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é et è convertir !


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é et è convertir !

lundi 20 juin 2011 à 12:17:49 | é et è convertir !

gomofr

Bonjour,

J'ai développé un toolkit pour un jeu en ligne appellé "grepolis" !

Voici mon problème, la liste de donné télécharger (donné d'alliances, joueurs, villes, pts, ...) ne contient pas de é et è mais de %C3%A9 ! Ce qui pose un problème lors de recherche ! Mon logiciel affichant dans les listebox exactement ce qui est ecrit ! J'ai remplacé manuellement qq %C3%A9 par des é et les a très bien affiché !

D'où ma question, comment les convertirs automatiquement ??

Code Python :
#!/usr/bin/python
# -*- coding: iso-8859-1 -*-
import wx, os, shutil, sys, time, datetime
import urllib2
from  urllib2 import urlopen
import pygame
from pygame.locals import *
from pygame.font import *
from datetime import datetime, date

# The following line is a solution to the problem
# "pygame.error: No available video device"
# but might cause problems for other users
os.environ['SDL_VIDEODRIVER'] = 'windib'


global pics_hor; pics_hor = 500
global pics_ver; pics_ver = 500
global BLACK; BLACK = (0, 0, 0)
global WHITE; WHITE = (255, 255, 255)
global RED; RED = (255, 0, 0)
global GREEN; GREEN = (0, 255, 0)
global BLUE; BLUE = (0, 0, 255)
global GREY; GREY = (100, 100, 100)
global G_BROWN_1; G_BROWN_1 = (193, 153, 57)
global G_BROWN_2; G_BROWN_2 = (255, 224, 155)

global pygame_events_on
global px, py, xpos, ypos, zoom, pxz, pyz
px=500 # map x-size in pixels
py=500 # map y-size in pixels
xpos=0 # x-offset for drawing the map
ypos=0 # y-offset for drawing the map
zoom=1
pxz = px/zoom
pyz = py/zoom


#-------------------------------------------------------------------------------
# Here the main user interface window is created
#-------------------------------------------------------------------------------
#!/usr/bin/python
# -*- coding: utf-8 -*- 
class Menu(wx.Frame):
    def __init__(self, parent, id, title):
        wx.Frame.__init__(self, parent, id, title='Grepolis Toolkit', pos = (0,0), size=(1020, 720))

        #-----------------------------------------------------------------------
        # Creating the menu
        #-----------------------------------------------------------------------

        # load the URLs from the config file
        LoadConfigData()
        self.MakeWorldMap()

        # Create the panel to put the widgets on
        panel = wx.Panel(self)
        panel.SetBackgroundColour(WHITE)

        # Create a menu bar with a file menu and a map menu
        menubar = wx.MenuBar()
        file = wx.Menu()
        map = wx.Menu()
        
        # Define the choices for the file menu
        Fetch_data = wx.MenuItem(file, 1, '&Télécharger les données de ce monde\tCtrl+F')
        file.AppendItem(Fetch_data)
        Load_data = wx.MenuItem(file, 2, '&Charger les données existantes de ce monde\tCtrl+L')
        file.AppendItem(Load_data)
        quit = wx.MenuItem(file, 3, '&Quitter\tCtrl+Q')
        file.AppendItem(quit)

        # Define the choices for the map menu
        Show_map = wx.MenuItem(map, 4, '&Montrer/recharger la carte\tCtrl+M')
        map.AppendItem(Show_map)
        Draw_cities = wx.MenuItem(map, 6, '&Dessiner les villes\tCtrl+C')
        map.AppendItem(Draw_cities)
        Draw_conquers = wx.MenuItem(map, 9, '&Montrer les conquérants\tCtrl+C')
        map.AppendItem(Draw_conquers)
        Save_Map = wx.MenuItem(map, 8, '&Sauvegarder la carte\tCtrl+S')
        map.AppendItem(Save_Map)
        testbutton = wx.MenuItem(map, 7, '&Bouton Test\tCtrl+C')
        map.AppendItem(testbutton)

        # Link the choices to the def routines
        self.Bind(wx.EVT_MENU, self.OnFetchData, id=1)
        self.Bind(wx.EVT_MENU, self.OnLoadData, id=2)
        self.Bind(wx.EVT_MENU, self.OnQuit, id=3)
        self.Bind(wx.EVT_MENU, self.OnShowMap, id=4)
        self.Bind(wx.EVT_MENU, self.OnDrawCities, id=6)
        self.Bind(wx.EVT_MENU, Ontestbutton, id=7)
        self.Bind(wx.EVT_MENU, self.OnSaveMap, id=8)
        self.Bind(wx.EVT_MENU, self.OnShowConquers, id=9)
         
        # Add the menus to the menu bar
        menubar.Append(file, '&Fichier')
        menubar.Append(map, '&Carte')

        # add the menu bar to the window
        self.SetMenuBar(menubar)
        self.statusbar = self.CreateStatusBar()
        
        #-----------------------------------------------------------------------
        # Creating player data section
        #-----------------------------------------------------------------------
        #!/usr/bin/python
# -*- coding: iso-8859-1 -*-
        box1=wx.StaticBox(panel, -1, 'Données du monde', pos=(5, 3), size=(170, 140))
        
