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card_drawer.py~
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card_drawer.py~
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# CardDrawer
# A class to draw cards for printing purposes.
import constants
import datetime
import pygame
import os
import os.path
import string
from reportlab.pdfgen import canvas
from reportlab.lib.pagesizes import letter
class CardDrawer:
pygame_init = False
window_surface = None
ot = None
templates = {}
start_x = 0
start_y = 0
window_width_inches = 8.5
window_height_inches = 11
resolution = 300.0
window_width = int(window_width_inches * resolution)
window_height = int(window_height_inches * resolution)
text_margin = 8
normal_margin = 15
line_width = 3
quarter_inch = resolution / 8
raw_card_width = 2.5
raw_card_height = 3.5
raw_safe_margin = .125
card_width = raw_card_width * resolution
card_height = raw_card_height * resolution
safe_margin = raw_safe_margin * resolution
out_dir = ""
pdf_file = ""
inline_images = {}
full_images = {}
background_images = {}
text_height = 0
space_image = None
space_width = 0
sheets = 0
drawn_cards = []
def __init__(self, templates={}, fonts={}, output_target=None):
if not self.pygame_init:
self.initPygame()
self.ot = output_target
if self.ot == None:
self.ot = constants.OT_HOME
self.templates = templates
if not fonts:
self.fonts_info = {"name":"default", "font":"garamond", "size":64}
else:
self.fonts_info = fonts
self.initialize()
# drawCards
# Draws a bunch of cards
def drawCards(self, cards=[]):
self.changeSize(self.card_width, self.card_height)
for c in cards:
if c["name"] not in self.drawn_cards:
self.window_surface.fill(constants.WHITE)
self.drawCard(c)
self.drawn_cards += [c["name"]]
# drawSheet
# Draws a sheet of cards
# Returns the cards not included
def drawSheet(self, cards=[], input_dir=None, raw_card_names=False):
if not input_dir:
input_dir = self.out_dir
self.changeSize(self.window_width, self.window_height)
self.window_surface.fill(constants.WHITE)
# Determine best orientation for cards
printable_height = self.window_height - .75 * self.resolution
printable_width = self.window_width - .75 * self.resolution
normal_row_cards = int(printable_height / self.card_height)
normal_col_cards = int(printable_width / self.card_width)
normal_card_count = normal_row_cards * normal_col_cards
rotated_row_cards = int(printable_height / self.card_width)
rotated_col_cards = int(printable_width / self.card_height)
rotated_card_count = rotated_row_cards * rotated_col_cards
if normal_card_count > rotated_card_count:
row_cards = normal_row_cards
col_cards = normal_col_cards
card_dy = self.card_height
card_dx = self.card_width
rotate_card = False
else:
row_cards = rotated_row_cards
col_cards = rotated_col_cards
card_dy = self.card_width
card_dx = self.card_height
rotate_card = True
start_x = 0
x = start_x
cards_r = 0
start_y = 0
y = start_y
cards_c = 0
card_count = 0
seen_cards = []
for c in cards:
if raw_card_names:
image = pygame.image.load(os.path.join(input_dir, c))
else:
image = pygame.image.load(os.path.join(input_dir, self.convertName(c["name"]) + ".png"))
if rotate_card:
image = pygame.transform.rotate(image, 90)
self.window_surface.blit(image, (x, y))
seen_cards += [c]
y += card_dy
cards_r += 1
if cards_r == row_cards:
y = start_y
cards_r = 0
x += card_dx
cards_c += 1
card_count += 1
if cards_c == col_cards:
break
pygame.display.update()
if self.sheets in range(0, 10):
num_string = "0" + str(self.sheets)
else:
num_string = str(self.sheets)
self.printToFile(os.path.join(self.out_dir, 'sheet' + num_string + '.png'))
self.sheets += 1
return cards[card_count:]
def convertName(self, name):
name = "_".join(name.split(" "))
name = "".join(name.split("?"))
