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|
#!/usr/bin/env python
# Copyright (C) 2012, One Laptop Per Child
# Author, Gonzalo Odiard
# License: LGPLv2
#
# The class MapNavView draw a map from the top
from gi.repository import Gtk
from gi.repository import Gdk
from gi.repository import GdkPixbuf
from gi.repository import GObject
import logging
from gi.repository import Rsvg
from sugar3.graphics import style
from game_map import GameMap
from character import Character
from stateview import StateView
import mapview
WIDTH_CONTROL_LINES = 2
RESIZE_HANDLE_SIZE = 10
SELECTION_MODE_MOVE = 1
SELECTION_MODE_RESIZE = 2
class SelectedObject():
def __init__(self):
pass
class MapNavView(Gtk.DrawingArea):
__gsignals__ = {'position-changed': (GObject.SignalFlags.RUN_FIRST,
None,
([GObject.TYPE_INT, GObject.TYPE_INT,
GObject.TYPE_STRING])),
'map-updated': (GObject.SignalFlags.RUN_FIRST,
None,
([GObject.TYPE_INT, GObject.TYPE_INT,
GObject.TYPE_STRING])),
'resource-clicked': (GObject.SignalFlags.RUN_FIRST,
None, ([GObject.TYPE_STRING])),
'question-clicked': (GObject.SignalFlags.RUN_FIRST,
None, ([GObject.TYPE_STRING]))}
MODE_PLAY = 0
MODE_EDIT = 1
def __init__(self, game_map, model, mode=MODE_PLAY):
self._game_map = game_map
self._model = model
self.x = 0
self.y = 0
self.direction = 'S'
self.cache_info = {}
self.view_mode = mode
self.selected = None
super(MapNavView, self).__init__()
self.set_can_focus(True)
self.add_events(Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.POINTER_MOTION_MASK |
Gdk.EventMask.BUTTON_PRESS_MASK | Gdk.EventMask.BUTTON_RELEASE_MASK |
Gdk.EventMask.BUTTON1_MOTION_MASK)
self.connect('draw', self.__draw_cb)
self.connect('key-press-event', self.__key_press_event_cb)
self.connect('button_press_event', self.__button_press_event_cb)
self.connect('motion_notify_event', self.__motion_notify_event_cb)
self.connect('button_release_event', self.__button_release_event_cb)
self._character = Character(self)
self._is_walking = False
def size_allocate_cb(widget, allocation):
self.calculate_sizes(allocation.width, allocation.height)
if self.view_mode == self.MODE_PLAY:
character_y = allocation.height - self._grid_size
self._character.pos = [style.GRID_CELL_SIZE, character_y]
self._character.direction = 1
self._character.change_animation('stand', flip_x=1)
self.disconnect(self._setup_handle)
self._setup_handle = self.connect('size_allocate',
size_allocate_cb)
self._state_view = None
if self.view_mode == self.MODE_PLAY:
cell = style.GRID_CELL_SIZE / 2
self._state_view = StateView(self._model, cell, cell, cell)
def clear_cache(self):
self.cache_info = {}
def __key_press_event_cb(self, widget, event):
keyname = Gdk.keyval_name(event.keyval)
if keyname not in ('Up', 'KP_Up', 'Down', 'KP_Down', 'Left', 'KP_Left',
'Right', 'KP_Right'):
return False
x, y = self.x, self.y
#info_walls = self.get_information_walls(x, y, self.direction)
new_x, new_y, new_direction = self.x, self.y, self.direction
if keyname == 'Up' or keyname == 'KP_Up':
new_x, new_y, new_direction = \
self._game_map.cross_door(x, y, self.direction)
elif keyname == 'Down' or keyname == 'KP_Down':
reversed_direction = \
self._game_map.get_reversed_direction(self.direction)
wall_info = self._game_map.get_wall_info(x, y, reversed_direction)
if wall_info is None or \
self._game_map.have_door(x, y, reversed_direction):
new_x, new_y, new_direction = \
self._game_map.cross_door(x, y, reversed_direction)
new_direction = self.direction
if self._game_map.get_wall_info(new_x, new_y, new_direction) \
is None:
new_x, new_y, new_direction = \