        # Create the text labels and widgets on the interface window
        self.aw = aw
        world_label = wx.StaticText(panel, -1, 'Monde: ', (10, 20))
        self.world_box = wx.ComboBox(panel, -1, str(world[aw]), pos=(50, 17), size=(100, 10), name = 'World')
        self.world_box.SetBackgroundColour(WHITE)
        for w in range(0, len(world)):
            self.world_box.Append(world[w])
            
        players = "Pas de données"
        self.players_text = wx.StaticText(panel, -1, players, (80, 40), (90,60))
        self.players_label = wx.StaticText(panel, -1, "Joueurs:", (10, 40))
        
        alliances = "Pas de données"
        self.alliances_text = wx.StaticText(panel, -1, alliances, (80, 60), (90,20))
        self.alliances_label = wx.StaticText(panel, -1, "Alliances:", (10, 60))

        cities = "Pas de données"
        self.cities_text = wx.StaticText(panel, -1, cities, (80, 80), (90,20))
        self.cities_label = wx.StaticText(panel, -1, "Villes:", (10, 80))

        islands = "Pas de données"
        self.islands_text = wx.StaticText(panel, -1, islands, (80, 100), (90,20))
        self.islands_label = wx.StaticText(panel, -1, "Iles:", (10, 100))

        conquers = "Pas de données"
        self.conquers_text = wx.StaticText(panel, -1, conquers, (80, 120), (90,20))
        self.conquers_label = wx.StaticText(panel, -1, "Conquiert:", (10, 120))

        #-----------------------------------------------------------------------
        # Creating the conquer map section
        #-----------------------------------------------------------------------
       
        box2=wx.StaticBox(panel, -1, 'Conquiert Carte', pos=(185, 3), size=(170, 140))
        date_start_text = wx.StaticText(panel, -1, 'Selectionner une première date', (190,22), (150,20))
        self.start_date=wx.DatePickerCtrl(panel, -1, size=(120, -1), pos=(200,40), 
                                          style=wx.DP_DROPDOWN | wx.DP_SHOWCENTURY)

        date_end_text = wx.StaticText(panel, -1, 'Selectionner une deuxième date', (190,62), (160,20))
        self.end_date=wx.DatePickerCtrl(panel, -1, size=(120, -1), pos=(200,80), 
                                        style=wx.DP_DROPDOWN | wx.DP_SHOWCENTURY)

        self.ok_button=wx.Button(panel, -1, "Montrer les conquérants", pos=(193, 110))
        self.ok_button.SetBackgroundColour(WHITE)
        self.Bind(wx.EVT_BUTTON, self.OnShowConquers, self.ok_button)
        #-----------------------------------------------------------------------
        # Creating the message alliance section
        #-----------------------------------------------------------------------
        box1=wx.StaticBox(panel, -1, 'Message pour alliance', pos=(500, 50), size=(500, 500))
        self.copy_players = wx.ListBox(panel, -1, pos=(550, 100), size=(140, 270))
        self.copy_players.SetBackgroundColour(WHITE)
        self.Bind(wx.EVT_BUTTON, self.OnCopyPlayers, self.copy_players)
    

        #-----------------------------------------------------------------------
        # Creating the listbox section
        #-----------------------------------------------------------------------

        # alliance listbox
        
        box3=wx.StaticBox(panel, -1, 'Alliances', pos=(5, 150), size=(150, 480))
        self.ally_listbox = wx.ListBox(panel, -1, pos=(10, 170), size=(140, 270))
        self.ally_listbox.SetBackgroundColour(WHITE)
        self.ally_filter = wx.TextCtrl(panel, -1, "", pos=(10, 460), size=(140, 20))
        self.filter_ally = wx.Button(panel, -1, "Filtrer les alliances", pos=(10, 480), size=(140, 20))
        self.filter_ally.SetBackgroundColour(WHITE)
        self.draw_ally = wx.Button(panel, -1, "Dessiner l'alliance", pos=(10, 500), size=(140, 20))
        self.draw_ally.SetBackgroundColour(WHITE)
        self.copy_players = wx.Button(panel, -1, "Afficher dans la listebox", pos=(10, 520), size=(140, 20))
        self.copy_players.SetBackgroundColour(WHITE)
        self.copy_players_to_clipboard = wx.Button(panel, -1, "Copier dans le copier/coller", pos=(10, 540), size=(140, 20))
        self.copy_players_to_clipboard.SetBackgroundColour(WHITE)
        self.copy_players_to_clipboard = wx.Button(panel, -1, "Envoyer un message", pos=(10, 560), size=(140, 20))
        self.copy_players_to_clipboard.SetBackgroundColour(WHITE)

        self.ally_filter.Bind(wx.EVT_SET_FOCUS, self.OnGetFocus)
        self.ally_filter.Bind(wx.EVT_KILL_FOCUS, self.OnKillFocus)
        self.Bind(wx.EVT_BUTTON, self.OnFilterAlly, self.filter_ally)
        self.Bind(wx.EVT_BUTTON, self.OnDrawAlly, self.draw_ally)
        self.Bind(wx.EVT_BUTTON, self.OnCopyPlayers, self.copy_players)
        self.Bind(wx.EVT_BUTTON, self.OnCopyPlayersToClipboard, self.copy_players_to_clipboard)
        
