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uiElements.py
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uiElements.py
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import os
import copy
import gameState
import gameLogic
import gameModes
import gameFindClient
import nameGenerator
import cDefines
import shutil
import client
import server
import socket
from textureFunctions import texWidth, texHeight, texIndex
import rendererUpdates
from Queue import Queue
#print pubKey.decrypt(cipher)
cityCosts = ["1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20"]
unitCosts = ["1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20"]
startingManas = ["5","10","15","20","30","40","50","60","70","80","90","100"]
unitBuildTimes = ["1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16","17","18","19","20"]
class uiElement(object):
def __init__(self,xPos,yPos,width=1.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor=None,textSize=0.001,color=None,mouseOverColor=None,textXPos=0.0,textYPos=0.0,cursorPosition=-1,fontIndex=0,frameLength=10,frameCount=1):
self.name = nameGenerator.getNextName()
self._xPosition = xPos
self._yPosition = yPos
self.width = width
self.height = height/frameCount
self.textureIndex = textureIndex
self._hidden=hidden
self.cursorIndex=cursorIndex
self._text = text
self._textColor = textColor
if(self._textColor == None):
self._textColor = "FF FF FF"
self.textSize = textSize
self.color = color
self.textXPos = textXPos
self.textYPos = textYPos
self.cursorPosition = cursorPosition
self.fontIndex = fontIndex
self.frameLength = frameLength
self.frameCount = frameCount
self.focused = False
self.mouseOverColor = mouseOverColor
if(self.color == None):
self.color = "FF FF FF"
self.names = []
gameState.getGameMode().elementsDict[self.name] = self
gameState.getGameMode().resortElems = True
gameState.rendererUpdateQueue.put(rendererUpdates.addUIElem(self))
@property
def textColor(self):
return self._textColor
@textColor.setter
def textColor(self,val):
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
self._textColor = val
@property
def hidden(self):
return self._hidden
@hidden.setter
def hidden(self,val):
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
self._hidden = val
@property
def xPosition(self):
return self._xPosition
@xPosition.setter
def xPosition(self,val):
self._xPosition = val
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
@property
def yPosition(self):
return self._yPosition
@yPosition.setter
def yPosition(self,val):
self._yPosition = val
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
@property
def text(self):
return self._text
@text.setter
def text(self,val):
if(self._text != val):
self._text = val
# gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
def onScrollDown(self):
return None
def onScrollUp(self):
return None
def destroy(self):
if(hasattr(self,"names")):
for name in self.names:
gameState.getGameMode().elementsDict[name].destroy()
self.names = []
gameState.rendererUpdateQueue.put(rendererUpdates.removeUIElem(self))
del gameState.getGameMode().elementsDict[self.name]
gameState.getGameMode().resortElems = True
class clickableElement(uiElement):
def __init__(self,xPos,yPos,width=0.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.001,color=None,mouseOverColor=None,textXPos=0.0,textYPos=0.0,fontIndex=0):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,cursorIndex=cDefines.defines['CURSOR_POINTER_ON_INDEX'],color=color,mouseOverColor=mouseOverColor,textXPos=textXPos,textYPos=textYPos,fontIndex=fontIndex)
class playerElement(clickableElement):
def __init__(self,xPos,yPos,playerNumber,text="empty",textColor="55 55 55",textSize=0.0005,mouseOverColor="55 55 55"):
clickableElement.__init__(self,xPos,yPos,text=text,textColor=textColor,textSize=textSize,mouseOverColor=mouseOverColor)
self.playerNumber = playerNumber
def onClick(self):
if(self.text == "empty"):
gameState.getClient().sendCommand("changePlayerNumber",str(gameState.getPlayerNumber()) + ":" + str(self.playerNumber))
class saveButtonDEPRECATED(clickableElement):
def onClick(self):
gameState.getGameMode().map.save()
#TODO: MAKE SURE YOU CAN'T REMOVE THE LAST ROW OR COLUMN!!
class addColumnButton(clickableElement):
def onClick(self):
for row in gameState.getGameMode().map.nodes:
row.append(gameLogic.mapEditorNode(0,0))
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class removeColumnButton(clickableElement):
def onClick(self):
for row in gameState.getGameMode().map.nodes:
row.pop()
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class addFirstColumnButton(clickableElement):
def onClick(self):
for count in range(0,len(gameState.getGameMode().map.nodes)):
rowCopy = gameState.getGameMode().map.nodes[count][:]
rowCopy.reverse()
rowCopy.append(gameLogic.mapEditorNode(0,0))
rowCopy.reverse()
gameState.getGameMode().map.nodes[count] = rowCopy
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class removeFirstColumnButton(clickableElement):
def onClick(self):
for count in range(0,len(gameState.getGameMode().map.nodes)):
rowCopy = gameState.getGameMode().map.nodes[count][:]
rowCopy.reverse()
rowCopy.pop()
rowCopy.reverse()
gameState.getGameMode().map.nodes[count] = rowCopy
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class addRowButton(clickableElement):
def onClick(self):
newRow = []
for count in range(0,len(gameState.getGameMode().map.nodes[0])):
newRow.append(gameLogic.mapEditorNode(0,0))
gameState.getGameMode().map.nodes.append(newRow)
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class removeRowButton(clickableElement):
def onClick(self):
gameState.getGameMode().map.nodes.pop()
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class addFirstRowButton(clickableElement):
def onClick(self):
nodesCopy = gameState.getGameMode().map.nodes[:]
newRow = []
for count in range(0,len(gameState.getGameMode().map.nodes[0])):
newRow.append(gameLogic.mapEditorNode(0,0))
nodesCopy.reverse()
nodesCopy.append(newRow)
nodesCopy.reverse()
gameState.getGameMode().map.polarity = (~gameState.getGameMode().map.polarity)&1
gameState.getGameMode().map.nodes = nodesCopy
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class removeFirstRowButton(clickableElement):
def onClick(self):
nodesCopy = gameState.getGameMode().map.nodes[:]
nodesCopy.reverse()
nodesCopy.pop()
nodesCopy.reverse()
gameState.getGameMode().map.polarity = (~gameState.getGameMode().map.polarity)&1
gameState.getGameMode().map.nodes = nodesCopy
gameState.rendererUpdateQueue.put(rendererUpdates.loadMap())
class textInputElement(uiElement):
elements = []
def __init__(self,xPos,yPos,isPassword=False,width=texWidth('UI_TEXT_INPUT'),height=texHeight('UI_TEXT_INPUT'),text="",textureIndex=texIndex('UI_TEXT_INPUT'),textColor='DD DD DD',textSize=0.0006,textXPos=0.010,textYPos=-0.045,fontIndex=0):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textSize=textSize,textColor=textColor,textXPos=textXPos,textYPos=textYPos,cursorPosition=len(text),fontIndex=fontIndex)
