. A word about graphics scaling: * The vision tracking system (our input data) measures in meters. * The laser DAC measures in uh, int16? -32,768 to 32,768 * Pyglet measures in pixels at the screen resolution of the window you create * The pathfinding units are each some ratio of the smallest expected radius So we will keep eveything internally in centemeters (so we can use ints instead of floats), and then convert it to the appropriate units before display depending on the output mode """ if pmin_field is not None: self.m_xmin_field = pmin_field[0] self.m_ymin_field = pmin_field[1] if pmax_field is not None: self.m_xmax_field = pmax_field[0] self.m_ymax_field = pmax_field[1] if pmin_vector is not None: self.m_xmin_vector = pmin_vector[0] self.m_ymin_vector = pmin_vector[1] if pmax_vector is not None: self.m_xmax_vector = pmax_vector[0] self.m_ymax_vector = pmax_vector[1] if pmin_screen is not None: self.m_xmin_screen = pmin_screen[0] self.m_ymin_screen = pmin_screen[1] if pmax_screen is not None: self.m_xmax_screen = pmax_screen[0] self.m_ymax_screen = pmax_screen[1] if path_unit is not None: self.m_path_unit = path_unit self.m_path_scale = float(1)/path_unit if output_mode is not None: self.m_output_mode = output_mode xmin_field = self.m_xmin_field ymin_field = self.m_ymin_field xmax_field = self.m_xmax_field ymax_field = self.m_ymax_field xmin_vector = self.m_xmin_vector ymin_vector = self.m_ymin_vector xmax_vector = self.m_xmax_vector ymax_vector = self.m_ymax_vector xmin_screen = self.m_xmin_screen ymin_screen = self.m_ymin_screen xmax_screen = self.m_xmax_screen ymax_screen = self.m_ymax_screen # in order to find out how to display this, # 1) we find the aspect ratio (x/y) of the screen or vector (depending on the # mode). # 2) Then if the aspect ratio (x/y) of the reported field is greater, we # set the x axis to stretch to the edges of screen (or vector) and then use # that value to determine the scaling. # 3) But if the aspect ratio (x/y) of the reported field is less than, # we set the y axis to stretch to the top and bottom of screen (or # vector) and use that value to determine the scaling. # aspect ratios used only for comparison field_aspect = float(xmax_field-xmin_field)/(ymax_field-ymin_field) if self.m_output_mode == MODE_SCREEN: display_aspect = float(xmax_screen-xmin_screen)/(ymax_screen-ymin_screen) else: display_aspect = float(xmax_vector-xmin_vector)/(ymax_vector-ymin_vector) if field_aspect > display_aspect: if dbug.LEV & dbug.FIELD: print "Field:SetScaling:Longer in the x dimension" field_xlen=xmax_field-xmin_field if field_xlen: self.m_xmargin = int(xmax_screen*DEF_MARGIN) # scale = vector_width / field_width self.m_vector_scale = \ float(xmax_vector-xmin_vector)/field_xlen # scale = (screen_width - margin) / field_width self.m_screen_scale = \ float(xmax_screen-xmin_screen-(self.m_xmargin*2))/field_xlen self.m_ymargin = \ int(((ymax_screen-ymin_screen)-((ymax_field-ymin_field)*self.m_screen_scale)) / 2) else: if dbug.LEV & dbug.FIELD: print "Field:SetScaling:Longer in the y dimension" field_ylen=ymax_field-ymin_field if field_ylen: self.m_ymargin = int(ymax_screen*DEF_MARGIN) self.m_vector_scale = \ float(ymax_vector-ymin_vector)/field_ylen self.m_screen_scale = \ float(ymax_screen-ymin_screen-(self.m_ymargin*2))/field_ylen self.m_xmargin = \ int(((xmax_screen-xmin_screen)-((xmax_field-xmin_field)*self.m_screen_scale)) / 2) if dbug.LEV & dbug.MORE: print "Field dims:",(xmin_field,ymin_field),(xmax_field,ymax_field) if dbug.LEV & dbug.MORE: print "Screen dims:",(xmin_screen,ymin_screen),(xmax_screen,ymax_screen) #print "Screen scale:",self.m_screen_scale #print "Screen margins:",(self.m_xmargin,self.m_ymargin) if dbug.LEV & dbug.MORE: print "Used screen space:",self.rescale_pt2out((xmin_field,ymin_field)),self.rescale_pt2out((xmax_field,ymax_field)) # Everything def render_all(self): """Render all the cells and connectors.""" self.render_all_cells() self.render_all_connectors() def draw_all(self): """Draw all the cells and connectors.""" self.draw_guides() self.draw_all_cells() self.draw_all_connectors() # Guides def draw_guides(self): # draw boundaries of field (if in screen mode) if self.m_output_mode == MODE_SCREEN: pyglet.gl.glColor3f(DEF_GUIDECOLOR[0],DEF_GUIDECOLOR[1],DEF_GUIDECOLOR[2]) points = [(self.m_xmin_field,self.m_ymin_field), (self.m_xmin_field,self.m_ymax_field), (self.m_xmax_field,self.m_ymax_field), (self.m_xmax_field,self.m_ymin_field)] if dbug.LEV & dbug.GRAPH: print "boundary points (field):",points index = [0,1,1,2,2,3,3,0] screen_pts = self.rescale_pt2out(points) if dbug.LEV & dbug.GRAPH: print "boundary points (screen):",screen_pts # boundary points (screen): [(72, 73), (72, 721), (1368, 721), (1368, 73)] if dbug.LEV & dbug.GRAPH: print "proc screen_pts:",tuple(chain(*screen_pts)) # proc screen_pts: (72, 73, 72, 721, 1368, 721, 1368, 73) if dbug.LEV & dbug.GRAPH: print "PYGLET:pyglet.graphics.draw_indexed(",len(screen_pts),", pyglet.gl.GL_LINES," if dbug.LEV & dbug.GRAPH: print " ",index if dbug.LEV & dbug.GRAPH: print " ('v2i',",tuple(chain(*screen_pts)),")," if dbug.LEV & dbug.GRAPH: print " )" pyglet.graphics.draw_indexed(len(screen_pts), pyglet.gl.GL_LINES, index, ('v2i',tuple(chain(*screen_pts))), ) #point = (self.m_xmin_field,self.m_ymin_field) #radius = self.rescale_num2out(DEF_RADIUS) #shape = Circle(self,point,radius,DEF_LINECOLOR,solid=False) #shape.render() #shape.draw() if dbug.LEV & dbug.MORE: print "Field:drawGuides" # Cells #def create_cell(self, id): # moved to superclass #def update_cell(self, id, p=None, r=None, effects=None, color=None): # moved to superclass #def is_cell_good_to_go(self, id): # moved to superclass #def del_cell(self, id): # moved to superclass #def check_people_count(self,reported_count): # moved to superclass #def hide_cell(self, id): # moved to superclass #def hide_all_cells(self): # moved to superclass def render_cell(self,cell): """Render a cell. We first check if the cell is good. If not, we increment its suspect count If yes, render it. """ if self.is_cell_good_to_go(cell.m_id): cell.render() #del self.m_suspect_cells[cell.m_id] else: if dbug.LEV & dbug.FIELD: print "Field:renderCell:Cell",cell.m_id,"is suspected lost for",\ self.m_suspect_cells[cell.m_id],"frames" if self.m_suspect_cells[cell.m_id] > MAX_LOST_PATIENCE: self.del_cell(cell.m_id) else: self.m_suspect_cells[cell.m_id] += 1 def render_all_cells(self): # we don't call the Cell's render-er directly because we have some # logic here at this level for cell in self.m_cell_dict.values(): self.render_cell(cell) def draw_cell(self,cell): cell.draw() def draw_all_cells(self): # we don't call the Cell's draw-er directly because we may want # to introduce logic at this level for cell in self.m_cell_dict.values(): self.draw_cell(cell) # Connectors #def create_connector(self, id, cell0, cell1): # moved to superclass #def del_connector(self,conxid): # moved to superclass def render_connector(self,connector): """Render a connector. We first check if the connector's two cells are both good. If not, we increment its suspect count If yes, render it. """ if self.is_cell_good_to_go(connector.m_cell0.m_id) and \ self.is_cell_good_to_go(connector.m_cell1.m_id): connector.render() if connector.m_id in self.m_suspect_conxs: del self.m_suspect_conxs[connector.m_id] else: if dbug.LEV & dbug.FIELD: print "Field:renderConnector:Conx",connector.m_id,"between",\ connector.m_cell0.m_id,"and",connector.m_cell1.m_id,"is suspected lost" if self.m_suspect_conxs[connector.m_id] > MAX_LOST_PATIENCE: self.del_connector(connector.m_id) else: self.m_suspect_conxs[connector.m_id] += 1 def render_all_connectors(self): # we don't call the Connector's render-er directly because we have some # logic here at this level for connector in self.m_connector_dict.values(): self.render_connector(connector) def draw_connector(self,connector): connector.draw() def draw_all_connectors(self): # we don't call the Connector's draw-er directly because we may want # to introduce logic at this level for connector in self.m_connector_dict.values(): self.draw_connector(connector) # Distances - TODO: temporary -- this info will come from the conduction subsys #def dist_sqd(self,cell0,cell1): # moved to superclass #def calc_distances(self): # moved to superclass # Paths # should the next two functions be in the gridmap module? No, because the GridMap # and Pathfinder classes have to be instantiated from somewhere. And if not # here they have to be called from the main loop. Better here. def make_path_grid(self): # for our pathfinding, we're going to overlay a grid over the field with # squares that are sized by a constant in the config file self.path_grid = GridMap(self.scale2path(self.m_xmax_field), self.scale2path(self.m_ymax_field)) self.pathfinder = PathFinder(self.path_grid.successors, self.path_grid.move_cost, self.path_grid.estimate) def reset_path_grid(self): self.path_grid.reset_grid() # we store the results of all the paths, why? Not sure we need to anymore #self.allpaths = [] def path_score_cells(self): #print "***Before path: ",self.m_cell_dict for cell in self.m_cell_dict.values(): self.path_grid.set_blocked(self.scale2path(cell.m_location), self.scale2path(cell.m_radius),BLOCK_FUZZ) def path_find_connectors(self): """ Find path for all the connectors. We sort the connectors by distance and do easy paths for the closest ones first. """ #connector_dict_rekeyed = self.m_connector_dict #for i in connector_dict_rekeyed.iterkeys(): connector_dict_rekeyed = {} for connector in self.m_connector_dict.values(): p0 = connector.m_cell0.m_location p1 = connector.m_cell1.m_location # normally we'd take the sqrt to get the distance, but here this is # just used as a sort comparison, so we'll not take the hit for sqrt score = ((p0[0] - p1[0]) ** 2 + (p0[1] - p1[1]) ** 2) # here we save time by sorting as we go through it connector_dict_rekeyed[score] = connector for i in sorted(connector_dict_rekeyed.iterkeys()): connector = connector_dict_rekeyed[i] print "findpath--id:",connector.m_id,"dist:",i**0.5 connector.add_path(self.find_path(connector)) def find_path(self, connector): """ Find path in path_grid and then scale it appropriately.""" start = self.scale2path(connector.m_cell0.m_location) goal = self.scale2path(connector.m_cell1.m_location) # TODO: Either here or in compute_path we first try several simple/dumb # paths, reserving A* for the ones that are blocked and need more # smarts. We sort the connectors by distance and do easy paths for the # closest ones first. #path = list(self.path_grid.easy_path(start, goal)) #print "connector:id",connector.m_id,"path:",path #if not path: path = list(self.pathfinder.compute_path(start, goal)) # take results of