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Python Discussion :

Python é et è convertir


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  1. #1
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    Par défaut Python é et è convertir
    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 :

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    #!/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()

  2. #2
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    Penses à utiliser la balise CODE ^^

    je pense qu'il faut passer en UTF8
    c'est à dire modifier la ligne :
    # -*- coding: iso-8859-1 -*-
    par :
    # -*- coding: utf-8 -*-

  3. #3
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    Non, il faut encoder les url selon le standard canonique (oui, je sais, c’est un pléonasme…) –*en l’occurence, le plus simple me semble être d’utiliser urllib.parse.urlencode() (ou urllib2, en python 2.x), en lui passant la forme brute (avec accents), et en récupérant la forme encodée (avec les fameux %C3%A9 et consorts ).

  4. #4
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    j'ai essayé la 1ère idée, rien !

    Tu pourrais donner un exemple avec urllib.parse.urlencode() ?

    car a mon avis, c'est la solution !

  5. #5
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    Hmm, en fait, je me suis trompé, c’est pas urlencode qu’il te faut, mais quote_plus

    Sinon, c’est pas difficile*! En py3k (urllib2 à la place de urllib pour py2)*:

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    import urllib.parse
     
    url = "http://example.org/ma méchante url/plène d’accents é 2 fôtes…"
    print(url)
    # http://example.org/ma méchante url/plène d’accents é 2 fôtes…
     
    url = urllib.parse.quote_plus(url, safe='/:')
    print(url)
    # http://example.org/ma+m%C3%A9chante+url/pl%C3%A8ne+d%E2%80%99accents+%C3%A9+2+f%C3%B4tes%E2%80%A6

  6. #6
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    Je crois que je suis fatigué aujourd'hui ...

    le prob, c'est que sa dépend du monde ... il y a un fichier cfg à coté qui contient ceci :