textInputElement.elements.append(self)
if(isPassword):
self.text = "*"*len(text)
self.realText = text
self.leftmostCharPosition = 0
self.rightmostCharPosition = 0
self._recalculateText = 0
self.isPassword = isPassword
def __del__(self):
textInputElement.elements.remove(self)
@property
def recalculateText(self):
temp = self._recalculateText
self._recalculateText = 0
return temp
@recalculateText.setter
def recalculateText(self,val):
self._recalculateText = val
def setText(self,txt):
self.realText = txt
self.leftmostCharPosition = 0
self.cursorPosition = 0
self.recalculateText = 1
def textOkay(self):
self.recalculateText = 0
if(self.isPassword):
self.text = "*"*len(self.realText)
else:
self.text = self.realText
self.cursorPosition = self.cursorPosition + self.leftmostCharPosition
self.leftmostCharPosition = 0
self.rightmostCharPosition = len(self.realText)
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
def positionText(self,leftmostCharPosition,rightmostCharPosition):
self.recalculateText = 0
if(leftmostCharPosition < self.leftmostCharPosition):
self.cursorPosition = self.cursorPosition - (self.leftmostCharPosition - leftmostCharPosition)
self.leftmostCharPosition = leftmostCharPosition
self.rightmostCharPosition = rightmostCharPosition
if(self.leftmostCharPosition < 0):
self.leftmostCharPosition = 0
if(self.isPassword):
self.text = "*"*(rightmostCharPosition-leftmostCharPosition)
else:
self.text = self.realText[leftmostCharPosition:rightmostCharPosition]
print self.text
if(self.cursorPosition > len(self.text)):
self.cursorPosition = len(self.text)
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
def onKeyDown(self,keycode):
if(keycode == "backspace"):
if(self.cursorPosition > 0 or self.leftmostCharPosition > 0):
self.realText = self.realText[0:self.leftmostCharPosition+self.cursorPosition-1] + self.realText[self.leftmostCharPosition+self.cursorPosition:]
self.recalculateText = 1
if(self.cursorPosition > 1):
self.cursorPosition = self.cursorPosition - 1
else:
self.leftmostCharPosition = self.leftmostCharPosition - 1
# if(self.rightmostCharPosition > len(self.realText)):
# self.rightmostCharPosition = len(self.realText)
# if(self.leftmostCharPosition >= 1):
# self.leftmostCharPosition = self.leftmostCharPosition - 1
elif(keycode == "delete"):
if(self.cursorPosition < len(self.realText)):
self.realText = self.realText[0:self.leftmostCharPosition+self.cursorPosition] + self.realText[self.leftmostCharPosition+self.cursorPosition+1:]
self.recalculateText = 1
# if(self.rightmostCharPosition == len(self.realText)):
# self.rightmostCharPosition = self.rightmostCharPosition -1
elif(keycode == "left"):
if(self.cursorPosition > 0):
self.cursorPosition = self.cursorPosition - 1
elif(self.leftmostCharPosition >= 0):
self.leftmostCharPosition = self.leftmostCharPosition - 1
self.recalculateText = 1
elif(keycode == "right"):
if(self.cursorPosition < len(self.text)):
self.cursorPosition = self.cursorPosition + 1
self.recalculateText = 0
elif(self.leftmostCharPosition + self.cursorPosition < len(self.realText)):
self.rightmostCharPosition = self.rightmostCharPosition + 1
self.recalculateText = -1
elif(keycode == "up" or keycode == "down" or keycode == "left shift" or keycode == "right shift" or keycode == "return"):
return
elif(keycode == "*" or keycode == "|" or keycode == "-"):
return
else:
if(keycode == "space"):
keycode = " "
self.realText = self.realText[0:self.leftmostCharPosition+self.cursorPosition] + keycode + self.realText[self.leftmostCharPosition+self.cursorPosition:]
if(self.cursorPosition < len(self.text)):
self.cursorPosition = self.cursorPosition + 1
self.recalculateText = 1
else:
self.cursorPosition = self.cursorPosition + 1
self.rightmostCharPosition = self.rightmostCharPosition + 1
self.recalculateText = -1
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
def onClick(self):
# uiElement.setFocusedElemed(self)
if(gameState.getGameMode().mouseTextPosition >=0):
self.cursorPosition = gameState.getGameMode().mouseTextPosition
else:
self.cursorPosition = len(self.text)
gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(self))
class cityNameInputElement(textInputElement):
def __init__(self,xPos,yPos,width=0.0,height=0.0,text="",textSize=0.001,textureIndex=-1,textColor='FF FF FF',textXPos=0.0,textYPos=0.0):
textInputElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textSize=textSize,textColor=textColor,textXPos=textXPos,textYPos=textYPos)
def onKeyDown(self,keycode):
textInputElement.onKeyDown(self,keycode)
cityEditor.theCityEditor.city.name = self.text
class hostIPConnectButton(clickableElement):
def __init__(self,xPos,yPos):
clickableElement.__init__(self,xPos,yPos,textureIndex=texIndex("CONNECT_BUTTON"),width=texWidth("CONNECT_BUTTON"),height=texHeight("CONNECT_BUTTON"))
def onClick(self):
if(len(gameState.getGameMode().hostIPInputElem.text) > 0):
gameState.setHostIP(gameState.getGameMode().hostIPInputElem.text)
gameState.setGameMode(gameModes.lanGameRoomMode,[gameState.getGameMode().hostIPInputElem.text])
class hostIPInputElement(textInputElement):
def __init__(self,xPos,yPos):
textInputElement.__init__(self,xPos,yPos,width=texWidth("UI_TEXT_INPUT"),height=texHeight("UI_TEXT_INPUT"),textureIndex=texIndex("UI_TEXT_INPUT"),text="192.168.1.4")
# self.gameMode = gameMode
def onKeyDown(self,keycode):
if(keycode == "return"):
if(len(self.text) > 0):
gameState.setGameMode(gameModes.lanGameRoomMode,[self.text])
gameState.setHostIP(self.text)
elif(keycode == "." or keycode == "backspace"):
textInputElement.onKeyDown(self,str(keycode))
else:
try:
keycode = int(keycode)
textInputElement.onKeyDown(self,str(keycode))
except:
return
class viewUnitTypeButton(clickableElement):
def __init__(self,xPos,yPos,unitType,width=0.3,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.001,color="FF FF FF",mouseOverColor=None,textXPos=0.0,textYPos=0.0):
clickableElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,cursorIndex=cDefines.defines['CURSOR_POINTER_ON_INDEX'],color=color,mouseOverColor=mouseOverColor,textXPos=textXPos,textYPos=textYPos)
self.unitType = unitType
def onClick(self):
unitTypeBuildViewer.destroy()
unitTypeBuildViewer.theUnitTypeBuildViewer = unitTypeBuildViewer(self.unitType)
class unitTypeViewerButton(clickableElement):
def __init__(self,xPos,yPos,unitType,textureIndex=None,width=0.0,height=0.0):
clickableElement.__init__(self,xPos,yPos,textureIndex=textureIndex,width=width,height=height)
self.unitType = unitType
self.dontDismiss = False
def onMouseOver(self):
if(unitTypeViewer.theViewer != None):
unitTypeViewer.theViewer.destroy()
unitTypeViewer.theViewer = unitTypeViewer(self.unitType)
def onMouseOut(self):
if(not self.dontDismiss):
if(unitTypeViewer.theViewer != None):
unitTypeViewer.theViewer.destroy()
def onClick(self):
self.dontDismiss = True
class summonerViewerButton(clickableElement):
def onClick(self):
node = viewer.theViewer.node
