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Python

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from .mapfile import MapFile
import pygame
colors = {
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'?' : (64 , 64 , 64) , # Non-tried
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'*' : (0 , 0 , 255), # Non-trimmed
'/' : (255, 255, 0) , # Non-scraped
'-' : (255, 0 , 0) , # Bad
'+' : (0 , 128, 0) , # Recovered
'@' : (0 , 255, 255), # Own position
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None: (0 , 0 , 0) , # Not on disk
}
BORDERCOLOR = (64,64,64)
W = 1920 // 2 - 2
W = 1920 - 2
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H = 1040
CELLSIZE = 8
CELLBORDER = 0
CELLMARGIN = 3
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CELLOFFSET = CELLSIZE + 2*CELLBORDER + CELLMARGIN
COLUMNS = W // CELLOFFSET
ROWS = H // CELLOFFSET
CELLS = COLUMNS * ROWS
def get_symb(hist):
## Majority:
#symb, _count = max(hist.items(), key=lambda x: x[1])
#return symb
# The worst:
order = ['@', '-', '/', '*', '?', '+']
for ch in order:
if ch in hist:
return ch
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class Visualisation:
def __init__(self, fn, **kwargs):
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pygame.init()
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# https://stackoverflow.com/questions/46160971/pygame-full-core-usage-in-simple-loop
pygame.mixer.quit()
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self.disp = pygame.display.set_mode((W, H))
self.mapfile = MapFile(fn, **kwargs)
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self.mapfile.load()
self.squares = None
def gen_squares(self):
self.squares = []
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sz = self.mapfile.size
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sqsz = max(sz / CELLS, 4096)
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for cid in range(CELLS):
start = cid * sqsz
end = (cid + 1) * sqsz
hist = self.mapfile.get_hist(start, end)
symb = get_symb(hist)
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color = colors[symb]
self.squares.append(color)
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def draw(self):
self.disp.fill((0,0,0)) # Dark theme :-)
if self.squares is None: self.gen_squares()
for cell, color in enumerate(self.squares):
line = cell // COLUMNS
col = cell % COLUMNS
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pos = (line, col)
rect = pygame.Rect(col * CELLOFFSET + CELLBORDER, line * CELLOFFSET + CELLBORDER, CELLSIZE+2*CELLBORDER, CELLSIZE+2*CELLBORDER)
pygame.draw.rect(self.disp, color, rect)
if CELLBORDER != 0: pygame.draw.rect(self.disp, BORDERCOLOR, rect, width=CELLBORDER)
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pygame.display.flip()
def reload(self):
self.mapfile.load()
self.squares = None
self.draw()
def run(self, *, refresh=2):
# pygame.time.set_timer(pygame.USEREVENT, refresh * 1000)
pygame.event.set_blocked(None)
# pygame.event.set_allowed([pygame.USEREVENT, pygame.VIDEORESIZE, pygame.VIDEOEXPOSE, pygame.QUIT, pygame.KEYDOWN])
pygame.event.set_allowed([pygame.VIDEORESIZE, pygame.VIDEOEXPOSE, pygame.QUIT, pygame.KEYDOWN])
self.draw()
while True:
ev = pygame.event.wait()
if ev.type == pygame.QUIT or ev.type == pygame.KEYDOWN and ev.key == pygame.K_q:
return
if ev.type in [pygame.VIDEOEXPOSE, pygame.VIDEORESIZE]:
self.draw()
if ev.type == pygame.KEYDOWN and ev.key == pygame.K_r:
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self.reload()