def show_information_gui(self): self.gui_window = Tk() self.gui_window.title('Culture of {}'.format(self.nation.name)) self.gui_window.geometry("700x750+0+0") self.gui_window.config(background='white') self.gui_window.columnconfigure(2, weight=1) self.gui_window.rowconfigure(2, weight=1) self.nation_label = gui.Label(self.gui_window, text='Nation:') self.nation_label.grid(row=0, column=0, sticky=W) self.nation_button = gui.Button( self.gui_window, text=self.nation.name.short_name(), command=self.nation.show_information_gui) self.nation_button.grid(row=0, column=1, sticky=W) self.art_label = gui.Label(self.gui_window, text='Art:') self.art_label.grid(row=1, column=0, sticky=W) self.art_display = Listbox(self.gui_window) self.art_display.grid(row=2, column=0, columnspan=3, sticky=N + S + E + W) self.art_display.bind('<Double-Button-1>', self.select_art) self.update_art_display()
def show_information_gui(self): self.gui_window = Tk() self.gui_window.title('Cell Information: ({}, {})'.format( self.x, self.y)) self.gui_window.geometry("400x300+0+0") self.gui_window.config(background='white') self.type_label = gui.Label(self.gui_window, text='Type: {}'.format(self.type)) self.type_label.grid(row=0, sticky=W) self.owning_city_label = gui.Label(self.gui_window, text='Owning city: ') self.owning_city_label.grid(row=1, sticky=W) self.owning_nation_label = gui.Label(self.gui_window, text='Owning nation: ') self.owning_nation_label.grid(row=2, sticky=W) if self.owner is not None: self.owning_city_button = gui.Button( self.gui_window, text=self.owner.name, command=self.owner.show_information_gui) self.owning_nation_button = gui.Button( self.gui_window, text=self.owner.nation.name, command=self.owner.nation.show_information_gui) else: self.owning_city_button = gui.Button(self.gui_window, text='None') self.owning_nation_button = gui.Button(self.gui_window, text='None') self.owning_city_button.grid(row=1, column=1, sticky=W) self.owning_nation_button.grid(row=2, column=1, sticky=W) self.building_capacity_label = gui.Label( self.gui_window, text='{} of {} filled.'.format(self.get_total_buiding_size(), self.building_capacity)) self.building_capacity_label.grid(row=3) self.buildings_display = Listbox(self.gui_window) for building in self.buildings: self.buildings_display.insert( END, '{}: {}'.format(building.name, building.number)) self.buildings_display.grid(row=4, column=0, columnspan=3, sticky=W + E)
def __init__(self, alien_lang, text_to_translate): self.parent = Tk() self.parent.title('Archaeology') self.parent.geometry('{}x{}+0+0'.format(utility.DISPLAY_WIDTH, utility.DISPLAY_HEIGHT)) self.parent.config(background='white') self.text_to_translate = text_to_translate self.alien_lang = alien_lang # Create the actual gui self.alien_text = gui.Label(self.parent, text=text_to_translate) self.alien_text.grid(row=0, column=3, rowspan=6, sticky=W) self.english_text = gui.Label(self.parent, text=text_to_translate) self.english_text.grid(row=7, column=3, rowspan=6, sticky=W) self.alien_var = StringVar() self.alien_label = gui.Label(self.parent, text='Alien:') self.alien_label.grid(row=0, column=0, sticky=W + S) self.alien_box = Entry(self.parent, textvariable=self.alien_var) self.alien_box.grid(row=1, column=0, sticky=N) self.english_var = StringVar() self.english_label = gui.Label(self.parent, text='English:') self.english_label.grid(row=0, column=1, sticky=W + S) self.english_box = Entry(self.parent, textvariable=self.english_var) self.english_box.grid(row=1, column=1, sticky=N) self.translate_button = gui.Button(self.parent, text='Translate', command=self.test_translation) self.translate_button.grid(row=2, column=0, sticky=N) # All of the things we've guessed so far self.replacements = {} self.refresh_text()