name = "".join(name.split("&"))
return name
# getText
# Returns the text for a block based on a particular card.
def getText(self, card=None, block=None):
words = block["content"].split(" ")
replaced_words = []
for word in words:
if len(word) > 0:
# Handle special characters
if word[0] == "\\":
code = word[1:]
if code in card.keys():
replaced_words += [card[code]]
else:
replaced_words += [word]
else:
replaced_words += [word]
return " ".join(replaced_words)
# getBlock
# Returns a particular block from a template, or None of the block isn't in the template.
def getBlock(self, block_name, template):
for block in template.blocks:
if block_name == block["name"]:
return block
return None
# drawBlock
# Draws a template block for the given card, returning a link to the file.
def drawBlock(self, card=None, block=None, template=None):
print(" Drawing block: " + block["name"])
bg_image = None
if "background_image" in block.keys():
bg_name = block["background_image"]
bg_image = self.getBackground(bg_name)
"""
# Code that doesn't work for relative block width
if "width" not in block.keys():
if bg_image:
block["actual_width"] = bg_image.get_width()
else:
block["actual_width"] = self.safe_card_width
else:
other_block = self.getBlock(block["width"], template)
if other_block:
if "actual_width" in other_block.keys():
block["actual_width"] = other_block["actual_width"]
else:
print("!!! Could not use width of " + other_block["name"] + " for block " + block["name"])
block["actual_width"] = self.safe_card_width
else:
block["actual_width"] = block["width"]
self.block_width = block["actual_width"]
"""
if "width" not in block.keys():
if bg_image:
self.block_width = bg_image.get_width()
else:
self.block_width = self.safe_card_width
else:
self.block_width = block["width"]
if "height" not in block.keys():
if bg_image:
self.block_height = bg_image.get_height()
else:
self.block_height = self.safe_card_height
else:
self.block_height = block["height"]
if "align_x" not in block.keys():
self.align_x = "left"
else:
self.align_x = block["align_x"]
if "align_y" not in block.keys():
self.align_y = "top"
else:
self.align_y = block["align_y"]
if "rotation" not in block.keys():
self.block_rotation = 0
elif block["rotation"] == 180:
self.block_rotation = 180
else:
self.block_rotation = 0
# Determine position on card for block location reference
default_pos_x = self.start_x + self.safe_margin
if "pos_x" not in block.keys():
self.pos_x = default_pos_x
else:
pos_x = block["pos_x"]
if pos_x == "flush_left":
self.pos_x = self.start_x
elif pos_x == "left":
self.pos_x = self.start_x + self.safe_margin
elif pos_x == "center":
self.pos_x = int(self.card_width / 2) + self.start_x
elif pos_x == "right":
self.pos_x = self.start_x + self.card_width - self.safe_margin
elif pos_x == "flush_right":
self.pos_x = self.start_x + self.card_width
else:
self.pos_x = pos_x
default_pos_y = self.start_y + self.safe_margin
if "pos_y" not in block.keys():
self.pos_y = default_pos_y
else:
pos_y = block["pos_y"]
if pos_y == "flush_top":
self.pos_y = self.start_y
elif pos_y == "top":
self.pos_y = self.start_y + self.safe_margin
elif pos_y == "center":
self.pos_y = int(self.card_height / 2) + self.start_y
elif pos_y == "bottom":
self.pos_y = self.start_y + self.card_height - self.safe_margin
elif pos_y == "flush_bottom":
self.pos_y = self.start_y + self.card_height
else:
self.pos_y = pos_y
# Determine anchor point
default_ax = self.pos_x
if "anchor_x" not in block.keys():
pos_x = default_ax
else:
ax = block["anchor_x"]
if ax == "left":
pos_x = self.pos_x
elif ax == "center":
pos_x = self.pos_x - int(self.block_width / 2)
elif ax == "right":
pos_x = self.pos_x - self.block_width
else:
pos_x = self.pos_x - ax
default_ay = self.pos_y
if "anchor_y" not in block.keys():
pos_y = default_ay
else:
ay = block["anchor_y"]
if ay == "top":
pos_y = self.pos_y
elif ay == "center":
pos_y = self.pos_y - int(self.block_height / 2)
elif ay == "bottom":
pos_y = self.pos_y - self.block_height
else:
pos_y = self.pos_y - ay
if "color" in block.keys():
if "actual_color" not in block.keys():
block["actual_color"] = self.getColor(block["color"])
color = block["actual_color"]
else:
color = template["actual_color"]
if "background_color" in block.keys():
background_color = self.getColor(block["background_color"])
pygame.draw.rect(self.window_surface, background_color, pygame.Rect(pos_x, pos_y, self.block_width, self.block_height))