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    worlds = 23
    world = Alpha
    url_players = http://fr1.grepolis.com/data/players.txt
    url_conquers = http://fr1.grepolis.com/data/conquers.txt
    url_alliances = http://fr1.grepolis.com/data/alliances.txt
    url_towns = http://fr1.grepolis.com/data/towns.txt
    url_islands = http://fr1.grepolis.com/data/islands.txt
    world = Beta
    url_players = http://fr2.grepolis.com/data/players.txt
    url_conquers = http://fr2.grepolis.com/data/conquers.txt
    url_alliances = http://fr2.grepolis.com/data/alliances.txt
    url_towns = http://fr2.grepolis.com/data/towns.txt
    url_islands = http://fr2.grepolis.com/data/islands.txt
    world = Gamma
    url_players = http://fr3.grepolis.com/data/players.txt
    url_conquers = http://fr3.grepolis.com/data/conquers.txt
    url_alliances = http://fr3.grepolis.com/data/alliances.txt
    url_towns = http://fr3.grepolis.com/data/towns.txt
    url_islands = http://fr3.grepolis.com/data/islands.txt
    world = Delta
    url_players = http://fr4.grepolis.com/data/players.txt
    url_conquers = http://fr4.grepolis.com/data/conquers.txt
    url_alliances = http://fr4.grepolis.com/data/alliances.txt
    url_towns = http://fr4.grepolis.com/data/towns.txt
    url_islands = http://fr4.grepolis.com/data/islands.txt
    world = Epsilon
    url_players = http://fr5.grepolis.com/data/players.txt
    url_conquers = http://fr5.grepolis.com/data/conquers.txt
    url_alliances = http://fr5.grepolis.com/data/alliances.txt
    url_towns = http://fr5.grepolis.com/data/towns.txt
    url_islands = http://fr5.grepolis.com/data/islands.txt
    world = Zeta
    url_players = http://fr6.grepolis.com/data/players.txt
    url_conquers = http://fr6.grepolis.com/data/conquers.txt
    url_alliances = http://fr6.grepolis.com/data/alliances.txt
    url_towns = http://fr6.grepolis.com/data/towns.txt
    url_islands = http://fr6.grepolis.com/data/islands.txt
    world = Eta
    url_players = http://fr7.grepolis.com/data/players.txt
    url_conquers = http://fr7.grepolis.com/data/conquers.txt
    url_alliances = http://fr7.grepolis.com/data/alliances.txt
    url_towns = http://fr7.grepolis.com/data/towns.txt
    url_islands = http://fr7.grepolis.com/data/islands.txt
    world = Theta
    url_players = http://fr8.grepolis.com/data/players.txt
    url_conquers = http://fr8.grepolis.com/data/conquers.txt
    url_alliances = http://fr8.grepolis.com/data/alliances.txt
    url_towns = http://fr8.grepolis.com/data/towns.txt
    url_islands = http://fr8.grepolis.com/data/islands.txt
    world = Iota
    url_players = http://fr9.grepolis.com/data/players.txt
    url_conquers = http://fr9.grepolis.com/data/conquers.txt
    url_alliances = http://fr9.grepolis.com/data/alliances.txt
    url_towns = http://fr9.grepolis.com/data/towns.txt
    url_islands = http://fr9.grepolis.com/data/islands.txt
    world = Kappa
    url_players = http://fr10.grepolis.com/data/players.txt
    url_conquers = http://fr10.grepolis.com/data/conquers.txt
    url_alliances = http://fr10.grepolis.com/data/alliances.txt
    url_towns = http://fr10.grepolis.com/data/towns.txt
    url_islands = http://fr10.grepolis.com/data/islands.txt
    world = Lambda
    url_players = http://fr11.grepolis.com/data/players.txt
    url_conquers = http://fr11.grepolis.com/data/conquers.txt
    url_alliances = http://fr11.grepolis.com/data/alliances.txt
    url_towns = http://fr11.grepolis.com/data/towns.txt
    url_islands = http://fr11.grepolis.com/data/islands.txt
    world = Mu
    url_players = http://fr12.grepolis.com/data/players.txt
    url_conquers = http://fr12.grepolis.com/data/conquers.txt
    url_alliances = http://fr12.grepolis.com/data/alliances.txt
    url_towns = http://fr12.grepolis.com/data/towns.txt
    url_islands = http://fr12.grepolis.com/data/islands.txt
    world = Nu
    url_players = http://fr13.grepolis.com/data/players.txt
    url_conquers = http://fr13.grepolis.com/data/conquers.txt
    url_alliances = http://fr13.grepolis.com/data/alliances.txt
    url_towns = http://fr13.grepolis.com/data/towns.txt
    url_islands = http://fr13.grepolis.com/data/islands.txt
    world = Xi
    url_players = http://fr14.grepolis.com/data/players.txt
    url_conquers = http://fr14.grepolis.com/data/conquers.txt
    url_alliances = http://fr14.grepolis.com/data/alliances.txt
    url_towns = http://fr14.grepolis.com/data/towns.txt
    url_islands = http://fr14.grepolis.com/data/islands.txt
    world = Omicron
    url_players = http://fr15.grepolis.com/data/players.txt
    url_conquers = http://fr15.grepolis.com/data/conquers.txt
    url_alliances = http://fr15.grepolis.com/data/alliances.txt
    url_towns = http://fr15.grepolis.com/data/towns.txt
    url_islands = http://fr15.grepolis.com/data/islands.txt
    world = Pi
    url_players = http://fr16.grepolis.com/data/players.txt
    url_conquers = http://fr16.grepolis.com/data/conquers.txt
    url_alliances = http://fr16.grepolis.com/data/alliances.txt
    url_towns = http://fr16.grepolis.com/data/towns.txt
    url_islands = http://fr16.grepolis.com/data/islands.txt
    world = Rhô
    url_players = http://fr17.grepolis.com/data/players.txt
    url_conquers = http://fr17.grepolis.com/data/conquers.txt
    url_alliances = http://fr17.grepolis.com/data/alliances.txt
    url_towns = http://fr17.grepolis.com/data/towns.txt
    url_islands = http://fr17.grepolis.com/data/islands.txt
    world = Sigma
    url_players = http://fr18.grepolis.com/data/players.txt
    url_conquers = http://fr18.grepolis.com/data/conquers.txt
    url_alliances = http://fr18.grepolis.com/data/alliances.txt
    url_towns = http://fr18.grepolis.com/data/towns.txt
    url_islands = http://fr18.grepolis.com/data/islands.txt
    world = Tau
    url_players = http://fr19.grepolis.com/data/players.txt
    url_conquers = http://fr19.grepolis.com/data/conquers.txt
    url_alliances = http://fr19.grepolis.com/data/alliances.txt
    url_towns = http://fr19.grepolis.com/data/towns.txt
    url_islands = http://fr19.grepolis.com/data/islands.txt
    world = Upsilon
    url_players = http://fr20.grepolis.com/data/players.txt
    url_conquers = http://fr20.grepolis.com/data/conquers.txt
    url_alliances = http://fr20.grepolis.com/data/alliances.txt
    url_towns = http://fr20.grepolis.com/data/towns.txt
    url_islands = http://fr20.grepolis.com/data/islands.txt
    world = Phi
    url_players = http://fr21.grepolis.com/data/players.txt
    url_conquers = http://fr21.grepolis.com/data/conquers.txt
    url_alliances = http://fr21.grepolis.com/data/alliances.txt
    url_towns = http://fr21.grepolis.com/data/towns.txt
    url_islands = http://fr21.grepolis.com/data/islands.txt
    world = Chi
    url_players = http://fr22.grepolis.com/data/players.txt
    url_conquers = http://fr22.grepolis.com/data/conquers.txt
    url_alliances = http://fr22.grepolis.com/data/alliances.txt
    url_towns = http://fr22.grepolis.com/data/towns.txt
    url_islands = http://fr22.grepolis.com/data/islands.txt
    world = Psy
    url_players = http://fr23.grepolis.com/data/players.txt
    url_conquers = http://fr23.grepolis.com/data/conquers.txt
    url_alliances = http://fr23.grepolis.com/data/alliances.txt
    url_towns = http://fr23.grepolis.com/data/towns.txt
    url_islands = http://fr23.grepolis.com/data/islands.txt

