From 681f425ad3132d659497603e4c329035adba0e2f Mon Sep 17 00:00:00 2001 From: "Jan D. Behrens" Date: Mon, 27 Aug 2012 23:45:25 +0200 Subject: [PATCH] Fixed some problems with playernicks in gen_badges --- xonstat/batch/badges/gen_badges.py | 91 ++++++++++++++++-------------- 1 file changed, 48 insertions(+), 43 deletions(-) diff --git a/xonstat/batch/badges/gen_badges.py b/xonstat/batch/badges/gen_badges.py index d930d14..6ff1639 100644 --- a/xonstat/batch/badges/gen_badges.py +++ b/xonstat/batch/badges/gen_badges.py @@ -1,6 +1,7 @@ #-*- coding: utf-8 -*- import sys +import re import cairo as C import sqlalchemy as sa import sqlalchemy.sql.functions as func @@ -10,7 +11,7 @@ from os import system from pyramid.paster import bootstrap from xonstat.models import * from xonstat.views.player import player_info_data -from xonstat.util import qfont_decode +from xonstat.util import qfont_decode, _all_colors from colorsys import rgb_to_hls, hls_to_rgb @@ -31,7 +32,7 @@ _dec_colors = [ (0.5,0.5,0.5), # maximal number of query results (for testing, set to 0 to get all) -NUM_PLAYERS = 100 +NUM_PLAYERS = 50 # image dimensions (likely breaks layout if changed) WIDTH = 560 @@ -59,7 +60,7 @@ PLAYTIME_WIDTH = 218 # parameters to affect the output, could be changed via URL params = { - 'bg': 8, # 0 - black, 1 - dark_wall, ... + 'bg': 1, # 0 - black, 1 - dark_wall, ... 'overlay': 0, # 0 - none, 1 - default overlay, ... 'font': 0, # 0 - xolonium, 1 - dejavu sans } @@ -231,7 +232,7 @@ def render_image(data): ## draw player's nickname with fancy colors # deocde nick, strip all weird-looking characters - qstr = qfont_decode(player.nick).replace('^^', '^').replace(u'\x00', ' ') + qstr = qfont_decode(player.nick).replace('^^', '^').replace(u'\x00', '').replace(u' ', ' ') chars = [] for c in qstr: if ord(c) < 128: @@ -259,46 +260,47 @@ def render_image(data): # split up nick into colored segments and draw each of them # split nick into colored segments - parts = [] - pos = 1 - while True: - npos = qstr.find('^', pos) - if npos < 0: - parts.append(qstr[pos-1:]) - break; - parts.append(qstr[pos-1:npos]) - pos = npos+1 - xoffset = 0 - for txt in parts: + _all_colors = re.compile(r'(\^\d|\^x[\dA-Fa-f]{3})') + #print qstr, _all_colors.findall(qstr), _all_colors.split(qstr) + + parts = _all_colors.split(qstr) + while len(parts) > 0: + tag = None + txt = parts[0] + if _all_colors.match(txt): + tag = txt[1:] # strip leading '^' + if len(parts) < 2: + break + txt = parts[1] + del parts[1] + del parts[0] + + if not txt or len(txt) == 0: + # only colorcode and no real text, skip this + continue + r,g,b = _dec_colors[7] try: - if txt.startswith('^'): - txt = txt[1:] - if txt.startswith('x'): - r = int(txt[1] * 2, 16) / 255.0 - g = int(txt[2] * 2, 16) / 255.0 - b = int(txt[3] * 2, 16) / 255.0 - hue, light, satur = rgb_to_hls(r, g, b) - if light < _contrast_threshold: - light = _contrast_threshold - r, g, b = hls_to_rgb(hue, light, satur) - txt = txt[4:] - else: - r,g,b = _dec_colors[int(txt[0])] - txt = txt[1:] + if tag.startswith('x'): + r = int(tag[1] * 2, 16) / 255.0 + g = int(tag[2] * 2, 16) / 255.0 + b = int(tag[3] * 2, 16) / 255.0 + hue, light, satur = rgb_to_hls(r, g, b) + if light < _contrast_threshold: + light = _contrast_threshold + r, g, b = hls_to_rgb(hue, light, satur) + else: + r,g,b = _dec_colors[int(tag[0])] except: r,g,b = _dec_colors[7] - if len(txt) < 1: - # only colorcode and no real text, skip this - continue - ctx.set_source_rgb(r, g, b) ctx.move_to(NICK_POS[0] + xoffset, NICK_POS[1]) ctx.show_text(txt) xoff, yoff, tw, th = ctx.text_extents(txt)[:4] + tw += (len(txt)-len(txt.strip()))*3 # account for lost whitespaces xoffset += tw + 2 @@ -349,7 +351,7 @@ def render_image(data): ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL) ctx.set_font_size(8) - ctx.set_source_rgb(0.8, 0.8, 0.8) + ctx.set_source_rgb(0.8, 0.8, 1.0) txt = "Rank %d of %d" % ranks[gt] xoff, yoff, tw, th = ctx.text_extents(txt)[:4] ctx.move_to(GAMES_POS[0]+xoffset-xoff-tw/2, GAMES_POS[1]+25-yoff-3) @@ -360,9 +362,10 @@ def render_image(data): # print win percentage - ctx.rectangle(WINLOSS_POS[0]-WINLOSS_WIDTH/2, WINLOSS_POS[1]-7, WINLOSS_WIDTH, 15) - ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1) - ctx.fill(); + if params['overlay'] == 0: + ctx.rectangle(WINLOSS_POS[0]-WINLOSS_WIDTH/2, WINLOSS_POS[1]-7, WINLOSS_WIDTH, 15) + ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1) + ctx.fill(); ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL) ctx.set_font_size(10) @@ -415,9 +418,10 @@ def render_image(data): # print kill/death ratio - ctx.rectangle(KILLDEATH_POS[0]-KILLDEATH_WIDTH/2, KILLDEATH_POS[1]-7, KILLDEATH_WIDTH, 15) - ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1) - ctx.fill() + if params['overlay'] == 0: + ctx.rectangle(KILLDEATH_POS[0]-KILLDEATH_WIDTH/2, KILLDEATH_POS[1]-7, KILLDEATH_WIDTH, 15) + ctx.set_source_rgba(0.8, 0.8, 0.8, 0.1) + ctx.fill() ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL) ctx.set_font_size(10) @@ -470,9 +474,10 @@ def render_image(data): # print playing time - ctx.rectangle( PLAYTIME_POS[0]-PLAYTIME_WIDTH/2, PLAYTIME_POS[1]-7, PLAYTIME_WIDTH, 14) - ctx.set_source_rgba(0.8, 0.8, 0.8, 0.6) - ctx.fill(); + if params['overlay'] == 0: + ctx.rectangle( PLAYTIME_POS[0]-PLAYTIME_WIDTH/2, PLAYTIME_POS[1]-7, PLAYTIME_WIDTH, 14) + ctx.set_source_rgba(0.8, 0.8, 0.8, 0.6) + ctx.fill(); ctx.select_font_face(font, C.FONT_SLANT_NORMAL, C.FONT_WEIGHT_NORMAL) ctx.set_font_size(10) -- 2.39.2