# Render background image
if bg_image:
if self.block_rotation == 180:
bg_image = pygame.transform.rotate(bg_image, 180)
bg_x = pos_x + (self.block_width - bg_image.get_width()) / 2
bg_y = pos_y + (self.block_height - bg_image.get_height()) / 2
self.window_surface.blit(bg_image, (bg_x, bg_y))
# Determine font
font = "default"
if "font" in template.keys():
if template["font"] in self.fonts.keys():
font = template["font"]
else:
print("!!! Could not find font for " + template["name"] + " template: " + template["font"])
if "font" in block.keys():
if block["font"] in self.fonts.keys():
font = block["font"]
else:
print("!!! Could not find font for " + block["name"] + " block: " + block["font"])
# Render content of block
text = self.getText(card, block)
self.renderText(text, start_x=pos_x, start_y=pos_y, color=color, width=self.block_width, height=self.block_height, font=font, align=self.align_x, v_align=self.align_y, rotation=self.block_rotation, card=card)
# drawCard
# Draws a card for printing
def drawCard(self, card=None):
if not card:
return
# Check card
if "name" not in card.keys():
print("!!! No name found for " + str(card))
return
print("Drawing card: " + card["name"])
if "type" not in card.keys():
print("!!! No type found for " + str(card))
return
# Find template
template_name = card['type']
if template_name not in self.templates.keys():
print("!!! Could not find template " + template_name)
return
template = self.templates[template_name]
if "blocks" not in template.keys():
print("!!! No blocks for template " + template_name)
return
blocks = template["blocks"]
self.setDimensions(template)
# Draw card edge
pygame.draw.rect(self.window_surface, constants.LIGHT_GREY, pygame.Rect(self.start_x, self.start_y, self.card_width, self.card_height))
# Draw inner border
if "border_color" in template.keys() or "border_color" in card.keys():
if "border_color" in card.keys():
border_color = self.getColor(card["border_color"])
else:
border_color = self.getColor(template["border_color"])
border_x = self.start_x + self.line_width
border_y = self.start_y + self.line_width
border_width = self.card_width - 2 * self.line_width
border_height = self.card_height - 2 * self.line_width
pygame.draw.rect(self.window_surface, border_color, pygame.Rect(border_x, border_y, border_width, border_height))
body_x = border_x + self.safe_margin - self.line_width
body_y = border_y + self.safe_margin - self.line_width
body_width = border_width - 2 * (self.safe_margin - self.line_width)
body_height = border_height - 2 * (self.safe_margin - self.line_width)
else:
body_x = self.start_x + self.line_width
body_y = self.start_y + self.line_width
body_width = self.card_width - 2 * self.line_width
body_height = self.card_height - 2 * self.line_width
# Draw card body
if "background_color" in template.keys():
background_color = self.getColor(template["background_color"])
else:
background_color = constants.WHITE
pygame.draw.rect(self.window_surface, background_color, pygame.Rect(body_x, body_y, body_width, body_height))
# Draw background image
bg_image_name = None
if "background_image" in card.keys():
bg_image_name = card["background_image"]
elif "background_image" in template.keys():
bg_image_name = template["background_image"]
if bg_image_name:
image = self.getBackground(bg_image_name)
if image:
bg_x = self.start_x + (self.card_width - image.get_width()) / 2
bg_y = self.start_y + (self.card_height - image.get_height()) / 2
self.window_surface.blit(image, (bg_x, bg_y))
# Determine default color
if "actual_color" not in template.keys():
if "color" in template.keys():
template["actual_color"] = self.getColor(template["color"])
else:
template["actual_color"] = constants.ACTUAL_BLACK
# Draw each block
for block in blocks:
if "content" not in block.keys():
print("!!! No content defined for " + str(block))
block["content"] = ""
block["image_path"] = self.drawBlock(card, block, template)
# Print card
pygame.display.update()
self.printToFile(os.path.join(self.out_dir, self.convertName(card["name"]) + '.png'))
print("")
def drawLine(self, x=0, y=0, length=0, horizontal=True, color=None, width=-1):
if not color:
color = constants.ACTUAL_BLACK
if width < 0:
width = self.line_width
if horizontal:
pygame.draw.rect(self.window_surface, color, pygame.Rect(x, y, length, width))
else:
pygame.draw.rect(self.window_surface, color, pygame.Rect(x, y, width, length))