        # player listbox
        
        box3=wx.StaticBox(panel, -1, 'Joueur', pos=(165, 150), size=(150, 480))        
        self.player_listbox = wx.ListBox(panel, -1, pos=(170, 170), size=(140, 270))
        self.player_listbox.SetBackgroundColour(WHITE)
        self.player_filter = wx.TextCtrl(panel, -1, "", pos=(170, 460), size=(140, 20))
        self.filter_player = wx.Button(panel, -1, "Filtrer les joueurs", pos=(170, 480), size=(140, 20))
        self.filter_player.SetBackgroundColour(WHITE)
        self.draw_player = wx.Button(panel, -1, "Dessiner le joueur", pos=(170, 500), size=(140, 20))
        self.draw_player.SetBackgroundColour(WHITE)
        self.copy_cities = wx.Button(panel, -1, "Afficher dans la listebox", pos=(170, 520), size=(140, 20))
        self.copy_cities.SetBackgroundColour(WHITE)
        self.copy_cities_to_clipboard = wx.Button(panel, -1, "Copier dans le copier/coller", pos=(170, 540), size=(140, 20))
        self.copy_cities_to_clipboard.SetBackgroundColour(WHITE)
       
        self.player_filter.Bind(wx.EVT_SET_FOCUS, self.OnGetFocus)
        self.player_filter.Bind(wx.EVT_KILL_FOCUS, self.OnKillFocus)
        self.Bind(wx.EVT_COMBOBOX, self.OnSelectWorld, self.world_box)
        self.Bind(wx.EVT_BUTTON, self.OnFilterPlayer, self.filter_player)
        self.Bind(wx.EVT_BUTTON, self.OnDrawPlayer, self.draw_player)
        self.Bind(wx.EVT_BUTTON, self.OnCopyCities, self.copy_cities)
        self.Bind(wx.EVT_BUTTON, self.OnCopyCitiesToClipboard, self.copy_cities_to_clipboard)
        
        
        # cities listbox
        
        box3=wx.StaticBox(panel, -1, 'Villes', pos=(325, 150), size=(150, 480))
        self.cities_listbox = wx.ListBox(panel, -1, pos=(330, 170), size=(140, 270))
        self.cities_listbox.SetBackgroundColour(WHITE)
        self.cities_filter = wx.TextCtrl(panel, -1, "", pos=(330, 460), size=(140, 20))
        self.filter_cities = wx.Button(panel, -1, "Filtrer les alliances", pos=(330, 480), size=(140, 20))
        self.filter_cities.SetBackgroundColour(WHITE)
        self.draw_cities = wx.Button(panel, -1, "Dessiner les villes", pos=(330, 500), size=(140, 20))
        self.draw_cities.SetBackgroundColour(WHITE)
 
        self.cities_filter.Bind(wx.EVT_SET_FOCUS, self.OnGetFocus)
        self.cities_filter.Bind(wx.EVT_KILL_FOCUS, self.OnKillFocus)
        self.Bind(wx.EVT_BUTTON, self.OnFilterCities, self.filter_cities)
        self.Bind(wx.EVT_BUTTON, self.OnDrawCity, self.draw_cities)
        
        #self.OnLoadData(self)
        
        
        # Present the window
        self.Show(True)
        self.OnShowMap(True)
        
#-------------------------------------------------------------------------------
# The following routines are needed to make pygame and wxpython work together.
# Pygame has the focus most of the time, but when the user wants to enter data
# the focus is set to the widget that the player wants to use.
# By setting the pygame_events_on flag to 0 the pygame event loop is terminated
# allowing the user to enter data.
# When the widget loses focus the control is returned to the routine that
# handles pygame events
#-------------------------------------------------------------------------------

        
        
    def OnGetFocus(self, event):
        global pygame_events_on
        pygame_events_on=0
        
    def OnKillFocus(self, event):
        global pygame_events_on
        pygame_events_on=1
        self.OnShowMap(self)

        
#-------------------------------------------------------------------------------
# The following routine downloads the world data from internet
# The data is saved to a \data directory that is created if not exist
# the filename tells the world and the data stored in it
# This is done because it is not possible to make subdirectories because
# of the escape behaviour of the "\" character.
# the self.aw variable contains the currently selected world (0 = world alfa)
#-------------------------------------------------------------------------------