self._game_map.go_forward(new_x, new_y, new_direction)
elif keyname == 'Right' or keyname == 'KP_Right':
new_x, new_y, new_direction = \
self._game_map.go_right(self.x, self.y, self.direction)
elif keyname == 'Left' or keyname == 'KP_Left':
new_x, new_y, new_direction = \
self._game_map.go_left(self.x, self.y, self.direction)
if (new_x, new_y, new_direction) != (self.x, self.y, self.direction):
self.x, self.y, self.direction = new_x, new_y, new_direction
self.emit('position-changed', self.x, self.y, self.direction)
self.queue_draw()
return True
def __button_press_event_cb(self, widget, event):
info_walls = self.get_information_walls(self.x, self.y,
self.direction)
for wall_object in info_walls['objects']:
wall_x, wall_y = wall_object['wall_x'], wall_object['wall_y']
wall_x, wall_y = self.wall_to_view(wall_x, wall_y)
width, height = wall_object['width'], wall_object['height']
# check if is over the image
if wall_x < event.x < wall_x + width and \
wall_y < event.y < wall_y + height:
if self.view_mode == self.MODE_EDIT:
# in edit mode prepare to move the object
self.selected = SelectedObject()
self.selected.data = wall_object
self.selected.dx = wall_x - event.x
self.selected.dy = wall_y - event.y
self.selected.mode = SELECTION_MODE_MOVE
self.update_wall_info(self.x, self.y, self.direction)
else:
# in play mode trigger event
if 'type_object' in wall_object:
if wall_object['type_object'] == 'resource':
self.emit('resource-clicked',
wall_object['id_object'])
if wall_object['type_object'] == 'question':
self.emit('question-clicked',
wall_object['id_object'])
if self.view_mode == self.MODE_EDIT:
# check resize
if wall_x - RESIZE_HANDLE_SIZE / 2 < event.x < \
wall_x + RESIZE_HANDLE_SIZE / 2 and \
wall_y - RESIZE_HANDLE_SIZE / 2 < event.y < \
wall_y + RESIZE_HANDLE_SIZE / 2:
if self.selected is None:
self.selected = SelectedObject()
self.selected.data = wall_object
self.selected.mode = SELECTION_MODE_RESIZE
self.selected.x = event.x
self.selected.y = event.y
self.update_wall_info(self.x, self.y, self.direction)
if self.view_mode == self.MODE_PLAY and not self._is_walking:
# verify doors
if self._check_over_door(info_walls, event.x, event.y):
logging.error('Door clicked')
new_x, new_y, new_direction = self._game_map.cross_door(
self.x, self.y, self.direction)
self._new_wall_char_position = int(event.x)
self._move_character(event.x, new_x,
new_y, new_direction)
# verify lateral walls
elif self._check_left_wall(event.x):
logging.error('Left wall clicked')
new_x, new_y, new_direction = self._game_map.go_left(self.x,
self.y, self.direction)
char_finish = 0
if info_walls['wall_ccw']:
char_finish = self._grid_size - 1
self._new_wall_char_position = self._width - self._grid_size \
- self._character.sprite.cel_width
self._move_character(char_finish, new_x, new_y, new_direction)
elif self._check_right_wall(event.x):
logging.error('Right wall clicked')
new_x, new_y, new_direction = self._game_map.go_right(self.x,
self.y, self.direction)
char_width = self._character.sprite.cel_width
char_finish = self._width - char_width + 1
if info_walls['wall_cw']:
char_finish = char_finish - self._grid_size
self._new_wall_char_position = self._grid_size
self._move_character(char_finish, new_x, new_y, new_direction)
else:
self._move_character(event.x, self.x, self.y, self.direction)
def _check_over_door(self, info_walls, x, y):
# verify doors
if info_walls['have_door'] != []:
door_x = self._get_door_x()
door_y = self._get_door_y()
door_width = self._grid_size * self._door_width
door_height = self._grid_size * self._door_height
if door_x < x < door_x + door_width and \