def __init__(self): self.parent = Tk() self.parent.title('History Generator') self.parent.geometry("450x260+0+0") self.parent.config(background='white') self.main_label = gui.Label(self.parent, text='History Generator:') self.main_label.config(font=(None, 32), fg='#f4ce42') self.main_label.pack() self.start_new_button = gui.Button(self.parent, text='[S]tart New', command=self.start_new) self.start_new_button.pack() self.load_var = StringVar() self.load_entry = Entry(self.parent, textvariable=self.load_var) self.load_entry.pack() self.load_button = gui.Button(self.parent, text='[L]oad', command=self.load) self.load_button.pack() self.archaeology_button = gui.Button(self.parent, text='[A]rchaeology', command=self.archaeology) self.archaeology_button.pack() self.exit_button = gui.Button(self.parent, text='[E]xit', command=self.parent.destroy) self.exit_button.pack() # Set up the hot keys self.parent.bind('S', lambda _: self.start_new()) self.parent.bind('s', lambda _: self.start_new()) self.parent.bind('L', lambda _: self.load()) self.parent.bind('l', lambda _: self.load()) self.parent.bind('A', lambda _: self.archaeology()) self.parent.bind('a', lambda _: self.archaeology()) self.parent.bind('E', lambda _: self.parent.destroy()) self.parent.bind('e', lambda _: self.parent.destroy()) self.parent.mainloop()
def show_troop_tree_gui(self): self.gui_window = Tk() self.gui_window.title(self.name.short_name() + ' Troop Tree') self.gui_window.geometry("600x625+0+0") self.gui_window.config(background='white') self.gui_window.columnconfigure(5, weight=1) self.start_label = gui.Label(self.gui_window, text=self.name.short_name() + ' Troop Tree') self.start_label.grid(row=0, sticky=W) self.troops_display = Listbox(self.gui_window) self.troops_display.grid(row=1, sticky=N + S + E + W, columnspan=6) self.troops_display.delete(0, END) for troop in self.troop_tree: self.troops_display.insert(END, '-----------') name_text = 'Tier {} Troop: {} '.format(troop.tier, troop.name) self.troops_display.insert(END, name_text) self.troops_display.insert( END, 'Stats: Health - {}, Strength - {}, Speed - {}, Discipline - {}' .format(troop.health, troop.strength, troop.speed, troop.discipline)) self.troops_display.insert( END, 'Weapons: {} | {}, Armor: {}, Mount: {}'.format( troop.weapons[0].name, troop.weapons[1].name, troop.armor.name, troop.mount.name)) upgradeText = 'Upgrades: ' for (i, upgrade) in enumerate(troop.upgrades): # print "upgrade"+ upgrade.name upgradeText += "Tier " + str( upgrade.tier) + ": " + upgrade.name + " | " self.troops_display.insert(END, upgradeText)
def __init__(self): events.main = self self.old_nations = {} self.year = 1 self.month = 1 self.day = 1 self.hour = 0 self.minute = 0 self.parent = Tk() self.parent.title('Year: 0') self.parent.geometry("{}x{}+0+0".format(utility.DISPLAY_WIDTH, utility.DISPLAY_HEIGHT)) self.parent.config(background='white') self.after_id = 0 self.advance_num = 0 self.ids = {} self.battles = [] self.battle_history = [] self.treaties = [] self.cells = [] self.nations = [] self.coninents = [] self.religions = [] self.is_continuous = False self.run_until_battle = False self.advancing = False self.graphical_battles = True self.fast_battles = False self.world_name = '' self.db = None # The DB connection. Will be created after setup so we can give it a real name. # Set up the GUI self.event_log_box = Listbox(self.parent, height=10) self.event_log = EventLog(self, self.db, self.event_log_box) self.parent.columnconfigure(3, weight=1) self.parent.rowconfigure(13, weight=1) self.parent.bind('<MouseWheel>', self.on_vertical) self.parent.bind('<Shift-MouseWheel>', self.on_horizontal) self.parent.bind('<Left>', lambda _: self.scroll_canvas(-utility.SCROLL_SPEED, 0)) self.parent.bind('<Right>', lambda _: self.scroll_canvas(utility.SCROLL_SPEED, 0)) self.parent.bind('<Up>', lambda _: self.scroll_canvas(0, -utility.SCROLL_SPEED)) self.parent.bind('<Down>', lambda _: self.scroll_canvas(0, utility.SCROLL_SPEED)) self.canvas = Canvas(self.parent, bd=1, relief=RIDGE, scrollregion=(0, 0, utility.S_WIDTH, utility.S_HEIGHT)) self.canvas.bind('<Button-1>', self.get_cell_information) self.canvas.config(background='white') self.canvas.grid(row=0, column=3, rowspan=14, sticky=W + E + N + S) self.continuous = gui.Button(self.parent, text="[R]un until battle", command=self.toggle_run_until_battle) self.continuous.grid(row=0, sticky=W) self.minimize_battles = gui.Checkbutton(self.parent, text='Minimize battle windows', command=self.toggle_minimize_battles) self.minimize_battles.grid(row=0, column=1, columnspan=2, sticky=W) self.religion_history_button = gui.Button(self.parent, text="R[e]ligion history", command=self.open_religion_history_window) self.religion_history_button.grid(row=2, column=0, sticky=W) self.world_history_button = gui.Button(self.parent, text="[W]orld history", command=self.open_world_history_window) self.world_history_button.grid(row=2, column=1, sticky=W) self.zoom_label = gui.Label(self.parent, text='Zoom (Cell Size):') self.zoom_label.grid(row=3, column=0, sticky=W) self.graphical_battles_checkbox = gui.Checkbutton(self.parent, text='Graphical Battles', command=self.toggle_graphical_battles) self.graphical_battles_checkbox.grid(row=3, column=1, sticky=W) self.graphical_battles_checkbox.select() # Graphical battles are the default self.fast_battles_checkbox = gui.Checkbutton(self.parent, text='Fast Battles', command=self.toggle_fast_battles) self.fast_battles_checkbox.grid(row=4, column=1, sticky=W) self.zoom_scale = gui.Scale(self.parent, from_=1, to_=20, orient=HORIZONTAL) self.zoom_scale.grid(row=4, column=0, sticky=W) self.zoom_scale.bind('<ButtonRelease-1>', self.zoom) self.zoom_scale.set(utility.CELL_SIZE) self.advance_button = gui.Button(self.parent, text="[A]dvance Step", command=self.advance_once) self.advance_button.grid(row=5, sticky=W) self.run_continuously_checkbutton = gui.Checkbutton(self.parent, text='Run continuously', command=self.toggle_continuous) self.run_continuously_checkbutton.grid(row=5, column=1, sticky=W) self.simulation_speed_label = gui.Label(self.parent, text='Simulation Speed (ms):') self.simulation_speed_label.grid(row=6, column=0, sticky=W) self.save_button = gui.Button(self.parent, text='[S]ave', command=self.save) self.save_button.grid(row=6, column=1, sticky=W) self.delay = gui.Scale(self.parent, from_=10, to_=1000, orient=HORIZONTAL) self.delay.grid(row=7, sticky=W) self.delay.set(DEFAULT_SIMULATION_SPEED) self.advance_time_button = gui.Button(self.parent, text='Advance [B]y:', command=self.run_to) self.advance_time_button.grid(row=8, column=0, sticky=W) self.years_box = Entry(self.parent) self.years_box.grid(row=9, column=0, sticky=W) self.nation_selector_label = gui.Label(self.parent, text='Nations:') self.nation_selector_label.grid(row=10, column=0, sticky=W) self.nation_selector = Listbox(self.parent) self.nation_selector.grid(row=11, column=0, columnspan=3, sticky=W + E) self.nation_selector.bind('<Double-Button-1>', self.select_nation) self.event_log_box.grid(row=15, column=3, stick=W + E) # Set up hotkeys self.parent.bind('R', lambda _: self.toggle_run_until_battle()) self.parent.bind('r', lambda _: self.toggle_run_until_battle()) self.parent.bind('E', lambda _: self.open_religion_history_window()) self.parent.bind('e', lambda _: self.open_religion_history_window()) self.parent.bind('W', lambda _: self.open_world_history_window()) self.parent.bind('w', lambda _: self.open_world_history_window()) self.parent.bind('A', lambda _: self.advance_once()) self.parent.bind('a', lambda _: self.advance_once()) self.parent.bind('S', lambda _: self.save()) self.parent.bind('s', lambda _: self.save()) self.parent.bind('B', lambda _: self.run_to()) self.parent.bind('b', lambda _: self.run_to()) self.refresh_nation_selector() self.setup()
def show_information_gui(self): self.gui_window = Tk() self.gui_window.title(self.name) self.gui_window.geometry("600x375+0+0") self.gui_window.config(background='white') self.gui_window.columnconfigure(2, weight=1) x, y = self.get_average_position() self.position_label = gui.Label(self.gui_window, text='Position: ({}, {})'.format(x, y)) self.position_label.grid(row=0, sticky=W) self.resources_display = Listbox(self.gui_window) for resource in self.resources: self.resources_display.insert( END, '{}: {}'.format(resource, self.resources[resource])) self.resources_display.config(height=len(self.resources)) self.resources_display.grid(row=0, column=1, rowspan=4, columnspan=3, sticky=N + S + W + E) self.size_label = gui.Label(self.gui_window, text='Size: {}'.format( self.total_cell_count())) self.size_label.grid(row=1, sticky=W) self.population_label = gui.Label( self.gui_window, text='Population: {} of {}'.format( self.population, self.calculate_population_capacity())) self.population_label.grid(row=3, sticky=W) self.army_label = gui.Label(self.gui_window, text='Army: {}'.format(self.army.size())) self.army_label.grid(row=4, sticky=W) self.morale_label = gui.Label(self.gui_window, text='Morale: {}'.format(self.morale)) self.morale_label.grid(row=5, sticky=W) self.buildings_display = Listbox(self.gui_window) self.building_counts = {} for cell in self.cells: for building in cell.buildings: if building.name in self.building_counts: self.building_counts[building.name] += building.number else: self.building_counts[building.name] = building.number for building in self.building_counts: self.buildings_display.insert( END, '{}: {}'.format(building, self.building_counts[building])) self.buildings_display.grid(row=4, column=1, columnspan=3, rowspan=2, sticky=W + E) self.nation_label = gui.Label(self.gui_window, text='Nation: ') self.nation_label.grid(row=6, sticky=W) self.nation_button = gui.Button( self.gui_window, text=self.nation.name, command=self.nation.show_information_gui) self.nation_button.grid(row=6, column=1, sticky=W) all_events = event_analysis.find_city_mentions( self.parent.event_log, [self.name] + self.merges) all_events = all_events.search('name', r'Attack|CityFounded|CityMerged') all_events = sorted(all_events.event_list, key=lambda event: event.date) self.event_log_display = Listbox(self.gui_window) for event in all_events: self.event_log_display.insert(END, event.text_version()) self.event_log_display.grid(row=7, column=0, columnspan=3, rowspan=10, sticky=W + E)