#!/usr/bin/python
# -*- coding: iso-8859-1 -*-
    def OnFetchData(self, event):
      
        self.datadir = "données"
        if not (os.path.isdir(self.datadir)):        
            os.mkdir(self.datadir)
        #!/usr/bin/python
# -*- coding: iso-8859-1 -*-
        self.players_text.SetLabel("Téléchargement...")
        req = urllib2.urlopen(url_players[self.aw])
        players = req.read()
        fn = r'data\world_' + world[self.aw]+ '_players.txt'
        f = open(fn, 'w')
        f.write(players)
        f.close()
        self.players_text.SetLabel("Fini")
        
        self.alliances_text.SetLabel("Téléchargement...")        
        req = urllib2.urlopen(url_alliances[self.aw])
        alliances = req.read()
        fn = r'data\world_' + world[self.aw]+ '_alliances.txt'
        f = open(fn, 'w')
        f.write(alliances)
        f.close()
        self.alliances_text.SetLabel("Fini")
        
        self.cities_text.SetLabel("Téléchargement...")
        req = urllib2.urlopen(url_towns[self.aw])
        towns = req.read()
        fn = r'data\world_' + world[self.aw]+ '_towns.txt'
        f = open(fn, 'w')
        f.write(towns)
        f.close()
        self.cities_text.SetLabel("Fini")
        
        self.islands_text.SetLabel("Téléchargement...")
        req = urllib2.urlopen(url_islands[self.aw])
        islands = req.read()
        fn = r'data\world_' + world[self.aw]+ '_islands.txt'
        f = open(fn, 'w')
        f.write(islands)
        f.close()
        self.islands_text.SetLabel("Fini")
        
        self.conquers_text.SetLabel("Téléchargement...")
        req = urllib2.urlopen(url_conquers[self.aw])
        conquers = req.read()
        fn = r'data\world_' + world[self.aw]+ '_conquers.txt'
        f = open(fn, 'w')
        f.write(conquers)
        f.close()
        self.conquers_text.SetLabel("Fini")
        
        # now load the data
        self.OnLoadData(0)
#-------------------------------------------------------------------------------
# The following routine loads the world data from the data files
# These data are stored in global arrays which are defined in the routine
# For players and alliances the data is appended to the respective listbox
#-------------------------------------------------------------------------------

    def OnLoadData(self, event):

        #----------------
        # Load player data
        #----------------
        
        global player_ID; player_ID = []
        global player_name; player_name = []
        global player_alliance_ID; player_alliance_ID = []
        global player_points; player_points = []
        global player_rank; player_rank = []
        global player_cities; player_cities = []

        fn = r'data\world_' + world[self.aw]+ '_players.txt'
        if not (os.path.isfile(fn)):
            dlg = wx.MessageDialog(None, "Aucune données disponible pour ce monde "+ world[self.aw], caption="No Data Available", style = wx.OK) 
            dlg.ShowModal()
            return
        
        f = open(fn, 'r')
        self.players_text.SetLabel("Chargement...")
        x = 0
        player = f.readline()
        while (len(player) > 0):
            k1 = player.find(',')
            k2 = player.find(',', k1+1)
            k3 = player.find(',', k2+1)
            k4 = player.find(',', k3+1)
            k5 = player.find(',', k4+1)
            player_ID.append(player[0:k1])
            player_name.append(player[k1+1:k2]) 
            player_alliance_ID.append(player[k2+1:k3]) 
            player_points.append(player[k3+1:k4]) 
            player_rank.append(player[k4+1:k5]) 
            player_cities.append(player[k5+1:len(player)-1])
            x+=1
            player = f.readline()
        f.close()

        for x in range(1, len(player_ID)):
            self.player_listbox.Append(str(player_name[x]))
        self.players_text.SetLabel(str(len(player_ID)))
        
        #----------------
        # Load alliance data
        #----------------

        global alliance_ID; alliance_ID = []
        global alliance_name; alliance_name = []
        global alliance_points; alliance_points = []
        global alliance_rank; alliance_rank = []
        global alliance_cities; alliance_cities = []
        global alliance_members; alliance_members = []

        fn = r'data\world_' + world[self.aw]+ '_alliances.txt'
        f = open(fn, 'r')
        x = 0
        alliance = f.readline()
        while (len(alliance) > 0):
            k1 = alliance.find(',')
            k2 = alliance.find(',', k1+1)
            k3 = alliance.find(',', k2+1)
            k4 = alliance.find(',', k3+1)
            k5 = alliance.find(',', k4+1)
            alliance_ID.append(alliance[0:k1])
            alliance_name.append(alliance[k1+1:k2]) 
            alliance_points.append(alliance[k2+1:k3]) 
            alliance_cities.append(alliance[k3+1:k4]) 
            alliance_members.append(alliance[k4+1:k5])
            alliance_rank.append(alliance[k5+1:len(alliance)-1]) 
            x+=1
            alliance = f.readline()
        f.close()

        for x in range(0,len(alliance_ID)):
            self.ally_listbox.Append(str(alliance_name[x]))
        self.alliances_text.SetLabel(str(len(alliance_ID)))