door_y < y < door_y + door_height:
return True
return False
def _check_left_wall(self, x):
return x < self._grid_size
def _check_right_wall(self, x):
return x > self._width - self._grid_size
def _move_character(self, character_destination, new_map_x, new_map_y,
new_map_direction):
"""
Move the character to the next position,
if needed, because the character is going to another wall or
to a door, change the map view position
"""
character_pos = self._character.pos[0]
if character_destination < character_pos:
self._character.direction = -1
else:
self._character.direction = 1
self._character_destination = character_destination
self._new_map_position = (new_map_x, new_map_y, new_map_direction)
GObject.timeout_add(100, self._update_timer)
def _update_timer(self):
self._is_walking = True
if self.is_drawable():
rect = self._character.update()
self.queue_draw_area(*rect)
finish = abs(self._character_destination - self._character.pos[0]) < \
self._character.speed
if finish:
self._is_walking = False
if (self.x, self.y, self.direction) != self._new_map_position:
self.x, self.y, self.direction = self._new_map_position
self.emit('position-changed', self.x, self.y, self.direction)
self._character.pos[0] = self._new_wall_char_position
self.queue_draw()
return not finish
def __motion_notify_event_cb(self, widget, event):
if self.view_mode == self.MODE_EDIT:
if self.selected is not None:
# move the object
# TODO: control limits
if self.selected.mode == SELECTION_MODE_MOVE:
x = event.x + self.selected.dx
y = event.y + self.selected.dy
wall_x, wall_y = self.view_to_wall(x, y)
self.selected.data['original']['wall_x'] = wall_x
self.selected.data['original']['wall_y'] = wall_y
self.update_wall_info(self.x, self.y, self.direction)
elif self.selected.mode == SELECTION_MODE_RESIZE:
wall_scale = self.selected.data['original']['wall_scale']
if event.x > self.selected.x and event.y > self.selected.y:
if wall_scale >= 0.05:
self.selected.data['original']['wall_scale'] = \
wall_scale - 0.01
else:
self.selected.data['original']['wall_scale'] = \
wall_scale + 0.01
self.update_wall_info(self.x, self.y, self.direction)
if self.view_mode == self.MODE_PLAY:
info_walls = self.get_information_walls(self.x, self.y,
self.direction)
if self._check_over_door(info_walls, event.x, event.y):
self.get_window().set_cursor(Gdk.Cursor.new(Gdk.SB_UP_ARROW))
# verify lateral walls
elif self._check_left_wall(event.x):
self.get_window().set_cursor(Gdk.Cursor.new(Gdk.SB_LEFT_ARROW))
elif self._check_right_wall(event.x):
self.get_window().set_cursor(Gdk.Cursor.new(Gdk.SB_RIGHT_ARROW))
else:
self.get_window().set_cursor(None)
def __button_release_event_cb(self, widget, event):
if self.selected is not None:
self.selected.mode = None
def remove_selected_object(self):
if self.selected is not None:
wall_object = self.selected.data['original']
self._game_map.del_object_from_wall(self.x, self.y,
self.direction, wall_object)
self.update_wall_info(self.x, self.y, self.direction)
self.selected = None
def view_to_wall(self, x, y):
# receive int, int and return
# float, float from 0 to 100 relative
# to the height and width of the view
# we save in the model this values and calculate again before display
x2 = float(x) * 100.0 / float(self._width)
y2 = float(y) * 100.0 / float(self._height)
return x2, y2
def wall_to_view(self, x, y):
# receive float, float from 0 to 100 and return
# int, int relative to the height and width of the view
x2 = x * float(self._width) / 100.0
y2 = y * float(self._height) / 100.0
return int(x2), int(y2)
def calculate_sizes(self, width, height):