viewer.theViewer.destroy()
viewer.theViewer = summonerViewer(node)
class unitViewerButton(clickableElement):
def onClick(self):
node = viewer.theViewer.node
viewer.theViewer.destroy()
viewer.theViewer = unitViewer(node)
class cityViewerButton(clickableElement):
def onClick(self):
node = viewer.theViewer.node
viewer.theViewer.destroy()
viewer.theViewer = cityViewer(node)
# gameState.rendererUpdateQueue.put(rendererUpdates.updateUIElem(viewer.theViewer))
class cancelButton(clickableElement):
def __init__(self,xPos,yPos,index):
clickableElement.__init__(self,xPos,yPos,height=texHeight('CANCEL_BUTTON'),width=texWidth('CANCEL_BUTTON'),textureIndex=texIndex('CANCEL_BUTTON'))
self.index = index
def onClick(self):
gameState.getClient().sendCommand("cancelQueuedThing",str(gameState.getGameMode().selectedNode.xPos) + " " + str(gameState.getGameMode().selectedNode.yPos) + " " + str(self.index))
# if(gameState.getGameMode().nextUnit != None and gameState.getGameMode().nextUnit.isControlled()):
# gameLogic.selectNode(gameState.getGameMode().nextUnit.node)
def startGathering():
viewer.theViewer.destroy()
gameState.getClient().sendCommand("startMeditating",str(gameState.getGameMode().selectedNode.xPos) + " " + str(gameState.getGameMode().selectedNode.yPos))
if(gameState.getGameMode().selectedNode.unit == gameState.getGameMode().nextUnit):
gameState.getClient().sendCommand("chooseNextUnit")
class startGatheringButton(clickableElement):
def __init__(self,xPos,yPos):
clickableElement.__init__(self,xPos,yPos,height=texHeight('MEDITATE_BUTTON'),width=texWidth('MEDITATE_BUTTON'),textureIndex=texIndex('MEDITATE_BUTTON'))
def onClick(self):
startGathering()
class cancelMovementButton(clickableElement):
def __init__(self,xPos,yPos):
clickableElement.__init__(self,xPos,yPos,height=texHeight('CANCEL_MOVEMENT_BUTTON'),width=texWidth('CANCEL_MOVEMENT_BUTTON'),textureIndex=texIndex('CANCEL_MOVEMENT_BUTTON'))
def onClick(self):
gameState.movePath = []
gameState.getGameMode().selectedNode.unit.movePath = []
gameState.rendererUpdateQueue.put(rendererUpdates.updateMovePath())
def skip():
gameState.getClient().sendCommand("skip")
gameState.getClient().sendCommand("chooseNextUnit")
class skipButton(clickableElement):
def __init__(self,xPos,yPos):
clickableElement.__init__(self,xPos,yPos,height=texHeight('SKIP_BUTTON'),width=texWidth('SKIP_BUTTON'),textureIndex=texIndex('SKIP_BUTTON'))
def onClick(self):
skip()
class doneButton(clickableElement):
def __init__(self,xPos,yPos):
skipButton.__init__(self,xPos,yPos,textureIndex=texIndex('SKIP_BUTTON'))
def startSummoning():
viewer.theViewer.destroy()
gameState.getClient().sendCommand("startMeditating",str(gameState.getGameMode().selectedNode.xPos) + " " + str(gameState.getGameMode().selectedNode.yPos))
# if(gameState.getGameMode().selectedNode.unit == gameState.getGameMode().nextUnit):
# gameState.getClient().sendCommand("chooseNextUnit")
class startSummoningButton(clickableElement):
def __init__(self,xPos,yPos):
clickableElement.__init__(self,xPos,yPos,height=texHeight('START_SUMMONING_BUTTON'),width=texWidth('START_SUMMONING_BUTTON'),textureIndex=texIndex('START_SUMMONING_BUTTON'))
def onClick(self):
startSummoning()
class summonButton(clickableElement):
def __init__(self,xPos,yPos,unitType):
clickableElement.__init__(self,xPos,yPos,textureIndex=texIndex("BUILD_BUTTON"),width=texWidth("BUILD_BUTTON"),height=texHeight("BUILD_BUTTON"))
self.unitType = unitType
def onClick(self):
gameState.getClient().sendCommand("startSummoning",str(gameState.getGameMode().selectedNode.xPos) + " " + str(gameState.getGameMode().selectedNode.yPos) + " " + self.unitType.name)
if(gameState.getGameMode().selectedNode.unit == gameState.getGameMode().nextUnit):
gameState.getClient().sendCommand("chooseNextUnit")
# elif(gameState.getGameMode().nextUnit != None and gameState.getGameMode().nextUnit.isControlled()):
# gameLogic.selectNode(gameState.getGameMode().nextUnit.node)
# gameState.getGameMode().focus(gameState.getGameMode().nextUnit.node)
class researchButton(clickableElement):
def __init__(self,xPos,yPos,unitType):
clickableElement.__init__(self,xPos,yPos,height=texHeight('RESEARCH_BUTTON'),width=texWidth('RESEARCH_BUTTON'),textureIndex=texIndex('RESEARCH_BUTTON'))
self.unitType = unitType
def onClick(self):
gameState.getClient().sendCommand("startResearch",str(gameState.getGameMode().selectedNode.xPos) + " " + str(gameState.getGameMode().selectedNode.yPos) + " " + self.unitType.name)
if(gameState.getGameMode().nextUnit == gameState.getGameMode().selectedNode.unit):
gameState.getClient().sendCommand("chooseNextUnit")
# elif(gameState.getGameMode().nextUnit != None and gameState.getGameMode().nextUnit.isControlled()):
# gameLogic.selectNode(gameState.getGameMode().nextUnit.node)
# gameState.getGameMode().focus(gameState.getGameMode().nextUnit.node)
class unitTypeViewer(uiElement):
theViewer = None
def __init__(self,unitType):
if(hasattr(gameState.getGameMode(),"nextUnit")):
uiElement.__init__(self,-0.520,0.983,width=texWidth("UI_UNITTYPE_BACKGROUND"),height=texHeight("UI_UNITTYPE_BACKGROUND"),textureIndex=texIndex("UI_UNITTYPE_BACKGROUND"))
else:
uiElement.__init__(self,viewer.theViewer.xPosition+0.465,0.79,width=texWidth("UI_UNITTYPE_BACKGROUND"),height=0.8,textureIndex=texIndex("UI_UNITTYPE_BACKGROUND"))
self.unitType = unitType
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.052,text=self.unitType.name,textSize=0.0006,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.092,text="health",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.092,text=str(self.unitType.health),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.132,text="attack power",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.132,text=str(self.unitType.attackPower),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.172,text="attack speed",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.172,text=str(self.unitType.attackSpeed),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.212,text="movement speed",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.212,text=str(self.unitType.movementSpeed),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.252,text="armor",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.252,text=str(self.unitType.armor),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.292,text="range",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.292,text=str(self.unitType.range),textSize=0.0005,textColor="ee ed 9b").name)
if(self.unitType.canFly):
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.332,text="flying",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.412,text="red wood cost",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.412,text=str(self.unitType.costRed),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.452,text="blue wood cost",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.452,text=str(self.unitType.costBlue),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.492,text="build time",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.492,text=str(self.unitType.buildTime),textSize=0.0005,textColor="ee ed 9b").name)
if(self.unitType.researchCostRed > 0):
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.572,text="red wood level cost",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.572,text=str(self.unitType.researchCostRed),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.612,text="red wood level cost",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.612,text=str(self.unitType.researchCostBlue),textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.652,text="level research time",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.370,self.yPosition-0.652,text=str(self.unitType.researchTime),textSize=0.0005,textColor="ee ed 9b").name)
# self.movementSpeedBonus = movementSpeedBonus
# self.canSwim = canSwim
def destroy(self):
unitTypeViewer.theViewer = None
uiElement.destroy(self)
class viewer(uiElement):
theViewer = None
def __init__(self,xPos,yPos,node,width,height,textureIndex):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex)
self.node = node
self.names = []
if(node.unit != None):
self.names.append(unitViewerButton(xPos+0.047,yPos-0.044,text="unit",textSize=0.00055,textColor="ee ed 9b",width=1.0,height=1.0,fontIndex=1).name)
else:
self.names.append(uiElement(xPos+0.047,yPos-0.044,text="unit",textSize=0.00055,textColor="cc cc cc",width=1.0,height=1.0,fontIndex=1).name)
if(node.unit != None and node.unit.unitType.name == "summoner"):
self.names.append(summonerViewerButton(xPos+0.164,yPos-0.044,text="summon",textSize=0.00055,textColor="ee ed 9b",width=1.0,height=1.0,fontIndex=1).name)
else:
self.names.append(uiElement(xPos+0.164,yPos-0.044,text="summon",textSize=0.00055,textColor="cc cc cc",width=1.0,height=1.0,fontIndex=1).name)
if(node.city != None):
self.names.append(cityViewerButton(xPos+0.335,yPos-0.044,text="stone",textSize=0.00055,textColor="ee ed 9b",width=1.0,height=1.0,fontIndex=1).name)
else:
self.names.append(uiElement(xPos+0.335,yPos-0.044,text="stone",textSize=0.00055,textColor="cc cc cc",width=1.0,height=1.0,fontIndex=1).name)
def destroy(self):
viewer.theViewer = None
uiElement.destroy(self)
class unitViewer(viewer):
def __init__(self,node):
viewer.__init__(self,-0.983,0.983,node,width=texWidth("UNIT_VIEWER_BACKGROUND"),height=texHeight("UNIT_VIEWER_BACKGROUND"),textureIndex=texIndex("UNIT_VIEWER_BACKGROUND"))
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.100,textureIndex=texIndex("GREY_PEDESTAL"),width=2.0*texWidth("GREY_PEDESTAL"),height=2.0*texHeight("GREY_PEDESTAL")).name)
self.names.append(unitTypeViewerButton(self.xPosition+0.040,self.yPosition-0.120,self.node.unit.unitType,textureIndex=self.node.unit.unitType.textureIndex,height=0.14,width=0.14*0.75).name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.125,text="health",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.130,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR'),textureIndex=texIndex('UNIT_BUILD_BAR')).name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.130,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR')*(float(self.node.unit.health)/self.node.unit.getMaxHealth()),textureIndex=texIndex('UNIT_BUILD_BAR'),color="FF 00 00").name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.185,text="move initiative",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.190,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR'),textureIndex=texIndex('UNIT_BUILD_BAR')).name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.190,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR')*(float(gameLogic.INITIATIVE_ACTION_DEPLETION-self.node.unit.movementPoints)/float(gameLogic.INITIATIVE_ACTION_DEPLETION)),textureIndex=texIndex('UNIT_BUILD_BAR'),color="FF 00 00").name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.245,text="atk initiative",textSize=0.0005,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.250,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR'),textureIndex=texIndex('UNIT_BUILD_BAR')).name)
self.names.append(uiElement(self.xPosition+0.180,self.yPosition-0.250,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR')*(float(gameLogic.INITIATIVE_ACTION_DEPLETION-self.node.unit.attackPoints)/float(gameLogic.INITIATIVE_ACTION_DEPLETION)),textureIndex=texIndex('UNIT_BUILD_BAR'),color="FF 00 00").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.32,text=self.node.unit.unitType.name,textSize=0.00055,textColor="ee ed 9b").name)
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.36,text="lvl " + str(self.node.unit.level),textSize=0.00055,textColor="ee ed 9b").name)
if(self.node.unit.isMeditating):
self.names.append(uiElement(self.xPosition+0.022,self.yPosition-0.450,text="meditating",textSize=0.00055,textColor="ee ed 9b").name)
else:
height = self.yPosition-1.870
if(len(self.node.unit.movePath) > 0 and self.node.unit.isControlled()):
self.names.append(cancelMovementButton(self.xPosition+0.126,height).name)
height = height + 0.085
if(self.node.unit == gameState.getGameMode().nextUnit and self.node.unit.isControlled()):
self.names.append(skipButton(self.xPosition+0.310,height).name)
height = height + 0.085
if(self.node.unit == gameState.getGameMode().nextUnit and self.node.unit.unitType.name == "gatherer" and (self.node.tileValue == cDefines.defines['RED_FOREST_TILE_INDEX'] or self.node.tileValue == cDefines.defines['BLUE_FOREST_TILE_INDEX'] or self.node.city != None)):
self.names.append(startGatheringButton(self.xPosition+0.262,height).name)
class cityViewer(viewer):
def __init__(self,node):
if(hasattr(gameState.getGameMode(),"createGameMode")):
uiElement.__init__(self,-0.31,0.79,width=texWidth("UI_CITYVIEW_BACKGROUND"),height=texHeight("UI_CITYVIEW_BACKGROUND"),textureIndex=texIndex("UI_CITYVIEW_BACKGROUND"))
else:
viewer.__init__(self,-0.983,0.983,node,texWidth("STONE_VIEWER_BACKGROUND"),texHeight("STONE_VIEWER_BACKGROUND"),texIndex("STONE_VIEWER_BACKGROUND"))
self.node = node
height = self.yPosition-0.3
for unitType in self.node.city.unitTypes:
self.names.append(uiElement(self.xPosition+0.022,height,textureIndex=texIndex("GREY_PEDESTAL"),width=texWidth("GREY_PEDESTAL"),height=texHeight("GREY_PEDESTAL")).name)
self.names.append(unitTypeViewerButton(self.xPosition+0.028,height-0.008,unitType,textureIndex=unitType.textureIndex,height=0.07,width=0.07*0.75).name)
self.names.append(uiElement(self.xPosition+0.1,height-0.030,text=unitType.name,textSize=0.00055,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.1,height-0.042,textureIndex=texIndex("RED_WOOD_ICON"),width=texWidth("RED_WOOD_ICON"),height=texHeight("RED_WOOD_ICON")).name)
self.names.append(uiElement(self.xPosition+0.123,height-0.065,text=str(unitType.costRed),textSize=0.00040,textColor="ee ee ee",fontIndex=0).name)
self.names.append(uiElement(self.xPosition+0.175,height-0.042,textureIndex=texIndex("BLUE_WOOD_ICON"),width=texWidth("BLUE_WOOD_ICON"),height=texHeight("BLUE_WOOD_ICON")).name)