    Ensuite, lors du téléchargement, j'obtiens bien un dossier data avec des fichiers .txt ... et comme je disais :

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    45349,les+gros+calibre,984,2,2,1840
    46900,la+cit%C3%A9e+du+paradis,1437,1,1,1664
    46559,les+meilleurs+pots,339,1,1,2440
    36037,les+messag%C3%A9es+de+la+mort,35492,16,15,324
    ....

  7. #7
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    Well well well… Je crains fort, gent damoiseau, que ce ne soye (tant qu’à faire…) mon humble et immodeste (oui, je sais, c’est antithétique) personne qui est ce jour bien fatiguée…

    J’avais compris ton problème à l’envers

    C’est donc urllib.parse.unquote_plus qu’il te faut*:

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    import urllib.parse
     
    url = "les+messag%C3%A9es+de+la+mort"
     
    url = urllib.parse.unquote_plus(url)
    print(url)
    # les messagées de la mort

  8. #8
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    Il me retourne une erreur ... tu pourrais essayer de le modifier sur mon script ? Je ne connais pas du tout ce bout de code ...

  9. #9
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    Pourrais-tu afficher l'erreur, cause la solution de mont29 est celle dont tu as besoin.

    Cause, si c'est parce que tu essayes de printer le résultat, il faut que ce résultat sois encodé dans l'encodage local... et si c'est python 3 que tu utilises, eh ben je n'en sais rien, sauf que cela est censé être plus simple...

  10. #10
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    Par défaut
    Voici un exemple, pour la partie town du code de lecture (ligne 421 et suivantes)*:

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    # Au début du fichier…
    from urllib2 import urlopen, parse
     
            # … Dans OnLoadData…
            fn = r'data\world_' + world[self.aw]+ '_towns.txt'
            with open(fn, 'r') as f:
                self.cities_text.SetLabel("Chargement...")
                for town in f:
                    el = town.split(',')
                    town_ID.append(parse.unquote_plus(el[0]))
                    town_player.append(parse.unquote_plus(el[1]))
                    town_name.append(parse.unquote_plus(el[2]))
                    town_island_x.append(parse.unquote_plus(el[3]))
                    town_island_y.append(parse.unquote_plus(el[4]))
                    town_island_number.append(parse.unquote_plus(el[5]))
                    town_points.append(parse.unquote_plus(el[6]))
            self.cities_text.SetLabel(str(len(town_ID)))
    Tu noteras, en sus de parse.unquote_plus*:
    * L’utilisation de la forme “with”, qui permet de ne pas s’occuper de la fermeture du fichier, assurée dans tous les cas.
    * L’utilisation de “for town in f” –*les objets fichiers texte sont aussi des generators qui yield (renvoient) une ligne à chaque fois.
    * L’utilisation de “twon.split(',')”, qui renvoie une liste de chaînes à partir de celle d’origine, “découpée” selon le motif passé en paramètre (ici, la virgule).

  11. #11
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    tout a fait d'accord ! C'est exactement ce qu'il me faut !

    Bon, j'ai fait tout sa pour town ... et il me retourne cette erreur :

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    Traceback (most recent call last):
      File "N:\Users\JBG\Desktop\grepomaps\grepomaps.py", line 6, in <module>
        from urllib2 import urlopen, parse
    ImportError: cannot import name urlopen
    Problème dans le chapeau

    PS : J'ai Python 2.7

  12. #12
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    Grmll…

    T’as bien mis ton “from urllib2 import urlopen, parse” au tout début de ton fichier*? Et après avoir évidemment fait “import urllib2” ?

    Et urlopen n’est pas utile pour le truc des “%C3%A9”, je l’y ai mis parce que tu l’utilises ailleurs dans ton code (il était déjà importé à la ligne 5 de ton code d’origine…).

