本文整理汇总了Python中horizons.world.managers.statusiconmanager.StatusIconManager类的典型用法代码示例。如果您正苦于以下问题:Python StatusIconManager类的具体用法?Python StatusIconManager怎么用?Python StatusIconManager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StatusIconManager类的6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, 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
示例2: __init__
def __init__(self, session):
super(IngameGui, self).__init__()
self.session = session
assert isinstance(self.session, horizons.session.Session)
self.settlement = None
self._old_menu = None
self.cursor = None
self.coordinates_tooltip = None
self.keylistener = IngameKeyListener(self.session)
self.cityinfo = CityInfo(self)
LastActivePlayerSettlementManager.create_instance(self.session)
self.message_widget = MessageWidget(self.session)
# Windows
self.windows = WindowManager()
self.show_popup = self.windows.show_popup
self.show_error_popup = self.windows.show_error_popup
self.logbook = LogBook(self.session, self.windows)
self.players_overview = PlayersOverview(self.session)
self.players_settlements = PlayersSettlements(self.session)
self.players_ships = PlayersShips(self.session)
self.chat_dialog = ChatDialog(self.windows, self.session)
self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
self.help_dialog = HelpDialog(self.windows, session=self.session)
# Icon manager
self.status_icon_manager = StatusIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
self.production_finished_icon_manager = ProductionFinishedIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
# 'minimap' is the guichan gui around the actual minimap, which is saved
# in self.minimap
self.mainhud = load_uh_widget('minimap.xml')
self.mainhud.position_technique = "right:top"
icon = self.mainhud.findChild(name="minimap")
self.minimap = Minimap(icon,
targetrenderer=horizons.globals.fife.targetrenderer,
imagemanager=horizons.globals.fife.imagemanager,
session=self.session,
view=self.session.view)
def speed_up():
SpeedUpCommand().execute(self.session)
def speed_down():
SpeedDownCommand().execute(self.session)
self.mainhud.mapEvents({
'zoomIn' : self.session.view.zoom_in,
'zoomOut' : self.session.view.zoom_out,
'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
'speedUp' : speed_up,
'speedDown' : speed_down,
'destroy_tool' : self.toggle_destroy_tool,
'build' : self.show_build_menu,
'diplomacyButton' : self.show_diplomacy_menu,
'gameMenuButton' : self.toggle_pause,
'logbook' : lambda: self.windows.toggle(self.logbook)
})
self.mainhud.show()
hotkey_replacements = {
'rotateRight': 'ROTATE_RIGHT',
'rotateLeft': 'ROTATE_LEFT',
'speedUp': 'SPEED_UP',
'speedDown': 'SPEED_DOWN',
'destroy_tool': 'DESTROY_TOOL',
'build': 'BUILD_TOOL',
'gameMenuButton': 'ESCAPE',
'logbook': 'LOGBOOK',
}
for (widgetname, action) in hotkey_replacements.iteritems():
widget = self.mainhud.findChild(name=widgetname)
keys = horizons.globals.fife.get_keys_for_action(action)
# No `.upper()` here: "Pause" looks better than "PAUSE".
keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
widget.helptext = widget.helptext.format(key=keyname)
self.resource_overview = ResourceOverviewBar(self.session)
# Register for messages
SpeedChanged.subscribe(self._on_speed_changed)
NewDisaster.subscribe(self._on_new_disaster)
NewSettlement.subscribe(self._on_new_settlement)
PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
MineEmpty.subscribe(self._on_mine_empty)
#.........这里部分代码省略.........
示例3: IngameGui
class IngameGui(LivingObject):
"""Class handling all the ingame gui events.