        #----------------
        # Load city data
        #----------------

        global town_ID; town_ID = []
        global town_player; town_player = []
        global town_name; town_name = []
        global town_island_x; town_island_x = []
        global town_island_y; town_island_y = []
        global town_island_number; town_island_number = []
        global town_points; town_points = []

        fn = r'data\world_' + world[self.aw]+ '_towns.txt'
        f = open(fn, 'r')
        self.cities_text.SetLabel("Chargement...")
        x = 0
        town = f.readline()
        while (len(town) > 0):
            k1 = town.find(',')
            k2 = town.find(',', k1+1)
            k3 = town.find(',', k2+1)
            k4 = town.find(',', k3+1)
            k5 = town.find(',', k4+1)
            k6 = town.find(',', k5+1)
            town_ID.append(town[0:k1])
            town_player.append(town[k1+1:k2])
            town_name.append(town[k2+1:k3]) 
            town_island_x.append(town[k3+1:k4]) 
            town_island_y.append(town[k4+1:k5])
            town_island_number.append(town[k5+1:k6])
            town_points.append(town[k6+1:len(town)-1]) 
            x+=1
            town = f.readline()
        f.close()
        self.cities_text.SetLabel(str(len(town_ID)))
        
        #----------------
        # Load island data
        #----------------

        global island_ID; island_ID = []
        global island_x; island_x = []
        global island_y; island_y = []
        global island_number; island_number = []
        global island_color; island_color = []

        fn = r'data\world_' + world[self.aw]+ '_islands.txt'
        f = open(fn, 'r')
        self.islands_text.SetLabel("Chargement...")
        x = 0
        island = f.readline()
        while (len(island) > 0):
            k1 = island.find(',')
            k2 = island.find(',', k1+1)
            k3 = island.find(',', k2+1)
            k4 = island.find(',', k3+1)
            island_ID.append(island[0:k1])
            island_x.append(island[k1+1:k2]) 
            island_y.append(island[k2+1:k3])
            island_number.append(island[k3+1:k4])
            x+=1
            island = f.readline()
        f.close()
        self.islands_text.SetLabel(str(len(island_ID)))

        #----------------
        # Load conquer data
        #----------------

        global conquer_town_ID; conquer_town_ID = []
        global conquer_time; conquer_time = []
        global conquer_new_player_ID; conquer_new_player_ID = []
        global conquer_old_player_ID; conquer_old_player_ID = []
        global conquer_new_ally_ID; conquer_new_ally_ID = []
        global conquer_old_ally_ID; conquer_old_ally_ID = []
        global conquer_town_points; conquer_town_points = []
        
        fn = r'data\world_' + world[self.aw]+ '_conquers.txt'
        f = open(fn, 'r')
        self.conquers_text.SetLabel("Chargement...")
        x = 0
        conquer = f.readline()
        while (len(conquer) > 0):
            k1 = conquer.find(',')
            k2 = conquer.find(',', k1+1)
            k3 = conquer.find(',', k2+1)
            k4 = conquer.find(',', k3+1)
            k5 = conquer.find(',', k4+1)
            k6 = conquer.find(',', k5+1)
            conquer_town_ID.append(conquer[0:k1])
            conquer_time.append(conquer[k1+1:k2]) 
            conquer_new_player_ID.append(conquer[k2+1:k3]) 
            conquer_old_player_ID.append(conquer[k3+1:k4]) 
            conquer_new_ally_ID.append(conquer[k4+1:k5]) 
            conquer_old_ally_ID.append(conquer[k5+1:k6]) 
            conquer_town_points.append(conquer[k6+1:len(conquer)-1])
            x+=1
            conquer = f.readline()
        f.close()
        self.conquers_text.SetLabel(str(len(conquer_town_ID)))

#-------------------------------------------------------------------------------
# The following routines are initiated by pressing the filter button
# The string entered in the text input field is collected
# then the names containing the string are appended to the listbox
#-------------------------------------------------------------------------------
#!/usr/bin/python
# -*- coding: iso-8859-1 -*-
    def OnFilterPlayer(self, event):
        self.player_listbox.Clear()
        s = self.player_filter.GetValue()
        for x in range (0, len(player_ID)):
            if s in player_name[x]:
                self.player_listbox.Append(str(player_name[x]))

    def OnFilterAlly(self, event):
        self.ally_listbox.Clear()
        s = self.ally_filter.GetValue()
        for x in range (0, len(alliance_ID)):
            if s in alliance_name[x]:
                self.ally_listbox.Append(str(alliance_name[x]))

    def OnFilterCities(self, event):
        self.cities_listbox.Clear()
        s = self.cities_filter.GetValue()
        for x in range (0, len(town_ID)):
            if s in town_name[x]:
                self.cities_listbox.Append(str(town_name[x]))

    def OnCopyPlayers(self, event):
        alliance_name =  self.ally_listbox.GetStringSelection()
        alliance = get_alliance_ID(alliance_name)
        self.player_listbox.Clear()
        for player in range(0, len(player_ID)):
            if (str(player_alliance_ID[player]) == str(alliance)):
                self.player_listbox.Append(str(player_name[player]))

    def OnCopyCities(self, event):
        player_name =  self.player_listbox.GetStringSelection()
        player = get_player_ID(player_name)
        self.cities_listbox.Clear()
        for city in range(0, len(town_ID)):
          #  print str(town_player[city]), str(player)
            if (str(town_player[city]) == str(player)):
                self.cities_listbox.Append(str(town_name[city]))