found paths and block them on the map self.path_grid.set_block_line(path) #self.allpaths = self.allpaths + path return self.path2scale(path) def print_grid(self): self.path_grid.printme() # Scaling conversions def _convert(self,obj,scale,min1,min2): """Recursively converts numbers in an object. This function accepts single integers, tuples, lists, or combinations. """ if isinstance(obj, (int, float)): #return(int(obj*scale) + min) return int((obj-min1)*scale) + min2 elif isinstance(obj, list): mylist = [] for i in obj: mylist.append(self._convert(i,scale,min1,min2)) return mylist elif isinstance(obj, tuple): mylist = [] for i in obj: mylist.append(self._convert(i,scale,min1,min2)) return tuple(mylist) def scale2out(self,n): """Convert internal unit (cm) to units usable for the vector or screen. """ if self.m_output_mode == MODE_SCREEN: return self._convert(n,self.m_screen_scale,self.m_xmin_field,self.m_xmin_screen) return self._convert(n,self.m_vector_scale,self.m_xmin_field,self.m_xmin_vector) def scale2path(self,n): """Convert internal unit (cm) to units usable for pathfinding. """ return self._convert(n,self.m_path_scale,self.m_xmin_field,0) def path2scale(self,n): """Convert pathfinding units to internal unit (cm). """ #print "m_path_scale",self.m_path_scale return self._convert(n,1/self.m_path_scale,0,self.m_xmin_field) def _rescale_pts(self,obj,scale,orig_pmin,new_pmin): """Recursively rescales points or lists of points. This function accepts single integers, tuples, lists, or combinations. """ # if this is a point, rescale it if isinstance(obj, tuple) and len(obj) == 2 and \ isinstance(obj[0], (int,float)) and isinstance(obj[1], (int,float)): x = int((obj[0]-orig_pmin[0])*scale) + new_pmin[0] y = int((obj[1]-orig_pmin[1])*scale) + new_pmin[1] return x,y # if this is a list, examine each element, return list elif isinstance(obj, (list,tuple)): mylist = [] for i in obj: mylist.append(self._rescale_pts(i,scale,orig_pmin,new_pmin)) return mylist # if this is a tuple, examine each element, return tuple elif isinstance(obj, tuple): mylist = [] for i in obj: mylist.append(self._rescale_pts(i,scale,orig_pmin,new_pmin)) return tuple(mylist) # otherwise, we don't know what to do with it, return it # TODO: Consider throwing an exception else: print "ERROR: Can only rescale a point, not",obj return obj def rescale_pt2out(self,p): """Convert coord in internal units (cm) to units usable for the vector or screen. """ orig_pmin = (self.m_xmin_field,self.m_ymin_field) if self.m_output_mode == MODE_SCREEN: scale = self.m_screen_scale new_pmin = (self.m_xmin_screen+self.m_xmargin,self.m_ymin_screen+self.m_ymargin) else: scale = self.m_vector_scale new_pmin = (self.m_xmin_vector,self.m_ymin_vector) return self._rescale_pts(p,scale,orig_pmin,new_pmin) def rescale_num2out(self,n): """Convert num in internal units (cm) to units usable for the vector or screen. """ if self.m_output_mode == MODE_SCREEN: scale = self.m_screen_scale else: scale = self.m_vector_scale return n*scale
def __init__(self): self.window = Window()
from window_class import Window import pygame pygame.init() branco = (255, 255, 255) preto = (0, 0, 0) windowJogoMenu = Window(800, 600, branco) #objeto janeta (dimensões e características da janela a ser criada e montada) pykemonSurface = pygame.display.set_mode((windowJogoMenu.get_height, windowJogoMenu.get_width)) #surface (é) onde vai ocorrer o nosso jogo pygame.display.set_caption("Pykémon") pykemonSurface.fill(windowJogoMenu.get_wcolor) pygame.display.update() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit()