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Python view.View类代码示例

本文整理汇总了Python中horizons.view.View的典型用法代码示例。如果您正苦于以下问题:Python View类的具体用法?Python View怎么用?Python View使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了View类的8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: __init__

	def __init__(self, db, rng_seed=None, ingame_gui_class=IngameGui):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View()
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events

		#GUI
		self._ingame_gui_class = ingame_gui_class

		self.selected_instances = set()
		# List of sets that holds the player assigned unit groups.
		self.selection_groups = [set()] * 10

		self._old_autosave_interval = None
开发者ID:Octavianuspg,项目名称:unknown-horizons,代码行数:29,代码来源:session.py

示例2: __init__

	def __init__(self, gui, db):
		super(Session, self).__init__()
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sqlite)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		WorldObject.reset()
		NamedObject.reset()

		#game
		self.random = self.create_rng()
		self.timer = Timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self, (15, 15))
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.display_speed()

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.
开发者ID:court-jus,项目名称:unknown-horizons,代码行数:30,代码来源:session.py

示例3: __init__

	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(
		  renderer=self.view.renderer['GenericRenderer'],
		  layer=self.view.layers[LAYERS.OBJECTS]
		  )
		self.production_finished_icon_manager = None
		self.create_production_finished_icon_manager()


		self.selected_instances = set()
		self.selection_groups = [set() for _ in range(10)]  # List of sets that holds the player assigned unit groups.

		self._old_autosave_interval = None
开发者ID:acieroid,项目名称:unknown-horizons,代码行数:44,代码来源:session.py

示例4: __init__

	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(gui, Gui)
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self.message_bus = MessageBus()

		# misc
		WorldObject.reset()
		NamedComponent.reset()
		AIPlayer.clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(self)

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.
开发者ID:perher,项目名称:unknown-horizons,代码行数:42,代码来源:session.py

示例5: Session

class Session(LivingObject):
	"""The Session class represents the game's main ingame view and controls cameras and map loading.
	It is alive as long as a game is running.
	Many objects require a reference to this, which makes it a pseudo-global, from which we would
	like to move away in the long term. This is where we hope the components come into play, which
	you will encounter later.

	This is the most important class if you are going to hack on Unknown Horizons; it provides most of
	the important ingame variables.
	Here's a small list of commonly used attributes:

	* world - horizons.world instance of the currently running horizons. Stores players and islands,
		which store settlements, which store buildings, which have productions and collectors.
		Therefore, world deserves its name -- it contains the whole game state.
	* scheduler - horizons.scheduler instance. Used to execute timed events. Master of time in UH.
	* manager - horizons.manager instance. Used to execute commands (used to apply user interactions).
		There is a singleplayer and a multiplayer version. Our mp system works by the mp-manager not
		executing the commands directly, but sending them to all players, where they will be executed
		at the same tick.
	* view - horizons.view instance. Used to control the ingame camera.
	* ingame_gui - horizons.gui.ingame_gui instance. Used to control the ingame gui framework.
		(This is different from gui, which is the main menu and general session-independent gui)
	* cursor - horizons.gui.{navigation/cursor/selection/building}tool instance. Used to handle
			   mouse events.
	* selected_instances - Set that holds the currently selected instances (building, units).

	TUTORIAL:
	For further digging you should now be checking out the load() function.
	"""
	timer = livingProperty()
	manager = livingProperty()
	view = livingProperty()
	ingame_gui = livingProperty()
	keylistener = livingProperty()
	scenario_eventhandler = livingProperty()

	log = logging.getLogger('session')

	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(
		  renderer=self.view.renderer['GenericRenderer'],
		  layer=self.view.layers[LAYERS.OBJECTS]
		  )
		self.production_finished_icon_manager = None
		self.create_production_finished_icon_manager()


		self.selected_instances = set()
		self.selection_groups = [set() for _ in range(10)]  # List of sets that holds the player assigned unit groups.

		self._old_autosave_interval = None

	def create_production_finished_icon_manager(self):
		""" Checks the settings if we should display resrouce icons.
		If True: Create the ProductionFinishedIconManager
		If False and a manager is currently running: End it
		"""
		show_resource_icons = bool(horizons.globals.fife.get_uh_setting("ShowResourceIcons"))
		if show_resource_icons:
			self.production_finished_icon_manager = ProductionFinishedIconManager(
				renderer=self.view.renderer['GenericRenderer'],
				layer=self.view.layers[LAYERS.OBJECTS]
			)
		else:
			self.end_production_finished_icon_manager()

	def start(self):
		"""Actually starts the game."""
		self.timer.activate()
#.........这里部分代码省略.........
开发者ID:acieroid,项目名称:unknown-horizons,代码行数:101,代码来源:session.py

示例6: Session

class Session(LivingObject):
	"""The Session class represents the game's main ingame view and controls cameras and map loading.
	It is alive as long as a game is running.
	Many objects require a reference to this, which makes it a pseudo-global, from which we would
	like to move away in the long term. This is where we hope the components come into play, which
	you will encounter later.

	This is the most important class if you are going to hack on Unknown Horizons; it provides most of
	the important ingame variables.
	Here's a small list of commonly used attributes:

	* world - horizons.world instance of the currently running horizons. Stores players and islands,
		which store settlements, which store buildings, which have productions and collectors.
		Therefore, world deserves its name -- it contains the whole game state.
	* scheduler - horizons.scheduler instance. Used to execute timed events. Master of time in UH.
	* manager - horizons.manager instance. Used to execute commands (used to apply user interactions).
		There is a singleplayer and a multiplayer version. Our mp system works by the mp-manager not
		executing the commands directly, but sending them to all players, where they will be executed
		at the same tick.
	* view - horizons.view instance. Used to control the ingame camera.
	* ingame_gui - horizons.gui.ingame_gui instance. Used to control the ingame gui framework.
		(This is different from gui, which is the main menu and general session-independent gui)
	* selected_instances - Set that holds the currently selected instances (building, units).

	TUTORIAL:
	For further digging you should now be checking out the load() function.
	"""
	timer = livingProperty()
	manager = livingProperty()
	view = livingProperty()
	ingame_gui = livingProperty()
	scenario_eventhandler = livingProperty()

	log = logging.getLogger('session')

	def __init__(self, db, rng_seed=None, ingame_gui_class=IngameGui):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View()
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events

		#GUI
		self._ingame_gui_class = ingame_gui_class

		self.selected_instances = set()
		# List of sets that holds the player assigned unit groups.
		self.selection_groups = [set()] * 10

		self._old_autosave_interval = None

	def start(self):
		"""Actually starts the game."""
		self.timer.activate()
		self.scenario_eventhandler.start()
		self.reset_autosave()
		SettingChanged.subscribe(self._on_setting_changed)

	def reset_autosave(self):
		"""(Re-)Set up autosave. Called if autosave interval has been changed."""
		# get_uh_setting returns floats like 4.0 and 42.0 since slider stepping is 1.0.
		interval = int(horizons.globals.fife.get_uh_setting("AutosaveInterval"))
		if interval != self._old_autosave_interval:
			self._old_autosave_interval = interval
			ExtScheduler().rem_call(self, self.autosave)
			if interval != 0: #autosave
				self.log.debug("Initing autosave every %s minutes", interval)
				ExtScheduler().add_new_object(self.autosave, self, interval * 60, -1)

	def _on_setting_changed(self, message):
		if message.setting_name == 'AutosaveInterval':
			self.reset_autosave()

	def create_manager(self):
		"""Returns instance of command manager (currently MPManager or SPManager)"""
		raise NotImplementedError

	def create_rng(self, seed=None):
		"""Returns a RNG (random number generator). Must support the python random.Random interface"""
		raise NotImplementedError

	def create_timer(self):
		"""Returns a Timer instance."""
		raise NotImplementedError

	@classmethod
#.........这里部分代码省略.........
开发者ID:Octavianuspg,项目名称:unknown-horizons,代码行数:101,代码来源:session.py

示例7: Session

class Session(LivingObject):
	"""Session class represents the games main ingame view and controls cameras and map loading.

	This is the most important class if you are going to hack on Unknown Horizons, it provides most of
	the important ingame variables.
	Here's a small list of commonly used attributes:
	* manager - horizons.manager instance. Used to execute commands that need to be tick,
				synchronized check the class for more information.
	* scheduler - horizons.scheduler instance. Used to execute timed events that do not effect
	              network games but rather control the local simulation.
	* view - horizons.view instance. Used to control the ingame camera.
	* ingame_gui - horizons.gui.ingame_gui instance. Used to controll the ingame gui.
	* cursor - horizons.gui.{navigation/cursor/selection/building}tool instance. Used to controll
			   mouse events, check the classes for more info.
	* selected_instances - Set that holds the currently selected instances (building, units).
	* world - horizons.world instance of the currently running horizons. Stores islands, players,
	          for later access.

	TUTORIAL:
	For further digging you should now be checking out the load() function.
	"""
	timer = livingProperty()
	manager = livingProperty()
	view = livingProperty()
	ingame_gui = livingProperty()
	keylistener = livingProperty()
	cursor = livingProperty()
	world = livingProperty()
	scenario_eventhandler = livingProperty()

	log = logging.getLogger('session')

	def __init__(self, gui, db):
		super(Session, self).__init__()
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sqlite)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		WorldObject.reset()
		NamedObject.reset()

		#game
		self.random = self.create_rng()
		self.timer = Timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self, (15, 15))
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.display_speed()

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.

	def start(self):
		"""Acctually starts the game."""
		self.timer.activate()

	def create_manager(self):
		"""Returns instance of command manager (currently MPManager or SPManager)"""
		raise NotImplementedError

	def create_rng(self):
		"""Returns a RNG (random number generator). Must support the python random.Random interface"""
		raise NotImplementedError

	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		self.gui.session = None

		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		if horizons.main.fife.get_fife_setting("PlaySounds"):
			for emitter in horizons.main.fife.emitter['ambient'][:]:
				emitter.stop()
				horizons.main.fife.emitter['ambient'].remove(emitter)
			horizons.main.fife.emitter['effects'].stop()
			horizons.main.fife.emitter['speech'].stop()
		self.cursor = None
		self.world = None
		self.keylistener = None
		self.ingame_gui = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None
		Scheduler.destroy_instance()

#.........这里部分代码省略.........
开发者ID:court-jus,项目名称:unknown-horizons,代码行数:101,代码来源:session.py

示例8: Session

class Session(LivingObject):
	"""Session class represents the games main ingame view and controls cameras and map loading.
	It is alive as long as a game is running.
	Many objects require a reference to this, which makes it a pseudo-global, from what we would
	like to move away long-term. This is where we hope the components come into play, which
	you will encounter later

	This is the most important class if you are going to hack on Unknown Horizons, it provides most of
	the important ingame variables.
	Here's a small list of commonly used attributes:

	* world - horizons.world instance of the currently running horizons. Stores players and islands,
		which store settlements, which store buildings, which have productions and collectors.
		Therefore world deserves its name, it contains the whole game state.
	* scheduler - horizons.scheduler instance. Used to execute timed events. Master of time in UH.
	* manager - horizons.manager instance. Used to execute commands (used to apply user interactions).
		There is a singleplayer and a multiplayer version. Our mp system works by the mp-manager not
		executing the commands directly, but sending them to all players, where they will be executed
		at the same tick.
	* view - horizons.view instance. Used to control the ingame camera.
	* ingame_gui - horizons.gui.ingame_gui instance. Used to control the ingame gui framework.
		(This is different from gui, which is the main menu and general session-independent gui)
	* cursor - horizons.gui.{navigation/cursor/selection/building}tool instance. Used to handle
			   mouse events.
	* selected_instances - Set that holds the currently selected instances (building, units).

	TUTORIAL:
	For further digging you should now be checking out the load() function.
	"""
	timer = livingProperty()
	manager = livingProperty()
	view = livingProperty()
	ingame_gui = livingProperty()
	keylistener = livingProperty()
	world = livingProperty()
	scenario_eventhandler = livingProperty()

	log = logging.getLogger('session')

	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(gui, Gui)
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self.message_bus = MessageBus()

		# misc
		WorldObject.reset()
		NamedComponent.reset()
		AIPlayer.clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(self)

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.

	def start(self):
		"""Actually starts the game."""
		self.timer.activate()

	def create_manager(self):
		"""Returns instance of command manager (currently MPManager or SPManager)"""
		raise NotImplementedError

	def create_rng(self, seed=None):
		"""Returns a RNG (random number generator). Must support the python random.Random interface"""
		raise NotImplementedError

	def create_timer(self):
		"""Returns a Timer instance."""
		raise NotImplementedError

	def end(self):
		self.log.debug("Ending session")
#.........这里部分代码省略.........
开发者ID:perher,项目名称:unknown-horizons,代码行数:101,代码来源:session.py


注:本文中的horizons.view.View类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。