self._width = width
self._height = height
# used as unity 1/12 of the height
self._grid_size = self._height / 12
# the door is 3 units width and 6 units hight
self._door_width = 3
self._door_height = 6
def __draw_cb(self, widget, ctx):
rect = self.get_allocation()
# set a clip region for the expose event
#ctx.rectangle(event.area.x, event.area.y, event.area.width,
# event.area.height)
#ctx.clip()
#logging.error('expose clipping area %d %d %d %d', event.area.x,
# event.area.y, event.area.width, event.area.height)
clip_x, clip_y, clip_width, clip_height = ctx.clip_extents()
self.draw(ctx, clip_x, clip_y, clip_width, clip_height)
if self.view_mode == self.MODE_PLAY:
position = {'x': self.x, 'y': self.y, 'direction': self.direction}
view_data = {'width': 150, 'height': 150,
'show_position': position, 'x': rect.width - 150, 'y': 30}
mapview.draw(ctx, self._game_map, view_data)
self._state_view.draw(ctx)
self._character.draw(ctx)
return False
def receive_update_wall_info(self, mapnav, x, y, direction):
self.update_wall_info(x, y, direction, redraw=False)
def update_wall_info(self, x, y, direction, redraw=True):
key = str(x) + direction + str(y)
if key in self.cache_info:
del self.cache_info[key]
if self.view_mode == self.MODE_EDIT:
self.emit('map-updated', self.x, self.y, self.direction)
if redraw:
self.queue_draw()
def get_information_walls(self, x, y, direction):
key = str(x) + direction + str(y)
if key in self.cache_info:
return self.cache_info[key]
else:
wall_objects = []
objects = self._game_map.get_wall_info(x, y, direction)
for wall_object in objects:
image_file_name = wall_object['image_file_name']
new_dict = {}
new_dict.update(wall_object)
new_dict['original'] = wall_object
if image_file_name.endswith('.svg'):
# create a new dict to add the svg handle
# can't be in the model because can't be put in the json
if not 'svg_image_cache' in wall_object:
svg = Rsvg.Handle.new_from_file(image_file_name)
new_dict['svg_image_cache'] = svg
else:
if not 'pxb_image_cache' in wall_object:
pxb = GdkPixbuf.Pixbuf.new_from_file(image_file_name)
new_dict['pxb_image_cache'] = pxb
wall_objects.append(new_dict)
# have door?
have_door = self._game_map.have_door(x, y, direction)
# there are a page at cw direction?
cw_direction = self._game_map.get_direction_cw(direction)
wall_cw = self._game_map.get_wall_info(x, y, cw_direction) is \
not None
# there are a page at ccw direction?
ccw_direction = self._game_map.get_direction_ccw(direction)
wall_ccw = self._game_map.get_wall_info(x, y, ccw_direction) is \
not None
# Wall color?
wall_color = self._game_map.get_wall_color(x, y)
info = {'have_door': have_door, 'wall_cw': wall_cw,
'wall_ccw': wall_ccw, 'wall_color': wall_color,
'objects': wall_objects}
self.cache_info[key] = info
return info
def draw(self, ctx, clip_x, clip_y, clip_width, clip_height):
def darken(color, factor=0.8):
return tuple(c * factor for c in color)
ctx.save()
x, y = self.x, self.y
info_walls = self.get_information_walls(x, y, self.direction)
# draw back wall
ctx.rectangle(0, 0, self._width, self._height - self._grid_size)
fill = info_walls['wall_color']
stroke = (0, 0, 0)
ctx.set_source_rgb(*fill)
ctx.fill_preserve()
ctx.set_source_rgb(*stroke)
ctx.stroke()
# draw floor
ctx.rectangle(0, self._height - self._grid_size, self._width,
self._grid_size)
fill = (0, 0, 0)
stroke = (1, 1, 1)
ctx.set_source_rgb(*fill)
ctx.fill_preserve()
ctx.set_source_rgb(*stroke)
ctx.stroke()
if info_walls['have_door'] != []:
x_door = self._get_door_x()
self.draw_door(ctx, x_door, info_walls['have_door'])
if info_walls['wall_cw']:
ctx.move_to(self._width - self._grid_size, 0)
ctx.line_to(self._width, 0)
ctx.line_to(self._width, self._height)
ctx.line_to(self._width - self._grid_size,
self._height - self._grid_size)
ctx.close_path()
fill = darken(info_walls['wall_color'])
stroke = (0, 0, 0)
ctx.set_source_rgb(*fill)
ctx.fill_preserve()
ctx.set_source_rgb(*stroke)
ctx.stroke()
if info_walls['wall_ccw']:
ctx.move_to(0, 0)
ctx.line_to(self._grid_size, 0)
ctx.line_to(self._grid_size,
self._height - self._grid_size)
ctx.line_to(0, self._height)
ctx.close_path()
fill = darken(info_walls['wall_color'])
stroke = (0, 0, 0)
ctx.set_source_rgb(*fill)
ctx.fill_preserve()
ctx.set_source_rgb(*stroke)
ctx.stroke()
ctx.restore()
if info_walls['objects']:
for wall_object in info_walls['objects']:
image_file_name = wall_object['image_file_name']
wall_x, wall_y = wall_object['wall_x'], wall_object['wall_y']
wall_x, wall_y = self.wall_to_view(wall_x, wall_y)
wall_scale = wall_object['wall_scale']
ctx.save()
if image_file_name.endswith('.svg'):
svg = wall_object['svg_image_cache']
scale = float(self._height) * wall_scale / \
float(svg.props.height)
width = int(svg.props.width * scale)
height = int(svg.props.height * scale)
# verify if is out of the clip area
if wall_x + width < clip_x or \
wall_x > clip_x + clip_width or \
wall_y + height < clip_y or \
wall_y > clip_y + clip_height:
break
#logging.error('Drawing object %s at %d %d w %d h %d',
# image_file_name, wall_x, wall_y, width, height)
ctx.translate(wall_x, wall_y)
ctx.scale(scale, scale)
svg.render_cairo(ctx)
else:
pxb = wall_object['pxb_image_cache']
scale = float(self._height) * wall_scale / \
float(pxb.get_height())
width = int(pxb.get_width() * scale)
height = int(pxb.get_height() * scale)
# verify if is out of the clip area
if wall_x + width < clip_x or \
wall_x > clip_x + clip_width or \
wall_y + height < clip_y or \
wall_y > clip_y + clip_height:
break
logging.error('Drawing object %s at %d %d w %d h %d',
image_file_name, wall_x, wall_y, width, height)
ctx.translate(wall_x, wall_y)
ctx.scale(scale, scale)
ctx.set_source_pixbuf(pxb, 0, 0)
ctx.paint()
wall_object['width'] = width
wall_object['height'] = height
if self.view_mode == self.MODE_EDIT and \
self.selected is not None and \
self.selected.data['original'] == wall_object['original']:
# draw controls
ctx.set_line_width(WIDTH_CONTROL_LINES)
ctx.set_source_rgb(1, 1, 1)
ctx.rectangle(wall_x - 2, wall_y - 2,
width + 4, height + 4)
ctx.stroke()
ctx.set_source_rgb(1, 1, 1)
ctx.rectangle(wall_x - RESIZE_HANDLE_SIZE / 2,
wall_y - RESIZE_HANDLE_SIZE / 2,
RESIZE_HANDLE_SIZE, RESIZE_HANDLE_SIZE)
ctx.stroke()
ctx.restore()
def _get_door_x(self):
if self.direction in ('N', 'W'):
# door is at rigth of the wall
return self._width - self._grid_size * (self._door_width + 2)
else:
return self._grid_size * 2
def _get_door_y(self):
return self._height - self._grid_size * (self._door_height + 1)
def draw_door(self, ctx, x, doors):
y = self._get_door_y()
ctx.rectangle(x, y, self._grid_size * self._door_width,
self._grid_size * self._door_height)
fill = (style.Color('#8B6914').get_rgba())
stroke = (0, 0, 0)
ctx.set_source_rgba(*fill)
ctx.fill_preserve()
ctx.set_source_rgb(*stroke)
ctx.stroke()
# frame
frame_width = self._grid_size * self._door_width / 8
fill = (style.Color('#6B4904').get_rgba())
ctx.set_source_rgba(*fill)
ctx.rectangle(x, y, self._grid_size * self._door_width, frame_width)
ctx.fill()
ctx.rectangle(x, y, frame_width, self._grid_size * self._door_height)
ctx.fill()
ctx.rectangle(x + self._grid_size * self._door_width - frame_width, y,
frame_width, self._grid_size * self._door_height)
