X-Git-Url: https://git.ucc.asn.au/?p=progcomp2013.git;a=blobdiff_plain;f=qchess%2Fsrc%2Fgraphics.py;fp=qchess%2Fsrc%2Fgraphics.py;h=c068900e64b5d6dbfc517765a7c84f2dd787de64;hp=0000000000000000000000000000000000000000;hb=444244d5c7698bb7861cdb7c0ec6bfb0e8cebfb7;hpb=707e794d26062516eb4188d1cd2902929613c46b diff --git a/qchess/src/graphics.py b/qchess/src/graphics.py new file mode 100644 index 0000000..c068900 --- /dev/null +++ b/qchess/src/graphics.py @@ -0,0 +1,427 @@ +import pygame + + + + + + + + + +# A thread to make things pretty +class GraphicsThread(StoppableThread): + def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]): + StoppableThread.__init__(self) + + self.board = board + pygame.init() + self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h)) + pygame.display.set_caption(title) + + #print "Initialised properly" + + self.grid_sz = grid_sz[:] + self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None} + self.error = 0 + self.lock = threading.RLock() + self.cond = threading.Condition() + + #print "Test font" + pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0)) + + #load_images() + create_images(grid_sz) + + """ + for c in images.keys(): + for p in images[c].keys(): + images[c][p] = images[c][p].convert(self.window) + small_images[c][p] = small_images[c][p].convert(self.window) + """ + + + + + + # On the run from the world + def run(self): + + while not self.stopped(): + + #print "Display grid" + self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board + + #print "Display overlay" + self.overlay() + + #print "Display pieces" + self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board + + pygame.display.flip() + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + if isinstance(game, GameThread): + with game.lock: + game.final_result = "" + if game.state["turn"] != None: + game.final_result = game.state["turn"].colour + " " + game.final_result += "terminated" + game.stop() + self.stop() + break + elif event.type == pygame.MOUSEBUTTONDOWN: + self.mouse_down(event) + elif event.type == pygame.MOUSEBUTTONUP: + self.mouse_up(event) + + + + + + + self.message("Game ends, result \""+str(game.final_result) + "\"") + time.sleep(1) + + # Wake up anyone who is sleeping + self.cond.acquire() + self.cond.notify() + self.cond.release() + + pygame.quit() # Time to say goodbye + + # Mouse release event handler + def mouse_up(self, event): + if event.button == 3: + with self.lock: + self.state["overlay"] = None + elif event.button == 2: + with self.lock: + self.state["coverage"] = None + + # Mouse click event handler + def mouse_down(self, event): + if event.button == 1: + m = [event.pos[i] / self.grid_sz[i] for i in range(2)] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + s = self.board.grid[m[0]][m[1]] + select = self.state["select"] + if select == None: + if s != None and s.colour != p.colour: + self.message("Wrong colour") # Look at all this user friendliness! + time.sleep(1) + return + # Notify human player of move + self.cond.acquire() + with self.lock: + self.state["select"] = s + self.state["dest"] = None + self.cond.notify() + self.cond.release() + return + + if select == None: + return + + + if self.state["moves"] == None: + return + + if not m in self.state["moves"]: + self.message("Illegal Move") # I still think last year's mouse interface was adequate + time.sleep(2) + return + + with self.lock: + if self.state["dest"] == None: + self.cond.acquire() + self.state["dest"] = m + self.state["select"] = None + self.state["moves"] = None + self.cond.notify() + self.cond.release() + elif event.button == 3: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]]) + + elif event.button == 2: + m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))] + if isinstance(game, GameThread): + with game.lock: + p = game.state["turn"] + else: + p = None + + + if isinstance(p, HumanPlayer): + with self.lock: + self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"]) + + # Draw the overlay + def overlay(self): + + square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image + # Draw square over the selected piece + with self.lock: + select = self.state["select"] + if select != None: + mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))] + square_img.fill(pygame.Color(0,255,0,64)) + self.window.blit(square_img, mp) + # If a piece is selected, draw all reachable squares + # (This quality user interface has been patented) + with self.lock: + m = self.state["moves"] + if m != None: + square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red + for move in m: + mp = [self.grid_sz[i] * move[i] for i in range(2)] + self.window.blit(square_img, mp) + # If a piece is overlayed, show all squares that it has a probability to reach + with self.lock: + m = self.state["overlay"] + if m != None: + for x in range(w): + for y in range(h): + if m[x][y] > 0.0: + mp = [self.grid_sz[i] * [x,y][i] for i in range(2)] + square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple + self.window.blit(square_img, mp) + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14) + text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0)) + self.window.blit(text, mp) + + # If a square is selected, highlight all pieces that have a probability to reach it + with self.lock: + m = self.state["coverage"] + if m != None: + for p in m: + mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)] + square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue + self.window.blit(square_img, mp) + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14) + text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0)) + self.window.blit(text, mp) + # Draw a square where the mouse is + # This also serves to indicate who's turn it is + + if isinstance(game, GameThread): + with game.lock: + turn = game.state["turn"] + else: + turn = None + + if isinstance(turn, HumanPlayer): + mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)] + square_img.fill(pygame.Color(0,0,255,128)) + if turn.colour == "white": + c = pygame.Color(255,255,255) + else: + c = pygame.Color(0,0,0) + pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10) + self.window.blit(square_img, mp) + + # Message in a bottle + def message(self, string, pos = None, colour = None, font_size = 20): + #print "Drawing message..." + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size) + if colour == None: + colour = pygame.Color(0,0,0) + + text = font.render(string, 1, colour) + + + s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA) + s.fill(pygame.Color(128,128,128)) + + tmp = self.window.get_size() + + if pos == None: + pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height()) + else: + pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height()) + + + rect = (pos[0], pos[1], text.get_width(), text.get_height()) + + pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1) + self.window.blit(s, pos) + self.window.blit(text, pos) + + pygame.display.flip() + + def getstr(self, prompt = None): + s = pygame.Surface((self.window.get_width(), self.window.get_height())) + s.blit(self.window, (0,0)) + result = "" + + while True: + #print "LOOP" + if prompt != None: + self.message(prompt) + self.message(result, pos = (0, 1)) + + pygame.event.pump() + for event in pygame.event.get(): + if event.type == pygame.QUIT: + return None + if event.type == pygame.KEYDOWN: + if event.key == pygame.K_BACKSPACE: + result = result[0:len(result)-1] + self.window.blit(s, (0,0)) # Revert the display + continue + + + try: + if event.unicode == '\r': + return result + + result += str(event.unicode) + except: + continue + + + # Function to pick a button + def SelectButton(self, choices, prompt = None, font_size=20): + + #print "Select button called!" + self.board.display_grid(self.window, self.grid_sz) + if prompt != None: + self.message(prompt) + font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size) + targets = [] + sz = self.window.get_size() + + + for i in range(len(choices)): + c = choices[i] + + text = font.render(c, 1, pygame.Color(0,0,0)) + p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2)) + targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height())) + + while True: + mp =pygame.mouse.get_pos() + for i in range(len(choices)): + c = choices[i] + if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]: + font_colour = pygame.Color(255,0,0) + box_colour = pygame.Color(0,0,255,128) + else: + font_colour = pygame.Color(0,0,0) + box_colour = pygame.Color(128,128,128) + + text = font.render(c, 1, font_colour) + s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA) + s.fill(box_colour) + pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10) + s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0)) + self.window.blit(s, targets[i][0:2]) + + + pygame.display.flip() + + for event in pygame.event.get(): + if event.type == pygame.QUIT: + return None + elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: + for i in range(len(targets)): + t = targets[i] + if event.pos[0] > t[0] and event.pos[0] < t[2]: + if event.pos[1] > t[1] and event.pos[1] < t[3]: + return i + #print "Reject " + str(i) + str(event.pos) + " vs " + str(t) + + + # Function to pick players in a nice GUI way + def SelectPlayers(self, players = []): + + + #print "SelectPlayers called" + + missing = ["white", "black"] + for p in players: + missing.remove(p.colour) + + for colour in missing: + + + choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player") + if choice == 0: + players.append(HumanPlayer("human", colour)) + elif choice == 1: + if True: + import Tkinter + from tkFileDialog import askopenfilename + root = Tkinter.Tk() # Need a root to make Tkinter behave + root.withdraw() # Some sort of magic incantation + path = askopenfilename(parent=root, initialdir="../agents",title= +'Choose an agent.') + if path == "": + return self.SelectPlayers() + players.append(make_player(path, colour)) + else: + print "Exception was " + str(e.message) + p = None + while p == None: + self.board.display_grid(self.window, self.grid_sz) + pygame.display.flip() + path = self.getstr(prompt = "Enter path:") + if path == None: + return None + + if path == "": + return self.SelectPlayers() + + try: + p = make_player(path, colour) + except: + self.board.display_grid(self.window, self.grid_sz) + pygame.display.flip() + self.message("Invalid path!") + time.sleep(1) + p = None + players.append(p) + elif choice == 2: + address = "" + while address == "": + self.board.display_grid(self.window, self.grid_sz) + + address = self.getstr(prompt = "Address? (leave blank for server)") + if address == None: + return None + if address == "": + address = None + continue + try: + map(int, address.split(".")) + except: + self.board.display_grid(self.window, self.grid_sz) + self.message("Invalid IPv4 address!") + address = "" + + players.append(NetworkReceiver(colour, address)) + else: + return None + #print str(self) + ".SelectPlayers returns " + str(players) + return players + + +