  13. #13
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    Sa donne sa : (si je ne me suis pas trompé ^^)

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    #!/usr/bin/python
    # -*- coding: iso-8859-1 -*-
    import wx, os, shutil, sys, time, datetime
    import urllib2
    from urllib2 import urlopen, parse
    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 la carte des conquêtes\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, "Conquête:", (10, 120))
     
            #-----------------------------------------------------------------------
            # Creating the conquer map section
            #-----------------------------------------------------------------------
     
            box2=wx.StaticBox(panel, -1, 'Carte des conquêtes', 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, "Créer la carte", 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)
     
            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'
            with open(fn, 'r') as f:
                self.cities_text.SetLabel("Chargement...")
                for town in f:
                    el = town.split(',')
                    town_ID.append(parse.unquote_plus(el[0]))
                    town_player.append(parse.unquote_plus(el[1]))
                    town_name.append(parse.unquote_plus(el[2]))
                    town_island_x.append(parse.unquote_plus(el[3]))
                    town_island_y.append(parse.unquote_plus(el[4]))
                    town_island_number.append(parse.unquote_plus(el[5]))
                    town_points.append(parse.unquote_plus(el[6]))
            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()

    Et comme message d'erreur :

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    1
    2
    from urllib2 import urlopen, parse
    ImportError: cannot import name parse

    Je n'ai changé que la partie pour town ... mais sa bloque dans le chapeau ...

  14. #14
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    Grrrrrrrrrrmmmmmmlllllllllll

    Bah oui, en python 2.x, point de module parse, unquote_plus & co font partie de urlib…

    Donc tu dois rajouter “from urllib import unquote_plus”, et remplacer tous les “parse.unquote_plus” par de simples “unquote_plus”…

  15. #15
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    (il va me démolir :p)

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    #!/usr/bin/python
    # -*- coding: iso-8859-1 -*-
    import wx, os, shutil, sys, time, datetime
    import urllib2
    from urllib2 import unquote_plus
    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 la carte des conquêtes\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, "Conquête:", (10, 120))
     
            #-----------------------------------------------------------------------
            # Creating the conquer map section
            #-----------------------------------------------------------------------
     
            box2=wx.StaticBox(panel, -1, 'Carte des conquêtes', 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, "Créer la carte", 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)
     
            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'
            with open(fn, 'r') as f:
                self.cities_text.SetLabel("Chargement...")
                for town in f:
                    el = town.split(',')
                    town_ID.append(unquote_plus(el[0]))
                    town_player.append(unquote_plus(el[1]))
                    town_name.append(unquote_plus(el[2]))
                    town_island_x.append(unquote_plus(el[3]))
                    town_island_y.append(unquote_plus(el[4]))
                    town_island_number.append(unquote_plus(el[5]))
                    town_points.append(unquote_plus(el[6]))
            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()
    Je ne crois pas avoir oublié quelque chose =

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    from urllib2 import unquote_plus
    ImportError: cannot import name unquote_plus

  16. #16
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    Non, non, non et non*! (enfin, si, je vais te démolir )

    Voilà tes lignes d’import*:

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    import urllib2
    from urllib2 import urlopen
    import urllib
    from urllib import unquote_plus
    Et ensuite,

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            # … Dans OnLoadData…
            fn = r'data\world_' + world[self.aw]+ '_towns.txt'
            with open(fn, 'r') as f:
                self.cities_text.SetLabel("Chargement...")
                for town in f:
                    el = town.split(',')
                    town_ID.append(unquote_plus(el[0]))
                    town_player.append(unquote_plus(el[1]))
                    town_name.append(unquote_plus(el[2]))
                    town_island_x.append(unquote_plus(el[3]))
                    town_island_y.append(unquote_plus(el[4]))
                    town_island_number.append(unquote_plus(el[5]))
                    town_points.append(unquote_plus(el[6]))
            self.cities_text.SetLabel(str(len(town_ID)))

  17. #17
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    ENORME AMELIORATION ! les + on disparu Sa, c'est excellent

    Par contre, les %C3%A9 ont été remplacé par é

    Problème d'encodage ? Sa me le faisait dans les menus au début ...

  18. #18
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    Oui, problème d’encodage… Mais utilise donc py3k, c’est tellement plus simple

    Bon, ’faut rajouter .decode('utf-8') –*comme ça*:

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    town_ID.append(unquote_plus(el[0]).decode('utf-8'))
    Attention, ça te retourne une chaîne unicode, plus une str…

    Si tu veux récupérer une str, il faut encore ré-encoder, cette fois en latin9, par exemple*:

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
    town_ID.append(unquote_plus(el[0]).decode('utf-8').encode('latin9'))
    C’est cool, python 3…

  19. #19
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    bon, aller, je vais changer en python 3.2

    Par contre, le se change en ?

  20. #20
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    Fais gaffe, je disais ça pour rigoler, je ne suis pas sûr que wx (sans parler de pygame) tournent sous py3*!

    Sinon, en py3, urllib et urllib2 ont été fusionnées, et unquote_plus & co se retrouvent maintenant dans le module urllib.parse, oui…

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