                
    def OnCopyPlayersToClipboard(self, event):
        alliance_name =  self.ally_listbox.GetStringSelection()
        alliance = get_alliance_ID(alliance_name)
        ct=''
        for player in range(0, len(player_ID)):
            if (str(player_alliance_ID[player]) == str(alliance)):
                ct=ct + '[player]'+(str(player_name[player]))+'[/player]\n'
        CopyToClipboard(ct)
        
     
    def OnCopyCitiesToClipboard(self, event):
        player_name =  self.player_listbox.GetStringSelection()
        player = get_player_ID(player_name)
        ct=''
        for city in range(0, len(town_ID)):
            if (str(town_player[city]) == str(player)):
                ct=ct + '[town]'+(str(town_ID[city]))+'[/town]\n'
        CopyToClipboard(ct)
        
                
#-------------------------------------------------------------------------------
# The following toutines are initiated by pressing the draw button
# The selected name is collected, then the corresponding ID is searched for
# For one player the towns are checked and drawn if belonging to the player
# For an alliance the players are checked and drawn if belonging to the alliance
#-------------------------------------------------------------------------------

    def OnDrawCity(self, event):
        city_name = self.cities_listbox.GetStringSelection()
        t = town_name.index(city_name)
        color = choose_colour()
        x = int(town_island_x[t])
        y = int(town_island_y[t])
        self.draw_town(x, y, color, 'big')

        # Done drawing, now handle control to pygame        
        pygame_events_on=1
        self.Handle_Pygame_Events(self)

    def OnDrawPlayer(self, event):
        player_name = self.player_listbox.GetStringSelection()
        player = get_player_ID(player_name)
        color = choose_colour()
        for town in range(0, len(town_ID)):
            if (town_player[town] == player):
                x = int(town_island_x[town])
                y = int(town_island_y[town])
                self.draw_town(x, y, color, 'big')

        # Done drawing, now handle control to pygame        
        pygame_events_on=1
        self.Handle_Pygame_Events(self)

         
    def OnDrawAlly(self, event):
        alliance_name =  self.ally_listbox.GetStringSelection()
        alliance = get_alliance_ID(alliance_name)
        color = choose_colour()
        for player in range(0, len(player_ID)):
            if (str(player_alliance_ID[player]) == str(alliance)):
                for town in range(0, len(town_ID)):
                    if (town_player[town] == player_ID[player]):
                        x = int(town_island_x[town])
                        y = int(town_island_y[town])
                        self.draw_town(x, y, color, 'big')

        # Done drawing, now handle control to pygame        
        pygame_events_on=1
        self.Handle_Pygame_Events(self)
 

    def OnShowConquers(self, event):
       
        date_start = get_date(self.start_date.GetValue())
        date_end = get_date(self.end_date.GetValue())
        
        mark = pygame.image.load("mark2.tga").convert_alpha()
        print 'start date' + str(date_start)
        print 'end date' + str(date_end)
        for i in range(0, len(conquer_town_ID)):
            d=datetime.fromtimestamp(float(conquer_time[i]))
            date = d.date()
            if (date > date_start and date < date_end and len(conquer_old_player_ID[i])>1):
                c = conquer_town_ID[i]
                if c in town_ID:
                    t = town_ID.index(c)
                    x = int(town_island_x[t])
                    y = int(town_island_y[t])
                    name = town_name[t]
                    player = get_player_name(town_player[t])
                    self.worldmap.blit(mark, (x-5, y-5))

        # Done drawing, now handle control to pygame        
        pygame_events_on=1
        self.Handle_Pygame_Events(self)


    
    
#-------------------------------------------------------------------------------
# This routine is initiated when another world is selected in the drop-down box
#-------------------------------------------------------------------------------

    def OnSelectWorld(self, event):
        self.aw = self.world_box.GetSelection()
        
#-------------------------------------------------------------------------------
# This routine is selected when quit is selected from the menu bar
#-------------------------------------------------------------------------------

    def OnQuit(self, event):
        pygame.quit()
        self.Close()        

#-------------------------------------------------------------------------------
# This routine is selected when the show map is selected from the menu bar
# A pygame surface withis created which opens in a new window
#-------------------------------------------------------------------------------
        
    def OnShowMap(self, event):
        
#    os.environ['SDL_VIDEO_WINDOW_POS'] = ('5,20') # this positions the map screen top left.
        self.windowSurface = pygame.display.set_mode((px, py), RESIZABLE, 32)
        pygame.display.set_caption('Carte du monde de Grepolis')
        self.windowSurface.fill(BLACK)
        self.windowSurface.blit(self.worldmap, dest=(0,0) , area=(xpos, ypos, px, py))
        pygame.display.update()
        self.Handle_Pygame_Events(self)

    def Handle_Pygame_Events(self, event):
        global pygame_events_on
        global px, py, xpos, ypos, zoom, pxz, pyz
        pygame_events_on = 1 # handle pygame events
        move_screen=0        # dont move the screen
        redraw=1             # redraw the screen on first pass
        self.statusbar.SetStatusText('Handling pygame events on')
        while pygame_events_on:
            pygame.time.wait(10) # snooze a little to spare processor time
            for action in  pygame.event.get():

                if action.type == QUIT:    # User want to leave pygame control
                    pygame.display.quit()
                    pygame_events_on=0
                    
                if action.type== VIDEORESIZE:  # window screen was resized
                    px = action.w
                    py = action.h
                    zoom = 1
                    redraw=1
                    
                if action.type == MOUSEMOTION:  # mouse movenemt detected
                    if move_screen==1:          # map movement required?
                        mouse_x = action.rel[0]
                        mouse_y = action.rel[1]
                        xpos=xpos-mouse_x       # calculate new position
                        ypos=ypos-mouse_y
                        pxz = int(px/zoom)
                        pyz = int(py/zoom)
                        if (xpos<0):            # dont leave the map area
                            xpos=0
                        if (ypos<0):
                            ypos=0
                        if (xpos+pxz>1000):
                            xpos=1000-pxz
                        if (ypos+pyz>1000):
                            ypos=1000-pyz

                    # In order to zoom the part of the worldmap the user wants to see
                    # is copied to a temporary surface, next the surface is scaled
                    # and copied to the window surface
                            
                    self.tempmap=pygame.Surface((px/zoom, py/zoom))
                    self.tempmap.blit(self.worldmap, dest=(0,0) , area=(xpos, ypos, int(px/zoom), int(py/zoom)))
                    pygame.transform.smoothscale(self.tempmap, (px, py), self.windowSurface)
                    pygame.display.update()
                    redraw=0
                    
                if action.type == MOUSEBUTTONDOWN:  # left mouse button pressed
                    mouse_button = action.button
                    if mouse_button == 1:
                        move_screen=1
                        
                if action.type == MOUSEBUTTONUP:    # finished pressing left mouse button
                    move_screen=0

                if action.type == KEYDOWN:
                    
                    if (action.key == K_UP):     # Calculate new zoom factor
                        zoom = zoom + 0.05
                        redraw=1    
    
                    if (action.key == K_DOWN):
                        zoom = zoom - 0.05
                        redraw=1

                # Dont redraw the window surface when not needed because
                # the display_set_mode command causes a mouse-up event
                # which messes-up the scrolling of the window.
                  
                if(redraw==1):
                    self.windowSurface = pygame.display.set_mode((px, py), RESIZABLE)
                    self.tempmap=pygame.Surface((px/zoom, py/zoom))
                    self.tempmap.blit(self.worldmap, dest=(0,0) , area=(xpos, ypos, int(px/zoom), int(py/zoom)))
                    pygame.transform.smoothscale(self.tempmap, (px, py), self.windowSurface)
                    pygame.display.update()
                    redraw=0
        self.statusbar.SetStatusText('Handling pygame events off')


#-------------------------------------------------------------------------------
# This routine makes a 1000x1000 world map that is NOT presented to the user
# This is the original world-size map
# It also draws the grid and places ocean numbers on the map
#-------------------------------------------------------------------------------
        
    def MakeWorldMap(self):
        f=pygame.font.init()
        self.worldmap = pygame.Surface((1000, 1000))

        for i in range(1,11):
            pygame.draw.line(self.worldmap, (125, 125, 125), (100*i, 0), (100*i, 1000), 1)
            pygame.draw.line(self.worldmap, (125, 125, 125), (0, 100*i), (1000, 100*i), 1)
            self.show_text(str((i*10)-10), 100*(i-1)+2, 2, WHITE)
            self.show_text(str(i-1), 990, 100*(i-1)+2, WHITE)
       
#-------------------------------------------------------------------------------
# The following routine displays a text on the world map
#-------------------------------------------------------------------------------

    def show_text(self, t, x, y, color):

        basicFont = pygame.font.Font("freesansbold.ttf", 20)
        text = basicFont.render(t, True, color, BLACK)
        textRect = text.get_rect()
        textRect.top = y
        textRect.left = x
        self.worldmap.blit(text, textRect)

#-------------------------------------------------------------------------------
# This routine draws all cities in the towns array
#-------------------------------------------------------------------------------

    def OnDrawCities(self, event):
        for i in range(0, len(town_ID)):
            x = int(town_island_x[i])
            y = int(town_island_y[i])
            self.draw_town(x, y, GREY, 'small')

        # Done drawing, now handle control to pygame        

        pygame_events_on=1
        self.Handle_Pygame_Events(self)


#-------------------------------------------------------------------------------
# The following routine draws one single town on the map
# The town is made of 4 (small) or 8 (big) pixels
#-------------------------------------------------------------------------------

    def draw_town(self, x, y, c, size):                  

        self.worldmap.set_at((x, y), c)
        self.worldmap.set_at((x+1, y), c)
        self.worldmap.set_at((x-1, y), c)
        self.worldmap.set_at((x, y+1), c)
        self.worldmap.set_at((x, y-1), c)
    
        if (size == 'big'):
            self.worldmap.set_at((x+1, y+1), c)
            self.worldmap.set_at((x+1, y-1), c)
            self.worldmap.set_at((x-1, y+1), c)
            self.worldmap.set_at((x-1, y-1), c)