self.names.append(uiElement(self.xPosition+0.198,height-0.065,text=str(unitType.costBlue),textSize=0.00040,textColor="ee ee ee",fontIndex=0).name)
self.names.append(uiElement(self.xPosition+0.250,height-0.042,textureIndex=texIndex("TIME_ICON"),width=texWidth("TIME_ICON"),height=texHeight("TIME_ICON")).name)
self.names.append(uiElement(self.xPosition+0.273,height-0.065,text=str(unitType.buildTime),textSize=0.00040,textColor="ee ee ee",fontIndex=0).name)
height = height - 0.1
def destroy(self):
viewer.theViewer = None
uiElement.destroy(self)
class summonerViewer(viewer):
def __init__(self,node):
viewer.__init__(self,-0.983,0.983,node,width=texWidth("SUMMON_VIEWER_BACKGROUND"),height=texHeight("SUMMON_VIEWER_BACKGROUND"),textureIndex=texIndex("SUMMON_VIEWER_BACKGROUND"))
self.node = node
self.isSummonerViewer = True
self.names.append(summonerUnitsDisplay(self.xPosition+0.012,self.yPosition-0.150,gameState.getAvailableUnitTypes(),node.unit,buildUnitElem).name)
researchableUnitTypes = []
for unitType in gameState.getResearchProgress():
if(unitType.name != "gatherer"):
researchableUnitTypes.append(unitType)
self.names.append(summonerUnitsDisplay(self.xPosition+0.012,self.yPosition-0.738,researchableUnitTypes,node.unit,researchUnitElem).name)
queuedThings = []
if(self.node.unit.researching):
queuedThings.append(self.node.unit.researchUnitType)
elif(self.node.unit.unitBeingBuilt != None):
queuedThings.append(self.node.unit.unitBeingBuilt)
for thing in self.node.unit.buildQueue:
queuedThings.append(thing)
queuedThingElem.firstThing = True
self.names.append(summonerUnitsDisplay(self.xPosition+0.012,self.yPosition-1.324,queuedThings,node.unit,queuedThingElem).name)
if(gameState.getGameMode().nextUnit == self.node.unit and self.node.unit.isControlled()):
self.names.append(skipButton(-0.673,-0.887).name)
if(len(self.node.unit.movePath) > 0 and self.node.unit.isControlled()):
self.names.append(cancelMovementButton(-0.857,-0.887).name)
class unitTypeResearchViewer(uiElement):
theUnitTypeResearchViewer = None
@staticmethod
def destroy():
if(unitTypeResearchViewer.theUnitTypeResearchViewer != None):
unitTypeResearchViewer.theUnitTypeResearchViewer._destroy()
unitTypeResearchViewer.theUnitTypeResearchViewer = None
def __init__(self,unitType,xPos=0.0,yPos=0.0,width=0.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.001,color="FF FF FF",mouseOverColor=None):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,cursorIndex=cDefines.defines['CURSOR_POINTER_ON_INDEX'],color=color,mouseOverColor=mouseOverColor)
self.unitType = unitType
self.names = []
self.names.append(uiElement(-0.978,0.53,textXPos=0.01,textYPos=-0.035,height=texHeight('UNIT_TYPE_VIEWER_BOX'),width=texWidth('UNIT_TYPE_VIEWER_BOX'),textureIndex=texIndex('UNIT_TYPE_VIEWER_BOX'),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.48,text=self.unitType.name,textSize=0.0007).name)
self.names.append(uiElement(-0.96,0.44,text="attack power",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.44,text=str(self.unitType.attackPower),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.40,text="attack speed",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.40,text=str(self.unitType.attackSpeed),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.36,text="move speed",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.36,text=str(self.unitType.movementSpeed),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.32,text="health",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.32,text=str(self.unitType.health),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.28,text="range",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.28,text=str(self.unitType.range),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.24,text="can fly",textSize=0.0005).name)
if(self.unitType.canFly):
self.names.append(uiElement(-0.75,0.24,text="[x]",textSize=0.0005).name)
else:
self.names.append(uiElement(-0.75,0.24,text="[ ]",textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.20,text="can swim",textSize=0.0005).name)
if(self.unitType.canSwim):
self.names.append(uiElement(-0.75,0.20,text="[x]",textSize=0.0005).name)
else:
self.names.append(uiElement(-0.75,0.20,text="[ ]",textSize=0.0005).name)
if(actionViewer.theViewer.node.unit != None and actionViewer.theViewer.node.unit.unitType.name == "summoner"):
self.names.append(startResearchButton(-0.96,0.00,self.unitType,text="start research",textSize=0.0005).name)
def _destroy(self):
del gameState.getGameMode().elementsDict[self.name]
for name in self.names:
del gameState.getGameMode().elementsDict[name]
self.names = []
gameState.getGameMode().resortElems = True
class unitTypeBuildViewer(uiElement):
theUnitTypeBuildViewer = None
def __init__(self,unitType,xPos=0.0,yPos=0.0,width=0.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.001,color="FF FF FF",mouseOverColor=None):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,cursorIndex=cDefines.defines['CURSOR_POINTER_ON_INDEX'],color=color,mouseOverColor=mouseOverColor)
self.unitType = unitType
self.names = []
self.names.append(uiElement(-0.978,0.53,textXPos=0.01,textYPos=-0.035,height=texHeight('UNIT_TYPE_VIEWER_BOX'),width=texWidth('UNIT_TYPE_VIEWER_BOX'),textureIndex=texIndex('UNIT_TYPE_VIEWER_BOX'),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.48,text=self.unitType.name,textSize=0.0007).name)
self.names.append(uiElement(-0.96,0.44,text="attack power",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.44,text=str(self.unitType.attackPower),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.40,text="attack speed",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.40,text=str(self.unitType.attackSpeed),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.36,text="move speed",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.36,text=str(self.unitType.movementSpeed),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.32,text="health",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.32,text=str(self.unitType.health),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.28,text="range",textSize=0.0005).name)
self.names.append(uiElement(-0.75,0.28,text=str(self.unitType.range),textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.24,text="can fly",textSize=0.0005).name)
if(self.unitType.canFly):
self.names.append(uiElement(-0.75,0.24,text="[x]",textSize=0.0005).name)
else:
self.names.append(uiElement(-0.75,0.24,text="[ ]",textSize=0.0005).name)
self.names.append(uiElement(-0.96,0.20,text="can swim",textSize=0.0005).name)
if(self.unitType.canSwim):
self.names.append(uiElement(-0.75,0.20,text="[x]",textSize=0.0005).name)
else:
self.names.append(uiElement(-0.75,0.20,text="[ ]",textSize=0.0005).name)
if(actionViewer.theViewer.node.unit != None and actionViewer.theViewer.node.unit.unitType.name == "summoner"):
self.names.append(startSummoningButton(-0.96,0.00,self.unitType,text="summon",textSize=0.0005).name)