# renderText
# Renders the given text, handling multiple lines, special characters,
# and images.
# Returns the height of the text block.
def renderText(self, text, start_x=0, start_y=0, color=None, width=None, height=0, actually_render=True, draw_images=True, font=None, line_space=None, align="left", v_align="top", rotation=0, allow_styling=True, card=None):
# Setup defaults
if color == None:
color = constants.ACTUAL_BLACK
default_color = color
if font == None:
font = 'rules'
default_font = font
# Define space images
space_image = self.fonts[font].render(" ", True, constants.ACTUAL_BLACK)
if line_space == None:
line_space = space_image.get_height() / 32
# Initialize variables
x = start_x
images = []
cur_width = 0
text_buffer = self.normal_margin
total_height = 0
# basic_height = self.fonts[font].size(" ")[1]
# basic_height = self.safe_margin
basic_height = 0
cur_height = basic_height
line_padding = self.safe_margin
blank_line = True
words = text.split(" ")
rule_count = 0
lines = []
# Handle actual rendering
for word in words:
# Initialize word specific variables
y_offset = text_buffer
keyword = False
revert_bold = False
revert_italic = False
render_rule = False
modified_word = ""
# Make sure we have an actual word
if len(word) > 0:
# Handle special characters
if word[0] == "\\":
code = word[1:]
codes = code.split(":")
if len(codes) == 2:
command = codes[0]
code = codes[1]
if command == "img":
if not card:
print("!!! Card not included for text render!")
code = None
elif code in card.keys():
if card[code][0] == "\\":
code = card[code][1:]
if command == "font":
if code == "default":
font = default_font
continue
elif code not in self.fonts.keys():
print("!!! Attempt to use an unknown font: " + code)
code = None
else:
font = code
continue
# End of Line and Line Padding
if code == "n" or code == "lp":
lines += [{"width":cur_width, "height":cur_height, "align":align, "images":images}]
images = []
x = start_x
total_height += cur_height
cur_height = basic_height
cur_width = 0
if code == "lp":
lines += [{"width":0, "height":line_padding, "align":align, "images":[]}]
total_height += line_padding
continue
# Bold
elif code == "b":
if allow_styling:
self.fonts[font].set_bold(not self.fonts[font].get_bold())
continue
# Italic
elif code == "i":
if allow_styling:
self.fonts[font].set_italic(not self.fonts[font].get_italic())
continue
# Inline
elif code in self.inline_images.keys():
image = self.getInline(code)
y_offset = 0
# Full
elif code in self.full_images.keys():
image = self.getFull(code)
image_x = start_x + (width - image.get_width()) / 2
if cur_width != 0:
lines += [{"width":cur_width, "height":cur_height, "align":align, "images":images}]
images = []
lines += [{"width":image.get_width(), "height":image.get_height(), "align":"center", "images":[image]}]
x = start_x
if cur_width == 0:
total_height += image.get_height() + self.normal_margin
else:
total_height += cur_height + image.get_height() + self.normal_margin
cur_height = basic_height
cur_width = 0
continue
else:
print("!!! Unknown command: " + word)
continue
# Handle writing a word
else:
image = self.fonts[font].render(word, True, color)
image_width = image.get_width()
image_height = image.get_height()
# Handle line wrapping
if width:
if cur_width + image_width > width:
lines += [{"width":cur_width, "height":cur_height, "align":align, "images":images}]
images = []
x = start_x
total_height += cur_height
cur_height = basic_height
cur_width = 0
# Draw image
total_width = image_width
if cur_width > 0:
images += [space_image]
# total_width += self.space_width
total_width += space_image.get_width()
images += [image]
# Update position for next image
x += total_width
cur_width += total_width
if image_height > cur_height:
cur_height = image_height
# Draw remaining images after processing the last word
last_align = align
if align == "justified":
last_align = "left"
lines += [{"width":cur_width, "height":cur_height, "align":last_align, "images":images}]
if cur_width > 0:
total_height += cur_height
# Actually render images, one line at a time.
if actually_render:
# Determine y based on vertical alignment
y = start_y
if v_align == "center" or v_align == "bottom":
if v_align == "center":
y = y + (height - (total_height + (len(lines) - 1) * line_space)) / 2
if v_align == "bottom":
y = y + height - (total_height + (len(lines) - 1) * line_space)
if rotation == 180:
lines.reverse()
fs_y = y
for line in lines:
draw_x = self.determineStartX(start_x, line["width"], line["align"], width)
if rotation == 180:
line["images"].reverse()
self.renderImages(line["images"], (draw_x, y), width=width, space_image=space_image, align=line["align"], rotation=rotation)
y += line["height"] + line_space
if self.fonts[font].get_bold():
print("!!! Font left bold: " + text)
if self.fonts[font].get_italic():
print("!!! Font left italic: " + text)
return total_height
# determineStartX
# Returns the x value of where a line should start to be rendered
def determineStartX(self, start_x, cur_width, align, width):
if align == "center":
return start_x + (width - cur_width) / 2
elif align == "right":
return start_x + width - cur_width
else:
return start_x
# renderImages
# Render a collection of images starting at (x, y), centered vertically.
def renderImages(self, images, (x, y), width=0, space_image=None, align="left", rotation=0):
total_height = 0
cur_x = x
cur_y = y
# Handle justify spaces
if align == "justify":
image_width = 0
image_count = 0
for image in images:
if image != space_image:
image_width += image.get_width()
image_count += 1
space_width = (width - image_width) / (image_count - 1)
# Find the total height
for image in images:
if image != space_image and image.get_height() > total_height:
total_height = image.get_height()
# Render images
for image in images:
if align != "justify" or image != space_image:
if rotation == 180:
image = pygame.transform.rotate(image, 180)
self.window_surface.blit(image, (cur_x, cur_y + (total_height - image.get_height()) / 2))
cur_x += image.get_width()
if align == "justify":
cur_x += space_width
# trim
# Remove unwanted details from a word.
# Removes case and end punctuation.
def trim(self, word):
modified_word = word.lower()
if modified_word[-1] in string.punctuation:
modified_word = modified_word[:-1]
return modified_word
# setDimensions
# Sets the size of the card based on the given template
def setDimensions(self, template):
if "size" in template.keys():
size = template["size"]
if size == "poker":
self.raw_card_width = constants.POKER_WIDTH
self.raw_card_height = constants.POKER_HEIGHT
elif size == "horizontal_poker":
self.raw_card_height = constants.POKER_WIDTH
self.raw_card_width = constants.POKER_HEIGHT
elif size == "mini":
self.raw_card_width = constants.MINI_WIDTH
self.raw_card_height = constants.MINI_HEIGHT
else:
self.raw_card_width = constants.POKER_WIDTH
self.raw_card_height = constants.POKER_HEIGHT
else:
self.raw_card_width = constants.POKER_WIDTH
self.raw_card_height = constants.POKER_HEIGHT
self.card_width = self.raw_card_width * self.resolution
self.card_height = self.raw_card_height * self.resolution
self.safe_card_width = self.card_width - 2 * self.safe_margin
self.safe_card_height = self.card_height - 2 * self.safe_margin
self.changeSize(self.card_width, self.card_height)
# writePDF
# Compiles all of the pngs into a single pdf for printing!
def writePDF(self, back=None):
if back != None:
back = back + constants.SHEET_BACK_POSTFIX
pdf_resolution = 72.0
resolution_converstion = self.resolution / pdf_resolution
pdf_margin = .5
page_size = (resolution_converstion * (letter[0] - .9 * pdf_margin * pdf_resolution), resolution_converstion * (letter[1] - .9 * pdf_margin * pdf_resolution))
pdf_x_offset = pdf_margin * pdf_resolution
pdf_y_offset = -4 * pdf_margin * pdf_resolution
back_pdf_y_offset = pdf_margin * pdf_resolution
c = canvas.Canvas(os.path.join(self.out_dir, 'cards.pdf'), pagesize=page_size)
pngs = os.listdir(self.out_dir)
for f in pngs:
if f[-4:] == '.png' and f[:5] == "sheet":
c.drawImage(os.path.join(self.out_dir, f), pdf_x_offset, pdf_y_offset)
c.showPage()
if back != None:
c.drawImage(os.path.join(constants.ART_DIR, back), 0, back_pdf_y_offset)
c.showPage()
c.save()
def getInline(self, image='none'):
if image not in self.inline_images.keys():
print("!!! Unknown image: " + image)
image = 'none'
image = self.inline_images[image]
return image
def getFull(self, image='none'):
if image not in self.full_images.keys():
print("!!! Unknown image: " + image)
image = 'none'
image = self.full_images[image]
return image
def getBackground(self, image='none'):
if image not in self.background_images.keys():
print("!!! Unknown background image: " + image)
image = 'none'
return None
image = self.background_images[image]