ctx.fill()
# handle
if self.direction in ('N', 'W'):
# door is at rigth of the wall
x_handle = x + frame_width * 1.5
else:
x_handle = x + self._grid_size * self._door_width - \
frame_width * 2.5
y_handle = y + self._grid_size * self._door_height / 2
ctx.rectangle(x_handle, y_handle, frame_width, frame_width / 4)
ctx.fill()
# draw room name
room_key = self._game_map.get_next_room(self.x, self.y, self.direction)
room_name = self._game_map.get_room_name(room_key)
if room_name != '':
x_text = x + self._grid_size * self._door_width / 2
y_text = y + self._grid_size * self._door_height / 4
door_info = self._game_map.get_door_info(doors[0], self.direction)
if 'room_name' in door_info:
# check if the room name has changed
if door_info['room_name'] != room_name:
door_info = {}
if 'font_size' in door_info:
font_size = door_info['font_size']
logging.error('take font_size from door_info %d', font_size)
else:
max_width = self._grid_size * self._door_width / 2
font_size = self.calculate_font_size(ctx, max_width, room_name)
door_info['font_size'] = font_size
door_info['room_name'] = room_name
self._game_map.set_door_info(doors[0], self.direction,
door_info)
self.update_wall_info(self.x, self.y, self.direction,
redraw=False)
self.draw_centered_text(ctx, x_text, y_text, room_name, font_size)
def calculate_font_size(self, ctx, max_width, text):
# get the widest row
font_size = 20
ctx.set_font_size(font_size)
widest_row = ''
max_row_width = 0
rows = text.split()
for row in rows:
xbearing, ybearing, width, height, xadvance, yadvance = \
ctx.text_extents(row)
if width > max_row_width:
widest_row = row
max_row_width = width
# calculate font size
xbearing, ybearing, width, height, xadvance, yadvance = \
ctx.text_extents(widest_row)
while width > max_width:
font_size -= 1
ctx.set_font_size(font_size)
xbearing, ybearing, width, height, xadvance, yadvance = \
ctx.text_extents(widest_row)
return font_size
def draw_centered_text(self, ctx, x, y, text, font_size, with_border=True):
ctx.set_font_size(font_size)
rows = text.split()
# calc text size
if with_border:
ctx.save()
text_width = 0
text_height = 0
for i, row in enumerate(rows):
logging.error('row "%s"', row)
xbearing, ybearing, width, height, xadvance, yadvance = \
ctx.text_extents(row.replace(" ", "-"))
text_height = text_height + height
if width > text_width:
text_width = width
margin = self._grid_size * self._door_width / 12
ctx.rectangle(x - text_width / 2 - margin,
y - (text_height / 2),
text_width + margin * 2, text_height + margin)
ctx.set_source_rgb(1, 1, 1)
ctx.fill_preserve()
ctx.set_source_rgb(0, 0, 0)
ctx.stroke()
ctx.restore()
ctx.set_source_rgb(0, 0, 0)
for i, row in enumerate(rows):
xbearing, ybearing, width, height, xadvance, yadvance = \
ctx.text_extents(row.replace(" ", "-"))
ctx.move_to(x - width / 2, y + (i - len(rows) / 2 + 1) * height)
ctx.show_text(row)
ctx.stroke()
def show_position(nav_view, x, y, direction, top_view):
top_view.show_position(x, y, direction)
def main():
window = Gtk.Window()
game_map = GameMap()
nav_view = MapNavView(game_map)
top_view = mapview.TopMapView(game_map, 200, 200)
top_view.show_position(nav_view.x, nav_view.y, nav_view.direction)
nav_view.connect('position-changed', show_position, top_view)
hbox = Gtk.HBox()
hbox.pack_start(nav_view, True, True)
hbox.pack_start(top_view, False, False)
window.add(hbox)
nav_view.grab_focus()
window.connect("destroy", Gtk.main_quit)
window.set_default_size(800, 600)
window.show_all()
Gtk.main()
if __name__ == "__main__":
main()
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