@staticmethod
def destroy():
if(unitTypeBuildViewer.theUnitTypeBuildViewer != None):
unitTypeBuildViewer.theUnitTypeBuildViewer._destroy()
unitTypeBuildViewer.theUnitTypeBuildViewer = None
def _destroy(self):
del gameState.getGameMode().elementsDict[self.name]
for name in self.names:
del gameState.getGameMode().elementsDict[name]
self.names = []
gameState.getGameMode().resortElems = True
class cityEditor(uiElement):
theCityEditor = None
def __init__(self,city):
uiElement.__init__(self,-0.983,0.983,textureIndex=texIndex("UI_CITY_EDITOR_BACKGROUND_BACKGROUND"),height=texHeight("UI_CITY_EDITOR_BACKGROUND_BACKGROUND"),width=texWidth("UI_CITY_EDITOR_BACKGROUND_BACKGROUND"))
self.names = []
self.city = city
self.names.append(cityNameInputElement(-0.972,0.746,width=texWidth('UI_TEXT_INPUT'),height=texHeight('UI_TEXT_INPUT'),text=self.city.name,textSize=0.0005,textColor='FF FF FF',textureIndex=texIndex('UI_TEXT_INPUT'),textYPos=-0.035,textXPos=0.01).name)
height = 0.56
for unitType in self.city.unitTypes:
self.names.append(uiElement(-0.95,height,text=unitType.name,textSize=0.0005).name)
self.names.append(uiElement(-0.75,height,text=str(unitType.costRed),textSize=0.0005).name)
if(unitType.name != "summoner" and unitType.name != "gatherer"):
self.names.append(removeUnitTypeButton(-0.97,height+0.03,unitType,textureIndex=texIndex("REMOVE_BUTTON_SMALL"),width=texWidth("REMOVE_BUTTON_SMALL"),height=texHeight("REMOVE_BUTTON_SMALL")).name)
height = height - 0.04
self.names.append(addUnitTypeButton(-0.972,height,width=0.0,height=0.0,text="+unit",textSize=0.0005).name)
self.names.append(deleteCityButton(-0.972,-0.9,width=0.0,height=0.0,text="delete city",textSize=0.0005).name)
def addUnitType(self,unitType):
self.city.unitTypes.append(unitType)
self.reset()
def removeUnitType(self,unitType):
self.city.unitTypes.append(unitType)
cityEditor.reset()
@staticmethod
def destroy():
if(cityEditor.theCityEditor != None):
cityEditor.theCityEditor._destroy()
cityEditor.theCityEditor.city = None
cityEditor.theCityEditor = None
def _destroy(self):
del gameState.getGameMode().elementsDict[self.name]
for name in self.names:
del gameState.getGameMode().elementsDict[name]
self.names = []
gameState.getGameMode().resortElems = True
@staticmethod
def reset():
if(cityEditor.theCityEditor != None):
cityEditor.theCityEditor._destroy()
cityEditor.theCityEditor = cityEditor(cityEditor.theCityEditor.city)
class mapEditorTileSelectUIElement(uiElement):
def __init__(self,xPos,yPos,width=0.0866,height=0.10,textureIndex=-1,hidden=False,tileType=0,playerNumber=-1):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,cursorIndex=texIndex('CURSOR_POINTER_ON'))
self.tileType = tileType
self.selected = False
self.playerNumber = playerNumber
self.toolTipElement = uiElement(self.xPosition+0.00,self.yPosition+0.04,width=0.0,height=0.0,text="asdf",textSize=0.0005,hidden=True)
def onClick(self):
if(gameState.getGameMode().selectedButton != None):
gameState.getGameMode().selectedButton.selected = False
gameState.getGameMode().selectedButton.color = "FF FF FF"
self.selected = True
gameState.getGameMode().selectedButton = self
def onMouseOver(self):
self.toolTipElement.hidden = False
def onMouseOut(self):
self.toolTipElement.hidden = True
class scrollPadElement(uiElement):
def __init__(self,xPos,yPos,scrollableElement,width=0.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.001,color="FF FF FF",mouseOverColor=None,topOffset=0.016,bottomOffset=0.020,rightOffset=0.012):
uiElement.__init__(self,xPos-rightOffset,yPos-topOffset,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,cursorIndex=texIndex('CURSOR_POINTER_ON'),color=color,mouseOverColor=mouseOverColor)
self.scrolling = False
self.initMouseYPos = 0
self.initYPos = 0
self.topOffset = topOffset
self.bottomOffset = bottomOffset
self.rightOffset = rightOffset
self.scrollableElement = scrollableElement
self.setScrollPosition(0)
def onLeftClickDown(self):
self.scrolling = True
self.initMouseYPos = gameState.getGameMode().mouseY
self.initYPos = self.yPosition
def onLeftClickUp(self):
self.scrolling = False
def onMouseMovement(self):
if(self.scrolling and self.numScrollablePositions > 0):
self.yPosition = self.initYPos-(2.0*(gameState.getGameMode().mouseY-self.initMouseYPos)/cDefines.defines['SCREEN_HEIGHT'])
if(self.yPosition > self.scrollableElement.yPosition - self.topOffset):
self.yPosition = self.scrollableElement.yPosition - self.topOffset
elif(self.yPosition < self.scrollableElement.yPosition - self.scrollableElement.height + self.height + self.bottomOffset):
self.yPosition = self.scrollableElement.yPosition - self.scrollableElement.height + self.height + self.bottomOffset
self.scrollableElement.scrollPosition = int(float(self.numScrollablePositions)*(self.scrollableElement.yPosition-self.topOffset-self.yPosition+0.001)/self.totalScrollableHeight)
self.scrollableElement.hideAndShowTextFields()
def setScrollPosition(self,scrollPos):
self.numScrollablePositions = len(self.scrollableElement.textFieldElements) - self.scrollableElement.numFields
# self.numScrollablePositions = len(self.scrollableElement.textFields) - self.scrollableElement.numFields
self.totalScrollableHeight = self.scrollableElement.height - self.topOffset - self.bottomOffset - self.height
if(self.numScrollablePositions > 0):
self.yPosition = 0.0-((self.totalScrollableHeight*scrollPos/(self.numScrollablePositions))+self.topOffset-self.scrollableElement.yPosition)
class scrollableElement(uiElement):
def setYPosition(self,yPos):
if(hasattr(self,"names")):
for name in self.names:
gameState.getGameMode().elementsDict[name].yPosition = gameState.getGameMode().elementsDict[name].yPosition + yPos - self.yPosition
self.yPosition = yPos
class buildUnitElem(scrollableElement):
def __init__(self,xPos,yPos,summoner,unitType,index):
scrollableElement.__init__(self,xPos,yPos)
self.unitType = unitType
self.summoner = summoner
self.names.append(uiElement(self.xPosition,self.yPosition,textureIndex=texIndex("UNIT_UI_BACK"),height=texHeight("UNIT_UI_BACK"),width=texWidth("UNIT_UI_BACK")).name)
self.names.append(unitTypeViewerButton(self.xPosition+0.009,self.yPosition-0.026,self.unitType,textureIndex=self.unitType.textureIndex,height=0.07,width=0.07).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text=self.unitType.name+"("+str(gameState.getResearchProgress()[self.unitType][0])+")",textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.071,textureIndex=texIndex("RED_WOOD_ICON"),width=texWidth("RED_WOOD_ICON")/4.0,height=texHeight("RED_WOOD_ICON")/4.0).name)
self.names.append(uiElement(self.xPosition+0.106,self.yPosition-0.092,text=str(gameState.getResearchProgress()[self.unitType][0]*self.unitType.costRed),textSize=0.00038,textColor="ee ee ee",fontIndex=0).name)
self.names.append(uiElement(self.xPosition+0.151,self.yPosition-0.071,textureIndex=texIndex("BLUE_WOOD_ICON"),width=texWidth("BLUE_WOOD_ICON")/4.0,height=texHeight("BLUE_WOOD_ICON")/4.0).name)
