Mercurial > mamba
view mamba/habitats/editor.py @ 533:cb9ee0ba01ce
Explain curation in upload dialog box.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sun, 18 Sep 2011 01:14:52 +0200 |
parents | 8a3884201d00 |
children | efe1b61aad08 |
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"""Habitat for editing levels.""" import pygame.display from pygame.locals import SWSURFACE, KEYDOWN, K_1, K_2, MOUSEBUTTONDOWN import sys import traceback from StringIO import StringIO import urllib import urllib2 from mamba.engine import Habitat, NewHabitatEvent from mamba.sprites import find_special_sprites from mamba.widgets.level import EditLevelWidget from mamba.widgets.text import TextWidget, TextButton from mamba.widgets.imagebutton import ImageButtonWidget from mamba.widgets.messagebox import MessageBox from mamba.widgets.entrybox import EntryBox from mamba.widgets.listbox import ListBox from mamba.widgets.toollist import ToolListWidget from mamba.widgets.editsprite import EditSpriteBox from mamba.widgets.editlevel import EditLevelBox from mamba.level import Level, Tileset, TILE_MAP, THING_MAP, InvalidMapError from mamba.data import (check_level_exists, get_level_list, load_file, load_image, load_tile_image) from mamba.constants import (SCREEN, EDIT_SCREEN, NAME, ESCAPE_KEYS, RESERVED_NAMES, WINDOW_ICON, LEVEL_SERVER) MAX_TOOLS = 6 MODE_HEIGHT = 370 LOAD_SAVE_HEIGHT = 500 class EditorHabitat(Habitat): def __init__(self, level): super(EditorHabitat, self).__init__(EDIT_SCREEN) self.toolbar = {} self.level = level self.container.paused = False self.edit_widget = EditLevelWidget(self.level) self.container.add(self.edit_widget) self.container.add_callback(KEYDOWN, self.keydown_event) self.container.add_callback(MOUSEBUTTONDOWN, self.mouse_event) self.mode = 'Tiles' self.sprite_mode = 'Add' self.sprite_cls = None def on_enter(self): # We need to juggle the display to the correct size # This is a horrible hack pygame.display.quit() pygame.display.init() pygame.display.set_mode(EDIT_SCREEN, SWSURFACE) pygame.display.set_icon(load_image(WINDOW_ICON)) pygame.display.set_caption('%s Level editor' % NAME) super(EditorHabitat, self).on_enter() self.setup_toolbar() def on_exit(self): # We need to juggle the display to the correct size # This is a horrible hack super(EditorHabitat, self).on_exit() pygame.display.quit() pygame.display.init() pygame.display.set_mode(SCREEN, SWSURFACE) pygame.display.set_icon(load_image(WINDOW_ICON)) pygame.display.set_caption(NAME) def keydown_event(self, ev, widget): if ev.key in ESCAPE_KEYS: from mamba.habitats.mainmenu import MainMenu NewHabitatEvent.post(MainMenu()) return True elif ev.key == K_1: # Activate floor button self.floor_button.forced_click() return True def setup_toolbar(self): """Draw the editor toolbar""" button_height = 5 button_left = 820 button_padding = 2 level_name = TextWidget((button_left, button_height), 'Level: %s' % self.level.level_name) self.container.add(level_name) button_height += level_name.rect.height + button_padding edit_level = TextButton((button_left, button_height), 'Edit Level Metadata') edit_level.add_callback('clicked', self.edit_level_data) self.container.add(edit_level) button_height += edit_level.rect.height + button_padding # TODO: Add Image widget for the current tool if self.mode != 'Sprites': self.current_tool = TextWidget((button_left, button_height), 'Tool: Floor', color='white') else: self.current_tool = TextWidget((button_left, button_height), '%s Sprite' % self.sprite_mode, color='white') self.container.add(self.current_tool) button_height += self.current_tool.surface.get_height() button_height += button_padding if self.mode != 'Sprites': self.floor_button = ImageButtonWidget( (button_left, button_height), self.level.tileset.floor, 'Floor', color='white') self.container.add(self.floor_button) self.floor_button.add_callback('clicked', self.change_tool, '.', 'Floor') self.edit_widget.set_tool('.') button_height += (self.floor_button.surface.get_height() + button_padding) if self.mode in self.toolbar: # FIXME: This needs to be recreated on tileset changes self.tool_widget = self.toolbar[self.mode] else: if self.mode == 'Tiles': tile_map = TILE_MAP elif self.mode == 'Things': tile_map = THING_MAP else: tile_map = [] tool_list = [] for tile_char in sorted(tile_map): try: tile = self.level.tileset[tile_char] except pygame.error: # Ignore stuff we can't load for now continue if tile is None: continue if tile.name: text = tile.name else: text = 'Tile' tile_button = ImageButtonWidget((0, 0), tile.image, text, color='white') tile_button.add_callback('clicked', self.change_tool, tile_char, text) tool_list.append(tile_button) if self.mode == "Sprites": for cls_name, sprite_cls in find_special_sprites(): image = load_tile_image(sprite_cls.image_name, self.level.tileset.name) name = sprite_cls.name tile_button = ImageButtonWidget((0, 0), image, name, color='white') tile_button.add_callback('clicked', self.sprite_tool, 'Add', cls_name, sprite_cls) tool_list.append(tile_button) for name in ['Edit', 'Delete']: tile_button = TextButton((0, 0), '%s Sprite' % name) tile_button.add_callback('clicked', self.sprite_tool, name, None, None) tool_list.append(tile_button) self.tool_widget = ToolListWidget((button_left, button_height), tool_list, MAX_TOOLS, start_key=K_2) self.toolbar[self.mode] = self.tool_widget self.container.add(self.tool_widget) button_height = self.container.rect.top + MODE_HEIGHT tile_button = TextButton((button_left, button_height), 'Tiles') tile_button.add_callback('clicked', self.change_toolbar, 'Tiles') thing_button = TextButton((button_left + tile_button.rect.width + button_padding, button_height), 'Things') thing_button.add_callback('clicked', self.change_toolbar, 'Things') sprite_button = TextButton((button_left, button_height + thing_button.rect.height + button_padding), 'Sprites') sprite_button.add_callback('clicked', self.change_toolbar, 'Sprites') if self.mode == "Tiles": tile_button.disable() elif self.mode == "Things": thing_button.disable() elif self.mode == "Sprites": sprite_button.disable() self.container.add(tile_button) self.container.add(thing_button) self.container.add(sprite_button) button_height = LOAD_SAVE_HEIGHT upload = TextButton((button_left, button_height), "Upload Level") upload.add_callback('clicked', self.upload) self.container.add(upload) button_height = upload.rect.bottom + button_padding new = TextButton((button_left, button_height), "New") new.add_callback('clicked', self.new) self.container.add(new) load = TextButton((new.rect.right + button_padding, button_height), "Load") load.add_callback('clicked', self.load) self.container.add(load) save = TextButton((load.rect.right + button_padding, button_height), "Save") save.add_callback('clicked', self.save) self.container.add(save) def change_tool(self, ev, widget, new_tool, text): self.edit_widget.set_tool(new_tool) self.current_tool.text = 'Tool: %s' % text self.current_tool.prepare() return True def check_level(self): message = None if not self.level.level_name: message = MessageBox((300, 300), 'Please enter a name') elif self.level.level_name in RESERVED_NAMES: message = MessageBox((300, 300), 'Reserved level name') elif '/' in self.level.level_name: message = MessageBox((300, 300), 'Illegal level name') if message is None: try: self.level.validate_level() except InvalidMapError, error: message = MessageBox((300, 300), "Map isn't valid\n%s" % error) return message def save(self, ev, widget): message = self.check_level() if message: self.display_dialog(message) return self.level.save_level('user_levels', is_user_dir=True) self.refresh_display() message = MessageBox((300, 300), 'Success!\nYou have saved a user level') self.display_dialog(message) return True def new(self, ev, widget): return self.load(ev, widget, 'levels', subdir='templates') def upload(self, ev, widget): message = self.check_level() if message: self.display_dialog(message) return True save_file = StringIO() self.level.save_level(save_file=save_file) url = "%s/save/%s" % (LEVEL_SERVER, self.level.level_name) args = urllib.urlencode([('data', save_file.getvalue())]) try: result = urllib2.urlopen(url, args) mtxt = result.read() except: mtxt = "Failed to upload level. :(" else: mtxt = "Success! %s\n%s" % (mtxt, "Your level is now awaiting curation.") message = MessageBox((300, 300), mtxt) self.display_dialog(message) return True def load(self, ev, widget, level_dir=None, is_user_dir=False, subdir=''): if level_dir is None: level_dir = 'user_levels' is_user_dir = True self.container.paused = True levels = get_level_list('/'.join([level_dir, subdir]), is_user_dir) load_list = [] for level_name in levels: if level_name in RESERVED_NAMES: continue if subdir: level_name = '/'.join([subdir, level_name]) load_button = TextButton((0, 0), level_name) load_button.add_callback( 'clicked', self.load_level, level_name, level_dir, is_user_dir) load_list.append(load_button) self.display_dialog(ListBox((200, 200), 'Select Level', load_list, 