def show_information_gui(self): self.gui_window = Tk() self.gui_window.title(self.name.short_name()) self.gui_window.geometry("500x400+0+0") self.gui_window.config(background='white') self.gui_window.columnconfigure(5, weight=1) self.full_name = gui.Label(self.gui_window, text='Full name: {}'.format(self.name)) self.full_name.grid(row=0, columnspan=6, sticky=W) self.age_label = gui.Label(self.gui_window, text='Age: {}'.format(self.age)) self.age_label.grid(row=1, sticky=W) self.ruler_label = gui.Label(self.gui_window, text='Ruler: {}'.format(self.ruler)) self.ruler_label.grid(row=2, columnspan=6, sticky=W) self.money_label = gui.Label(self.gui_window, text='Money: {}'.format(int(self.money))) self.money_label.grid(row=3, columnspan=2, sticky=W) self.morale_label = gui.Label(self.gui_window, text='Morale: {}'.format(self.morale)) self.morale_label.grid(row=4, columnspan=2, sticky=W) self.religion_label = Label(self.gui_window, text='Main Religion: ') self.religion_label.grid(row=5, sticky=W) if self.main_religion is not None: self.religion_button = Button( self.gui_window, text=self.main_religion.name, command=self.main_religion.show_information_gui) self.religion_button.grid(row=5, column=1, sticky=W) else: self.religion_label = Label(self.gui_window, text='Religion: Secular') self.army_structure_button = gui.Button( self.gui_window, text='Army', command=self.army_structure.show_information_gui) self.army_structure_button.grid(row=6, column=0, sticky=W) self.culture_button = gui.Button( self.gui_window, text='Culture', command=self.culture.show_information_gui) self.culture_button.grid(row=6, column=1, sticky=W) self.army_structure_button = gui.Button( self.gui_window, text='Troop Tree', command=self.show_troop_tree_gui) self.army_structure_button.grid(row=6, column=2, sticky=W) self.display_selector_label = gui.Label(self.gui_window, text='Display:') self.display_selector_label.grid(row=7, sticky=W) self.event_display_button = gui.Button(self.gui_window, text='Events', command=self.display_events) self.event_display_button.grid(row=8, column=0, sticky=W) self.people_display_button = gui.Button(self.gui_window, text='People', command=self.display_people) self.people_display_button.grid(row=8, column=1, sticky=W) self.city_display_button = gui.Button(self.gui_window, text='Cities', command=self.display_cities) self.city_display_button.grid(row=8, column=2, sticky=W) self.trade_display_button = gui.Button(self.gui_window, text='Trade', command=self.display_trade) self.trade_display_button.grid(row=8, column=3, sticky=W) self.war_display_button = gui.Button(self.gui_window, text='War', command=self.display_war) self.war_display_button.grid(row=8, column=4, sticky=W) self.listbox_display = Listbox(self.gui_window) self.listbox_display.grid(row=9, sticky=E + W, columnspan=6) self.listbox_display.bind('<Double-Button-1>', self.selected)
def show_information_gui(self): self.gui_window = Tk() self.gui_window.title(self.name) self.gui_window.geometry("400x625+0+0") self.gui_window.config(background='white') self.ranged_label = gui.Label(self.gui_window, text='Is ranged: {}'.format(self.ranged)) self.ranged_label.grid(row=0, sticky=W) self.mount_label = gui.Label(self.gui_window, text='Mount: {}'.format(self.mount.name)) self.mount_label.grid(row=1, sticky=W) self.strength_label = gui.Label(self.gui_window, text='Strength: {}'.format(self.strength)) self.strength_label.grid(row=2, sticky=W) self.health_label = gui.Label(self.gui_window, text='Health: {}'.format(self.health)) self.health_label.grid(row=3, sticky=W) self.discipline_label = gui.Label(self.gui_window, text='Discipline: {}'.format(self.discipline)) self.discipline_label.grid(row=4, sticky=W) self.discipline_label = gui.Label(self.gui_window, text='Cost: {}'.format(self.get_soldier_cost())) self.discipline_label.grid(row=5, sticky=W) self.arrangement = gui.Label(self.gui_window, text='Arrangement: {}x{}'.format(self.rank_size, self.ranks)) self.arrangement.grid(row=6, sticky=W) self.arrangement_canvas = Canvas(self.gui_window, width = (self.rank_size + 1) * (TROOP_RADIUS + 1), height= (self.ranks + 1) * (TROOP_RADIUS + 