self.names.append(uiElement(self.xPosition+0.172,self.yPosition-0.092,text=str(gameState.getResearchProgress()[self.unitType][0]*self.unitType.costBlue),textSize=0.00038,textColor="ee ee ee",fontIndex=0).name)
self.names.append(uiElement(self.xPosition+0.221,self.yPosition-0.071,textureIndex=texIndex("TIME_ICON"),width=texWidth("TIME_ICON")/4.0,height=texHeight("TIME_ICON")/4.0).name)
self.names.append(uiElement(self.xPosition+0.242,self.yPosition-0.092,text=str(self.unitType.buildTime),textSize=0.00038,textColor="ee ee ee",fontIndex=0).name)
if(gameState.getGameMode().selectedNode.unit != None and gameState.getGameMode().selectedNode.unit.isControlled() and gameState.getGameMode().players[gameState.getGameMode().getPlayerNumber()].redWood >= (gameState.getResearchProgress()[self.unitType][0]*self.unitType.costRed) and gameState.getGameMode().players[gameState.getGameMode().getPlayerNumber()].blueWood >= (gameState.getResearchProgress()[unitType][0]*self.unitType.costBlue)):
# if(gameState.getGameMode().selectedNode.unit != None and gameState.getGameMode().selectedNode.unit.isMeditating and gameState.getGameMode().selectedNode.unit.isControlled()):
self.names.append(summonButton(self.xPosition+0.293,self.yPosition-0.068,self.unitType).name)
class researchUnitElem(scrollableElement):
def __init__(self,xPos,yPos,summoner,unitType,index):
scrollableElement.__init__(self,xPos,yPos)
self.summoner = summoner
self.unitType = unitType
self.names.append(uiElement(self.xPosition,self.yPosition,textureIndex=texIndex("UNIT_UI_BACK"),height=texHeight("UNIT_UI_BACK"),width=texWidth("UNIT_UI_BACK")).name)
self.names.append(unitTypeViewerButton(self.xPosition+23.0/cDefines.defines["SCREEN_WIDTH"],self.yPosition-23.0/cDefines.defines["SCREEN_HEIGHT"],self.unitType,textureIndex=self.unitType.textureIndex,height=70.0/cDefines.defines["SCREEN_HEIGHT"],width=70.0/cDefines.defines["SCREEN_WIDTH"]).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text=self.unitType.name+" lv "+ str(gameState.getResearchProgress()[self.unitType][0]+1),textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.071,textureIndex=texIndex("RED_WOOD_ICON"),width=texWidth("RED_WOOD_ICON")/4.0,height=texHeight("RED_WOOD_ICON")/4.0).name)
self.names.append(uiElement(self.xPosition+0.106,self.yPosition-0.092,text=str(self.unitType.researchCostRed),textSize=0.00038,textColor="ee ee ee",fontIndex=0).name)
self.names.append(uiElement(self.xPosition+0.151,self.yPosition-0.071,textureIndex=texIndex("BLUE_WOOD_ICON"),width=texWidth("BLUE_WOOD_ICON")/4.0,height=texHeight("BLUE_WOOD_ICON")/4.0).name)
self.names.append(uiElement(self.xPosition+0.172,self.yPosition-0.092,text=str(self.unitType.researchCostBlue),textSize=0.00038,textColor="ee ee ee",fontIndex=0).name)
self.names.append(uiElement(self.xPosition+0.221,self.yPosition-0.071,textureIndex=texIndex("TIME_ICON"),width=texWidth("TIME_ICON")/4.0,height=texHeight("TIME_ICON")/4.0).name)
self.names.append(uiElement(self.xPosition+0.242,self.yPosition-0.092,text=str(self.unitType.buildTime),textSize=0.00038,textColor="ee ee ee",fontIndex=0).name)
if(gameState.getGameMode().selectedNode.unit != None and gameState.getGameMode().selectedNode.unit.isControlled() and gameState.getGameMode().players[gameState.getGameMode().selectedNode.unit.player].redWood >= self.unitType.researchCostRed and gameState.getGameMode().players[gameState.getGameMode().selectedNode.unit.player].blueWood >= self.unitType.researchCostBlue):
# if(gameState.getGameMode().selectedNode.unit != None and gameState.getGameMode().selectedNode.unit.isMeditating and gameState.getGameMode().selectedNode.unit.isControlled()):
self.names.append(researchButton(self.xPosition+0.293,self.yPosition-0.068,self.unitType).name)
class queuedThingElem(scrollableElement):
firstThing = True
def __init__(self,xPos,yPos,summoner,unitThing,index):
scrollableElement.__init__(self,xPos,yPos)
self.summoner = summoner
self.unit = None
self.unitType = None
if(hasattr(unitThing,"unitType")):#unit
self.unit = unitThing
self.unitType = self.unit.unitType
else:
self.unitType = unitThing
self.names.append(uiElement(self.xPosition,self.yPosition,textureIndex=texIndex("UNIT_UI_BACK"),height=texHeight("UNIT_UI_BACK"),width=texWidth("UNIT_UI_BACK")).name)
self.names.append(unitTypeViewerButton(self.xPosition+23.0/cDefines.defines["SCREEN_WIDTH"],self.yPosition-23.0/cDefines.defines["SCREEN_HEIGHT"],self.unitType,textureIndex=self.unitType.textureIndex,height=70.0/cDefines.defines["SCREEN_HEIGHT"],width=70.0/cDefines.defines["SCREEN_WIDTH"]).name)
if(queuedThingElem.firstThing):
queuedThingElem.firstThing = False
if(self.unit != None):
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text=self.unitType.name+"("+str(self.unit.level)+")",textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.08,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR'),textureIndex=texIndex('UNIT_BUILD_BAR')).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.08,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR')*(summoner.unitBeingBuilt.unitType.buildTime-summoner.unitBeingBuilt.buildPoints)/summoner.unitBeingBuilt.unitType.buildTime,textureIndex=texIndex('UNIT_BUILD_BAR'),color="FF 00 00").name)
else:
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text=self.unitType.name+" lv "+str(gameState.getResearchProgress()[self.unitType][0]+1),textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.08,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR'),textureIndex=texIndex('UNIT_BUILD_BAR')).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.08,height=texHeight('UNIT_BUILD_BAR'),width=texWidth('UNIT_BUILD_BAR')*(float(gameState.getResearchProgress()[summoner.researchUnitType][1])/summoner.researchUnitType.researchTime),textureIndex=texIndex('UNIT_BUILD_BAR'),color="FF 00 00").name)
else:
if(self.unit != None):
# self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text="summon",textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text=self.unitType.name+"("+str(self.unit.level)+")",textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
else:
# self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text="research",textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(uiElement(self.xPosition+0.085,self.yPosition-0.05,text=self.unitType.name+" lv "+str(gameState.getResearchProgress()[self.unitType][0]+1),textSize=0.0005,textColor="ee ee ee",fontIndex=2).name)
self.names.append(cancelButton(self.xPosition+0.293,self.yPosition-0.068,index).name)
class scrollingTextElement(scrollableElement):
def __init__(self,xPos,yPos,scrollableElement,width=0.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.001,color="FF FF FF",mouseOverColor=None):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,color=color,mouseOverColor=mouseOverColor,cursorIndex=cDefines.defines['CURSOR_POINTER_ON_INDEX'])
self.hidden = True
self.lineHeight = 0