6)) return True def load_level(self, ev, widget, level_name, level_dir, is_user_dir): try: source = load_file("%s/%s.txt" % (level_dir, level_name), is_user_dir=is_user_dir) new_level = Level(level_name, 'user', source.read()) except (IOError, InvalidMapError, pygame.error), error: message = MessageBox((300, 300), 'Loading Level Failed: %s' % error, color='red') self.display_dialog(message) return False self.container.remove(self.edit_widget) self.level = new_level if level_name in RESERVED_NAMES: self.level.level_name = '' # Special case for new level self.container.paused = False self.edit_widget = EditLevelWidget(self.level) self.container.add(self.edit_widget) self.clear_toolbar() self.setup_toolbar() return True def change_toolbar(self, ev, widget, new_mode): self.mode = new_mode self.edit_widget.tile_mode = (self.mode != 'Sprites') self.clear_toolbar() self.setup_toolbar() return True def clear_toolbar(self): """Remove every non-edit widget from the container""" for widget in self.container.children[:]: if widget is not self.edit_widget: self.container.remove(widget) def do_edit(self, ev, widget, message, init_value, callback): self.display_dialog( EntryBox((200, 200), message, init_value, callback)) return True def unpause(self): self.container.paused = False def update_level_data(self, filename, name, tileset, track): self.level.name = name self.level.background_track = track # err_ts = self.change_tileset(tileset) err_fn = self.check_file(filename) self.clear_toolbar() self.setup_toolbar() if err_fn: err_fn.post_callback = self.unpause self.display_dialog(err_fn) else: self.container.paused = False def refresh_display(self): self.level.restart() self.clear_toolbar() self.setup_toolbar() return True def change_tileset(self, new_tileset): print "changing tileset" self.level.update_tiles_ascii() old_tileset = self.level.tileset try: self.level.tileset = Tileset(new_tileset) self.level.restart() return None except pygame.error, error: self.level.tileset = old_tileset return MessageBox( (300, 300), 'Unable to change tileset:: %s' % error, color='red') def check_file(self, new_name): message = None if new_name == self.level.level_name: return None # No-op change if not new_name: message = MessageBox((300, 300), 'Please enter a name') if new_name in RESERVED_NAMES: # This case is caught by the existance check, but the # importance of the reserved names means we use a different # message message = MessageBox((300, 300), 'Reserved level name') elif check_level_exists(new_name, 'user_levels', is_user_dir=True): message = MessageBox((300, 300), 'Name already in use') if message: return message self.level.level_name = new_name return None def sprite_tool(self, ev, widget, sprite_mode, cls_name, sprite_cls): """Handle sprite stuff""" self.sprite_mode = sprite_mode self.sprite_cls_name = cls_name self.sprite_cls = sprite_cls self.level.update_tiles_ascii() # commit any changes self.clear_toolbar() self.setup_toolbar() return True def mouse_event(self, ev, widget): """Handle mouse clicks when we are in sprite mode""" if self.mode != 'Sprites': return False if self.container.paused: return False tile_pos = self.edit_widget.convert_pos(ev.pos) sprite, sprite_ascii = self.level.get_sprite_at(tile_pos) if self.sprite_mode == 'Delete' and sprite: self.level.remove_sprite(sprite_ascii) self.level.restart() elif self.sprite_mode == 'Edit' and sprite: self.edit_sprite(tile_pos, sprite) elif self.sprite_mode == 'Add' and sprite is None: self.edit_sprite(tile_pos, (self.sprite_cls_name, self.sprite_cls, None, [])) return True def edit_sprite(self, tile_pos, sprite_info): sprite_editor = EditSpriteBox((200, 100), tile_pos, sprite_info, post_callback=self.commit_line) self.display_dialog(sprite_editor) def edit_level_data(self, ev, widget): elb = EditLevelBox((200, 100), self.level, self.update_level_data) self.display_dialog(elb) def commit_line(self, sprite): try: self.level.validate_sprite(sprite) except: # We don't know what errors thwe constructor may show, so # we catch everything # We use sys.exc_info to get slight neater info exc_type, info, _ = sys.exc_info() info = traceback.format_exception_only(exc_type, info)[0] message = MessageBox((300, 300), 'Validation failed:\n%s' % info) self.display_dialog(message) return False # Validation successful, so add to level if self.sprite_mode == 'Add': self.level.add_sprite(sprite) elif self.sprite_mode == 'Edit': self.level.replace_sprite(sprite) self.level.restart() return True