Assumes that only 1 instance is used (class variables)"""
message_widget = livingProperty()
minimap = livingProperty()
keylistener = livingProperty()
def __init__(self, session):
super(IngameGui, self).__init__()
self.session = session
assert isinstance(self.session, horizons.session.Session)
self.settlement = None
self._old_menu = None
self.cursor = None
self.coordinates_tooltip = None
self.keylistener = IngameKeyListener(self.session)
self.cityinfo = CityInfo(self)
LastActivePlayerSettlementManager.create_instance(self.session)
self.message_widget = MessageWidget(self.session)
# Windows
self.windows = WindowManager()
self.show_popup = self.windows.show_popup
self.show_error_popup = self.windows.show_error_popup
self.logbook = LogBook(self.session, self.windows)
self.players_overview = PlayersOverview(self.session)
self.players_settlements = PlayersSettlements(self.session)
self.players_ships = PlayersShips(self.session)
self.chat_dialog = ChatDialog(self.windows, self.session)
self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
self.help_dialog = HelpDialog(self.windows, session=self.session)
# Icon manager
self.status_icon_manager = StatusIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
self.production_finished_icon_manager = ProductionFinishedIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
# 'minimap' is the guichan gui around the actual minimap, which is saved
# in self.minimap
self.mainhud = load_uh_widget('minimap.xml')
self.mainhud.position_technique = "right:top"
icon = self.mainhud.findChild(name="minimap")
self.minimap = Minimap(icon,
targetrenderer=horizons.globals.fife.targetrenderer,
imagemanager=horizons.globals.fife.imagemanager,
session=self.session,
view=self.session.view)
def speed_up():
SpeedUpCommand().execute(self.session)
def speed_down():
SpeedDownCommand().execute(self.session)
self.mainhud.mapEvents({
'zoomIn' : self.session.view.zoom_in,
'zoomOut' : self.session.view.zoom_out,
'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
'speedUp' : speed_up,
'speedDown' : speed_down,
'destroy_tool' : self.toggle_destroy_tool,
'build' : self.show_build_menu,
'diplomacyButton' : self.show_diplomacy_menu,
'gameMenuButton' : self.toggle_pause,
'logbook' : lambda: self.windows.toggle(self.logbook)
})
self.mainhud.show()
hotkey_replacements = {
'rotateRight': 'ROTATE_RIGHT',
'rotateLeft': 'ROTATE_LEFT',
'speedUp': 'SPEED_UP',
'speedDown': 'SPEED_DOWN',
'destroy_tool': 'DESTROY_TOOL',
'build': 'BUILD_TOOL',
'gameMenuButton': 'ESCAPE',
'logbook': 'LOGBOOK',
}
for (widgetname, action) in hotkey_replacements.iteritems():
widget = self.mainhud.findChild(name=widgetname)
keys = horizons.globals.fife.get_keys_for_action(action)
# No `.upper()` here: "Pause" looks better than "PAUSE".
keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
widget.helptext = widget.helptext.format(key=keyname)
#.........这里部分代码省略.........
示例4: 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.........
示例5: __init__
def __init__(self, session, gui):
super(IngameGui, self).__init__()
self.session = session
assert isinstance(self.session, horizons.session.Session)
self.main_gui = gui
self.settlement = None
self._old_menu = None
self.cursor = None
self.coordinates_tooltip = None
self.keylistener = IngameKeyListener(self.session)
self.cityinfo = CityInfo(self)
LastActivePlayerSettlementManager.create_instance(self.session)
self.message_widget = MessageWidget(self.session)
# Windows
self.windows = WindowManager()
self.logbook = LogBook(self.session, self.windows)
self.players_overview = PlayersOverview(self.session)
self.players_settlements = PlayersSettlements(self.session)
self.players_ships = PlayersShips(self.session)
self.chat_dialog = ChatDialog(self.windows, self.session)
self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
self.help_dialog = HelpDialog(self.windows, session=self.session)
# Icon manager
self.status_icon_manager = StatusIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
self.production_finished_icon_manager = ProductionFinishedIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
# 'minimap' is the guichan gui around the actual minimap, which is saved
# in self.minimap
self.mainhud = load_uh_widget('minimap.xml')
self.mainhud.position_technique = "right+0:top+0"
icon = self.mainhud.findChild(name="minimap")
self.minimap = Minimap(icon,
targetrenderer=horizons.globals.fife.targetrenderer,
imagemanager=horizons.globals.fife.imagemanager,
session=self.session,
view=self.session.view)
def speed_up():
SpeedUpCommand().execute(self.session)
def speed_down():
SpeedDownCommand().execute(self.session)
self.mainhud.mapEvents({
'zoomIn' : self.session.view.zoom_in,
'zoomOut' : self.session.view.zoom_out,
'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
'speedUp' : speed_up,
'speedDown' : speed_down,
'destroy_tool' : self.toggle_destroy_tool,
'build' : self.show_build_menu,
'diplomacyButton' : self.show_diplomacy_menu,
'gameMenuButton' : self.toggle_pause,
'logbook' : lambda: self.windows.toggle(self.logbook)
})
self.mainhud.show()
self.resource_overview = ResourceOverviewBar(self.session)
# Register for messages
SpeedChanged.subscribe(self._on_speed_changed)
NewDisaster.subscribe(self._on_new_disaster)
NewSettlement.subscribe(self._on_new_settlement)
PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
MineEmpty.subscribe(self._on_mine_empty)
self.session.view.add_change_listener(self._update_zoom)
self._display_speed(self.session.timer.ticks_per_second)
示例6: IngameGui
class IngameGui(LivingObject):
"""Class handling all the ingame gui events.
