本文整理汇总了Python中horizons.gui.widgets.resourceoverviewbar.ResourceOverviewBar.get_size方法的典型用法代码示例。如果您正苦于以下问题:Python ResourceOverviewBar.get_size方法的具体用法?Python ResourceOverviewBar.get_size怎么用?Python ResourceOverviewBar.get_size使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类horizons.gui.widgets.resourceoverviewbar.ResourceOverviewBar
的用法示例。
在下文中一共展示了ResourceOverviewBar.get_size方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: IngameGui
# 需要导入模块: from horizons.gui.widgets.resourceoverviewbar import ResourceOverviewBar [as 别名]
# 或者: from horizons.gui.widgets.resourceoverviewbar.ResourceOverviewBar import get_size [as 别名]
#.........这里部分代码省略.........
city_name_label.disable_cursor_change_on_hover()
self.cityinfo.mapEvents({
'city_name': cb
})
city_name_label.helptext = helptext
foundlabel = self.cityinfo.child_finder('owner_emblem')
foundlabel.image = 'content/gui/images/tabwidget/emblems/emblem_%s.png' % (self.settlement.owner.color.name)
foundlabel.helptext = self.settlement.owner.name
foundlabel = self.cityinfo.child_finder('city_name')
foundlabel.text = self.settlement.get_component(SettlementNameComponent).name
foundlabel.resizeToContent()
foundlabel = self.cityinfo.child_finder('city_inhabitants')
foundlabel.text = u' {amount:>4d}'.format(amount=self.settlement.inhabitants)
foundlabel.resizeToContent()
self._update_cityinfo_position()
def _update_cityinfo_position(self):
""" Places cityinfo widget depending on resource bar dimensions.
For a normal-sized resource bar and reasonably large resolution:
* determine resource bar length (includes gold)
* determine empty horizontal space between resbar end and minimap start
* display cityinfo centered in that area if it is sufficiently large
If too close to the minimap (cityinfo larger than length of this empty space)
move cityinfo centered to very upper screen edge. Looks bad, works usually.
In this case, the resbar is redrawn to put the cityinfo "behind" it visually.
"""
width = horizons.globals.fife.engine_settings.getScreenWidth()
resbar = self.resource_overview.get_size()
is_foreign = (self.settlement.owner != self.session.world.player)
blocked = self.cityinfo.size[0] + int(1.5*self.minimap.get_size()[1])
# minimap[1] returns width! Use 1.5*width because of the GUI around it
if is_foreign: # other player, no resbar exists
self.cityinfo.pos = ('center', 'top')
xoff = 0
yoff = 19
elif blocked < width < resbar[0] + blocked: # large resbar / small resolution
self.cityinfo.pos = ('center', 'top')
xoff = 0
yoff = 0 # upper screen edge
else:
self.cityinfo.pos = ('left', 'top')
xoff = resbar[0] + (width - blocked - resbar[0]) // 2
yoff = 24
self.cityinfo.offset = (xoff, yoff)
self.cityinfo.position_technique = "{pos[0]}{off[0]:+d}:{pos[1]}{off[1]:+d}".format(
pos=self.cityinfo.pos,
off=self.cityinfo.offset)
self.cityinfo.hide()
self.cityinfo.show()
def minimap_to_front(self):
"""Make sure the full right top gui is visible and not covered by some dialog"""
self.widgets['minimap'].hide()
self.widgets['minimap'].show()
def show_diplomacy_menu(self):
# check if the menu is already shown
if getattr(self.get_cur_menu(), 'name', None) == "diplomacy_widget":