return image
# getColor
# Returns a color based on the color word.
def getColor(self, color):
if color in constants.COLOR_MAP.keys():
return constants.COLOR_MAP[color]
if color[0] == "(":
color = color[1:]
if color[-1] == ")":
color = color[:-1]
colors = color.split(", ")
if len(colors) == 1:
colors = colors[0].split(",")
if len(colors) != 3:
print("!!! Illegal color: " + str(colors))
return constants.WHITE
red = self.toInt(colors[0])
green = self.toInt(colors[1])
blue = self.toInt(colors[2])
return (red, green, blue)
# toInt
# Returns the integer value of a string, whether in base 10 or 16.
def toInt(self, string):
if len(string) < 3 or string[0:2] != "0x":
return int(string)
else:
return int(string, 16)
# printToFile
# Prints the sheet to a file so it can be printed.
def printToFile(self, path):
pygame.image.save(self.window_surface, path)
# initialize
# Sets up the images used in the game and the constants used for drawing.
def initialize(self):
# Setup Images
inline_files = os.listdir(constants.INLINE_DIR)
for inline_file in inline_files:
if inline_file[0] == "." or inline_file[-1] == "~":
continue
image_name = '.'.join(inline_file.split('.')[:-1])
self.inline_images[image_name] = pygame.image.load(os.path.join(constants.INLINE_DIR, inline_file))
full_files = os.listdir(constants.FULL_DIR)
for full_file in full_files:
if full_file[0] == "." or full_file[-1] == "~":
continue
image_name = '.'.join(full_file.split('.')[:-1])
self.full_images[image_name] = pygame.image.load(os.path.join(constants.FULL_DIR, full_file))
background_files = os.listdir(constants.BACKGROUND_DIR)
for background_file in background_files:
if background_file[0] == "." or background_file[-1] == "~":
continue
image_name = '.'.join(background_file.split('.')[:-1])
self.background_images[image_name] = pygame.image.load(os.path.join(constants.BACKGROUND_DIR, background_file))
# Update sizes based on output target
if self.ot == constants.OT_TGC:
self.old_resolution = self.resolution
self.resolution = 300.0
self.resolution_scale = self.resolution / self.old_resolution
self.window_width = int(self.window_width_inches * self.resolution)
self.window_height = int(self.window_height_inches * self.resolution)
self.text_margin = int(self.text_margin * self.resolution_scale)
self.normal_margin = int(self.normal_margin * self.resolution_scale)
self.line_width = int(self.line_width * self.resolution_scale)
self.card_width = self.raw_card_width * self.resolution
self.card_height = self.raw_card_height * self.resolution
self.changeSize(self.card_width, self.card_height)
for f in self.fonts:
f['size'] *= int(self.resolution_scale)
# Setup Fonts
self.fonts = {}
for f in self.fonts_info:
self.fonts[f["name"]] = pygame.font.Font(pygame.font.match_font(f["font"]), f["size"])
# Setup Basic Strings
text = " "
size = self.fonts['default'].size(text)
self.text_height = size[1]
self.space_width = size[0]
self.space_image = self.fonts['default'].render(text, True, constants.ACTUAL_BLACK)
# Make output folder
n = datetime.datetime.today()
self.out_dir = os.path.join(constants.OUTPUT_DIR, str(n.year) + '_' + str(n.month) + '_' + str(n.day) + '_' + str(n.hour) + '_' + str(n.minute) + '_' + str(n.second))
os.makedirs(self.out_dir)
def changeSize(self, width, height):
self.window_surface = pygame.display.set_mode((int(width), int(height)), 0, 32)
def initPygame(self):
pygame.init()
self.changeSize(self.card_width, self.card_height)
self.pygame_init = True