#-------------------------------------------------------------------------------
# This routine saves the map as presented on the windowsurface
#-------------------------------------------------------------------------------

    def OnSaveMap(self, event):
        dialog = wx.FileDialog(None, "Entrer le nom d'un fichier", style=wx.FD_SAVE)
        if dialog.ShowModal() == wx.ID_OK:
            filename = dialog.GetPath()
        dialog.Destroy()
        pygame.image.save(self.windowSurface, filename)



#-------------------------------------------------------------------------------
# Here the creation of the main user interface window ends
# The following routines are not part of the user interface
#-------------------------------------------------------------------------------


#-------------------------------------------------------------------------------
# This routine is used for testing purposes
#-------------------------------------------------------------------------------
        
def Ontestbutton(event):
    pass
    #print 'This is the test button allright'

   
#-------------------------------------------------------------------------------
# This routine loads the URLs of all worlds from the file grepomaps.cfg
#-------------------------------------------------------------------------------

def LoadConfigData():

    global aw;aw = 0
    global world; world = []
    global url_players; url_players = []
    global url_conquers; url_conquers = []
    global url_alliances; url_alliances = []
    global url_towns; url_towns = []
    global url_islands; url_islands = []

    f = open (r"grepomaps.cfg", 'r')
    line = f.readline()
    count = int(line[9:len(line)-1])

    for w in range(0,count):
        line = f.readline()
        world.append(line[8:len(line)-1])
        line = f.readline()
        url_players.append(line[14:len(line)-1])
        line = f.readline()
        url_conquers.append(line[15:len(line)-1])
        line = f.readline()
        url_alliances.append(line[16:len(line)-1])
        line = f.readline()
        url_towns.append(line[12:len(line)-1])
        line = f.readline()
        url_islands.append(line[14:len(line)-1])
        

#-------------------------------------------------------------------------------
# The following routines transfer IDs in names and vice versa
#-------------------------------------------------------------------------------

def get_player_ID(player):
    if player in player_name:
        return player_ID[player_name.index(player)]

def get_player_name(player):
    if player in player_ID:
        return player_name[player_ID.index(player)]

def get_alliance_ID(alliance):
    if alliance in alliance_name:
        return alliance_ID[alliance_name.index(alliance)]

def get_alliance_name(alliance):
    if alliance in alliance_ID:
        return alliance_name[alliance_ID.index(alliance)]

def get_date(datestring):
    yy=datestring.GetYear()
    mm=datestring.GetMonth()+1
    dd=datestring.GetDay()
    return date(yy, mm, dd)
    
#-------------------------------------------------------------------------------
# The following routine presents the colour chooser window and returns a colour
#-------------------------------------------------------------------------------

def choose_colour():
    dialog = wx.ColourDialog(None)
    dialog.GetColourData().SetChooseFull(True)
    if dialog.ShowModal() == wx.ID_OK:
        data = dialog.GetColourData()
        color = data.GetColour().Get()
    dialog.Destroy()
    return color

def CopyToClipboard(text):
    text2=text.replace('+', ' ')
    clipdata = wx.TextDataObject()
    clipdata.SetText(text2)
    wx.TheClipboard.Open()
    wx.TheClipboard.SetData(clipdata)
    wx.TheClipboard.Close()
    
#-------------------------------------------------------------------------------
# At this point we're done with defining routines
# The actual program (application) is initiated
# 
# First the application that wxpython needs is defined
# Next the menu window is generated and presented to the user
# After that pygame is initiated
# Then the application loop is entered waiting for user generated events
#-------------------------------------------------------------------------------

app = wx.App()
Menu(None, -1, '')
pygame.init()   # initialise the pygame engine
app.MainLoop()
mardi 21 juin 2011 à 18:31:16 | Re : é et è convertir !

lespinx

Bonjour,

Les codes ASCII peuvent être représentés dans des systèmes de numération différents: décimal, octal, hexadécimal voir ICI
Par exemple le code hexadécimal "5C" repésente le code ASCII "\" soit 92 en décimal
Le signe "%" sert à identifier la présence d'un code hexadécimal dans une chaine de caractère.

Pour lister les valeurs décimale, ASCII et hexadécimale:
Code Python :
for x in xrange(1, 256):
    print x,chr(x), hex(x)


Pour convertir un code hexadécimal en code ASCII:
Code Python :
valeur_ascii = chr(int(valeur_hexa, 16))


Attention, toutes les valeurs hexadécimales ne sont pas affichables et sont représentées par un signe conventionnel (un carré?)

Cordialement

dimanche 3 juillet 2011 à 12:26:15 | Re : é et è convertir !

gomofr

non par ce que en fait, les données téléchargé on déja ces caractère bizarre ... c'est lors de l'affichage et du filtrage qu'il faudrait les modifier ...


Cette discussion est classée dans : self, id, player, wx, town


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