1)) self.arrangement_canvas.config(background='white') self.arrangement_canvas.grid(row=7, sticky=W) for x in xrange(1, self.rank_size + 1): for y in xrange(1, self.ranks + 1): base_x, base_y = x * (TROOP_RADIUS + 1), y * (TROOP_RADIUS + 1) self.arrangement_canvas.create_oval(base_x, base_y, base_x + TROOP_RADIUS, base_y + TROOP_RADIUS) self.upgrade_label = gui.Label(self.gui_window, text='Upgrades:') self.upgrade_label.grid(row=8, sticky=W) self.upgrade_buttons = [] for (i, upgrade) in enumerate(self.upgrades): new_upgrade_button = gui.Button(self.gui_window, text=upgrade.name, command=upgrade.show_information_gui) new_upgrade_button.grid(row=9, column=i, sticky=W) self.upgrade_buttons.append(new_upgrade_button) self.history_choice = StringVar() self.history_choice.set(self.stringify_history(0)) self.stats_label = gui.Label(self.gui_window, text='Stats:') self.stats_label.grid(row=10, column=0, sticky=W) self.stats_choice = OptionMenu(self.gui_window, self.history_choice, *map(self.stringify_history, range(len(self.arms_history)))) self.stats_choice.config(background='white') self.stats_choice['menu'].config(background='white') self.stats_choice.grid(row=10, column=1, sticky=W) self.stats_select = gui.Button(self.gui_window, text='Select', command=self.select_history) self.stats_select.grid(row=10, column=2, sticky=W) self.stats_display = Listbox(self.gui_window) self.stats_display.grid(row=11, column=0, columnspan=3, sticky=W+E) self.select_history()
def show_information_gui(self): self.gui_window = Tk() self.gui_window.title('{}'.format(self.name)) self.gui_window.geometry('700x500+0+0') self.gui_window.config(background='white') i = 0 self.title_label = gui.Label(self.gui_window, text='Translated Title: {}'.format(self.subject)) self.title_label.grid(row=i, column=0, sticky=W) i += 1 self.creator_label = gui.Label(self.gui_window, text='Creator: {}'.format(self.creator.name)) self.creator_label.grid(row=i, column=0, sticky=W) i += 1 self.creating_nation_label = gui.Label(self.gui_window, text='Creating Nation: {}'.format(self.creating_nation.name)) self.creating_nation_label.grid(row=i, column=0, sticky=W) i += 1 self.current_nation_label = gui.Label(self.gui_window, text='Current Nation: {}'.format(self.nation.name)) self.current_nation_label.grid(row=i, column=0, sticky=W) i += 1 if self.location is None: location_name = 'Lost' else: location_name = self.location.name self.location_label = gui.Label(self.gui_window, text='Location: {}'.format(location_name)) self.location_label.grid(row=i, column=0, sticky=W) i += 1 self.category_label = gui.Label(self.gui_window, text='Category: {}'.format(self.category)) self.category_label.grid(row=i, column=0, sticky=W) i += 1 if self.category == 'drawing': self.sub_category_label = gui.Label(self.gui_window, text='Subcategory: {}'.format(self.sub_category)) self.sub_category_label.grid(row=i, column=0, sticky=W) i += 1 self.style_label = gui.Label(self.gui_window, text='Style: {}'.format(self.style)) self.style_label.grid(row=i, column=0, sticky=W) i += 1 self.material_label = gui.Label(self.gui_window, text='Material: {}'.format(self.material)) self.material_label.grid(row=i, column=0, sticky=W) i += 1 elif self.category == 'statue': self.material_label = gui.Label(self.gui_window, text='Material: {}'.format(self.material)) self.material_label.grid(row=i, column=0, sticky=W) i += 1 self.content_label = gui.Label(self.gui_window, text='Content:') self.content_label.grid(row=i, column=0, sticky=W) i += 1 self.content_box = Text(self.gui_window) self.content_box.config(wrap=WORD) self.content_box.insert(END, self.content) self.content_box.grid(row=i, column=0, sticky=N + W + E + S) i += 1