from typing import Optional import pygame from path import Path from vec import Vec2 class MapDisplay: PATH_WIDTH = 5 SEGMENT_SIZE = 20 MIN_SEGMENT_LENGTH = 5 def __init__(self, surf: pygame.Surface, min_lon: float, max_lon: float, min_lat: float, max_lat: float, cities: list[tuple[Vec2, str, str]]): self.surf: pygame.Surface = surf self.min_lon: float = min_lon self.max_lon: float = max_lon self.min_lat: float = min_lat self.max_lat: float = max_lat self.cities: list[tuple[Vec2, str, str]] = cities self.font = pygame.font.SysFont("ubuntu", 20) def real_to_screen(self, lon: float, lat: float) -> tuple[float, float]: x = (lon - self.min_lon) / (self.max_lon - self.min_lon) y = (lat - self.min_lat) / (self.max_lat - self.min_lat) w, h = self.surf.get_size() return x * w, h - y * h def draw_path(self, path: Path) -> None: self.draw_colored_path(path, None) def draw_colored_path(self, path: Path, colors: Optional[list[tuple[int, int, int]]] = None) -> None: for i, pt in enumerate(path.points): lon = pt.x lat = pt.y x, y = self.real_to_screen(lon, lat) col = (255, 255, 255) if colors is None else colors[i] pygame.draw.circle(self.surf, col, (x, y), self.PATH_WIDTH) def draw_segment(self, path: Path, start_i: int, end_i: int) -> None: if end_i - start_i < self.MIN_SEGMENT_LENGTH: return points = [] for i in range(start_i, end_i): pt = path.points[i] pt = Vec2(*self.real_to_screen(pt.x, pt.y)) n = path.normals[i] n = Vec2(n.x, -n.y) pt1 = pt + n * self.SEGMENT_SIZE pt2 = pt - n * self.SEGMENT_SIZE points.insert(0, (pt1.x, pt1.y)) points.append((pt2.x, pt2.y)) pygame.draw.lines(self.surf, (255, 255, 255), True, points) def draw_cities(self) -> None: for city in self.cities: self.draw_city(*city) def draw_city(self, pos: Vec2, name: str, label_side: str) -> None: pos2 = Vec2(*self.real_to_screen(pos.x, pos.y)) pygame.draw.circle(self.surf, (180, 180, 180), (pos2.x, pos2.y), 10) label = self.font.render(name, True, (255, 255, 255)) label_size = Vec2(*label.get_size()) line_end = pos2 label_pos = line_end - label_size / 2 if label_side == "above": line_end -= Vec2(0, 20) label_pos = line_end - label_size.scale(Vec2(0.5, 1)) elif label_side == "below": line_end += Vec2(0, 20) label_pos = line_end - label_size.scale(Vec2(0.5, 0)) elif label_side == "left": line_end -= Vec2(20, 0) label_pos = line_end - label_size.scale(Vec2(1, 0.5)) elif label_side == "right": line_end += Vec2(20, 0) label_pos = line_end - label_size.scale(Vec2(0, 0.5)) pygame.draw.line(self.surf, (255, 255, 255), (pos2.x, pos2.y), (line_end.x, line_end.y)) self.surf.blit(label, (label_pos.x, label_pos.y)) def mainloop(self) -> None: running = True self.init_interactive() clock = pygame.time.Clock() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key == pygame.K_s and event.mod & pygame.KMOD_CTRL: path = "/tmp/image.jpg" pygame.image.save(self.surf, path) print(f"Saved as {path}") self.render() pygame.display.flip() clock.tick(30) def init_interactive(self) -> None: pass def render(self) -> None: pass