self.scrollableElement = scrollableElement
def onClick(self):
if(hasattr(self.scrollableElement,"onClick")):
self.scrollableElement.onClick(self)
class scrollableRoomNameElement(uiElement):
def onClick(self):
gameState.getGameFindClient().sendCommand("subscribe",self.text)
class scrollableMapNameElement(uiElement):
def onClick(self):
gameState.setMapName(self.text)
gameState.setGameMode(gameModes.mapViewMode)
class scrollableRoomElement(scrollableElement):
def __init__(self,xPos,yPos,roomName,mapName,playerCount,maxPlayerCount,text="",textSize=0.0005):
scrollableElement.__init__(self,xPos,yPos,text="",textSize=textSize)
self.names = []
self.roomNameElem = scrollableRoomNameElement(xPos+0.008,yPos,text=roomName,textSize=textSize)
self.names.append(self.roomNameElem.name)
self.mapNameElem = scrollableMapNameElement(xPos+0.9,yPos,text=mapName,textSize=textSize)
self.names.append(self.mapNameElem.name)
self.roomCountElem = uiElement(xPos+1.36,yPos,text=str(playerCount) + "/" + str(maxPlayerCount),textSize=textSize)
self.names.append(self.roomCountElem.name)
class scrollableTextFieldsElement(uiElement):
def __init__(self,xPos,yPos,textFields,width=0.0,height=0.0,textureIndex=-1,hidden=False,cursorIndex=-1,text="",textColor="FF FF FF",textSize=0.0005,color="FF FF FF",mouseOverColor=None,xPositionOffset=0.0,yPositionOffset=0.04,lineHeight=0.041,numFields=25,scrollSpeed=1,scrollPadTex="UI_SCROLL_PAD"):
uiElement.__init__(self,xPos,yPos,width=width,height=height,textureIndex=textureIndex,text=text,textColor=textColor,textSize=textSize,color=color,mouseOverColor=mouseOverColor)
self.xPositionOffset = xPositionOffset
self.yPositionOffset = yPositionOffset
self.lineHeight = lineHeight
self.numFields = numFields
self.scrollSpeed = scrollSpeed
self.scrollPosition = 0
self.textFields = textFields
self.textFieldElements = []
self.names = []
self.scrollPadTex = scrollPadTex
self.scrollPadElem = scrollPadElement(self.xPosition + self.width - texWidth(self.scrollPadTex),self.yPosition,scrollableElement=self,width=texWidth(self.scrollPadTex),height=texHeight(self.scrollPadTex),textureIndex=texIndex(self.scrollPadTex),hidden=True)
self.scrollPadElem.onScrollUp = self.onScrollUp
self.scrollPadElem.onScrollDown = self.onScrollDown
self.names.append(self.scrollPadElem.name)
self.redraw()
def redraw(self):
# self.reset()
for field in self.textFields:
textFieldElem = None
if(hasattr(field,"xPosition")):#elements instead of just a text array
# if(True):
textFieldElem = field
textFieldElem.scrollableElement = self
textFieldElem.xPosition = self.xPosition+self.xPositionOffset
gameState.getGameMode().elementsDict[textFieldElem.name] = textFieldElem
gameState.rendererUpdateQueue.put(rendererUpdates.addUIElem(textFieldElem))
else:
text = ""
if(hasattr(field,"name")):
text = field.name
else:
text=field
textFieldElem = scrollingTextElement(self.xPosition+self.xPositionOffset,0.0,self,width=2.0,height=0.1,text=text,textureIndex=-1,textSize=self.textSize,hidden=True)
textFieldElem.onScrollUp = self.onScrollUp
textFieldElem.onScrollDown = self.onScrollDown
for name in textFieldElem.names:
gameState.getGameMode().elementsDict[name].onScrollUp = self.onScrollUp
gameState.getGameMode().elementsDict[name].onScrollDown = self.onScrollDown
# self.names.append(textFieldElem.name)
self.textFieldElements.append(textFieldElem)
self.hideAndShowTextFields()
# self.scrollPadElem = scrollPadElement(self.xPosition + self.width - texWidth(self.scrollPadTex),self.yPosition,scrollableElement=self,width=texWidth(self.scrollPadTex),height=texHeight(self.scrollPadTex),textureIndex=texIndex(self.scrollPadTex),hidden=True)
# self.scrollPadElem = None
# else:
# self.scrollPadElem = scrollPadElement(self.xPosition + self.width - texWidth(self.scrollPadTex),self.yPosition,scrollableElement=self,width=texWidth(self.scrollPadTex),height=texHeight(self.scrollPadTex),textureIndex=texIndex(self.scrollPadTex),hidden=True)
# if(len(self.textFields) > self.numFields):
self.scrollPadElem.setScrollPosition(self.scrollPosition)
def hideAndShowTextFields(self):
count = 0
yPosOffset = 0-self.yPositionOffset
for textFieldElement in self.textFieldElements:
textFieldElement.setYPosition(self.yPosition+yPosOffset)
if(not self.hidden and count < self.numFields + self.scrollPosition and count > self.scrollPosition - 1):
yPosOffset = yPosOffset - self.lineHeight
textFieldElement.hidden = False
for name in textFieldElement.names:
gameState.getGameMode().elementsDict[name].hidden = False
else:
textFieldElement.hidden = True
for name in textFieldElement.names:
gameState.getGameMode().elementsDict[name].hidden = True
count = count + 1
def onScrollUp(self):
if(self.scrollPadElem != None):
self.scrollPosition = self.scrollPosition - self.scrollSpeed
if(self.scrollPosition < 0):
self.scrollPosition = 0
self.hideAndShowTextFields()
self.scrollPadElem.setScrollPosition(self.scrollPosition)
def onScrollDown(self):
if(self.scrollPadElem != None):
self.scrollPosition = self.scrollPosition + self.scrollSpeed
if(self.scrollPosition > len(self.textFieldElements) - self.numFields):
self.scrollPosition = len(self.textFieldElements) - self.numFields
self.hideAndShowTextFields()
self.scrollPadElem.setScrollPosition(self.scrollPosition)
def reset(self):
# for name in self.names:
# print gameState.getGameMode().elementsDict[name].names
# gameState.getGameMode().elementsDict[name].destroy()
#del gameState.getGameMode().elementsDict[name]
# self.names = []
# self.textFields = []
self.textFieldElements = []
def destroy(self):
# for textFieldElement in self.textFieldElements:
# textFieldElement.destroy()
uiElement.destroy(self)
class summonerUnitsDisplay(scrollableTextFieldsElement):
def __init__(self,xPos,yPos,unitTypes,summoner,unitElemClass):
scrollableTextFieldsElement.__init__(self,xPos,yPos,[],height=texHeight("QUEUE_BORDER")-0.015,width=texWidth("QUEUE_BORDER"),xPositionOffset=0.01,yPositionOffset=0.014,lineHeight=0.127,numFields=4,scrollPadTex="SCROLL_BAR")
self.unitTypes = unitTypes
self.summoner = summoner
index = 0
for unitType in self.unitTypes:
elem = unitElemClass(self.xPosition+self.xPositionOffset,0.0,summoner,unitType,index)
self.textFields.append(elem)
self.names.append(elem.name)
index = index + 1
self.redraw()
class chatDisplay(scrollableTextFieldsElement):
#The goal here is to hold lines of text that are too long in textQueue and run them thru a function in fonts.h which will tell us how many words will constitute one line. This way we can add the text as a textFieldElement in order to reuse all the scrollableTextFields code.
def __init__(self,xPos,yPos,textureName="CHAT_DISPLAY"):
scrollableTextFieldsElement.__init__(self,xPos,yPos,[],textSize=0.0005,textureIndex=texIndex(textureName),width=texWidth(textureName),height=texHeight(textureName),numFields=36,xPositionOffset=0.02,yPositionOffset=0.05)
self.textQueue = Queue()
self.linesQueue = Queue()
self.currentText = ""
def addLine(self,wordLength):