Assumes that only 1 instance is used (class variables)"""
message_widget = livingProperty()
minimap = livingProperty()
keylistener = livingProperty()
def __init__(self, session, gui):
super(IngameGui, self).__init__()
self.session = session
assert isinstance(self.session, horizons.session.Session)
self.main_gui = gui
self.main_widget = None
self.settlement = None
self._old_menu = None
self.cursor = None
self.coordinates_tooltip = None
self.keylistener = IngameKeyListener(self.session)
self.cityinfo = CityInfo(self)
LastActivePlayerSettlementManager.create_instance(self.session)
self.logbook = LogBook(self.session)
self.message_widget = MessageWidget(self.session)
self.players_overview = PlayersOverview(self.session)
self.players_settlements = PlayersSettlements(self.session)
self.players_ships = PlayersShips(self.session)
self.chat_dialog = ChatDialog(self.main_gui, self, self.session)
self.change_name_dialog = ChangeNameDialog(self.main_gui, self, self.session)
self.pausemenu = PauseMenu(self.session, self.main_gui, self, in_editor_mode=False)
# Icon manager
self.status_icon_manager = StatusIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
self.production_finished_icon_manager = ProductionFinishedIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
# 'minimap' is the guichan gui around the actual minimap, which is saved
# in self.minimap
self.mainhud = load_uh_widget('minimap.xml')
self.mainhud.position_technique = "right+0:top+0"
icon = self.mainhud.findChild(name="minimap")
self.minimap = Minimap(icon,
targetrenderer=horizons.globals.fife.targetrenderer,
imagemanager=horizons.globals.fife.imagemanager,
session=self.session,
view=self.session.view)
def speed_up():
SpeedUpCommand().execute(self.session)
def speed_down():
SpeedDownCommand().execute(self.session)
self.mainhud.mapEvents({
'zoomIn' : self.session.view.zoom_in,
'zoomOut' : self.session.view.zoom_out,
'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
'speedUp' : speed_up,
'speedDown' : speed_down,
'destroy_tool' : self.toggle_destroy_tool,
'build' : self.show_build_menu,
'diplomacyButton' : self.show_diplomacy_menu,
'gameMenuButton' : self.toggle_pause,
'logbook' : self.logbook.toggle_visibility
})
self.mainhud.show()
self.resource_overview = ResourceOverviewBar(self.session)
# Register for messages
SettlerUpdate.subscribe(self._on_settler_level_change)
SpeedChanged.subscribe(self._on_speed_changed)
self.session.view.add_change_listener(self._update_zoom)
self._display_speed(self.session.timer.ticks_per_second)
def end(self):
self.mainhud.mapEvents({
'zoomIn' : None,
'zoomOut' : None,
'rotateRight' : None,
'rotateLeft': None,
'destroy_tool' : None,
'build' : None,
'diplomacyButton' : None,
'gameMenuButton' : None
})
self.message_widget = None
#.........这里部分代码省略.........