view tools/area_editor.py @ 108:dde91f8c4335

Add fonts needed for Albowifying the editor
author Neil Muller <drnlmuller@gmail.com>
date Mon, 02 Sep 2013 13:59:11 +0200
parents 67f8b06a433d
children 817d4a62135c
line wrap: on
line source

#!/usr/bin/env python

# The basic area editor
#
# To edit an existing level, use
# editor levelname
#
# To create a new level:
#
# editor levelname <xsize> <ysiz>
# (size specified in pixels
#

import os
import sys

import pygame
import pygame.locals as pgl

from albow.root import RootWidget
from albow.widget import Widget
from albow.controls import Button, Image
from albow.resource import get_font

sys.path.append(os.path.join(os.path.dirname(__file__), '..'))

from nagslang.constants import SCREEN, FPS
from nagslang.level import Level, POLY_COLORS


# layout constants
MENU_WIDTH = 200
MENU_BUTTON_HEIGHT = 35


class EditorLevel(Level):

    def __init__(self, name, x=800, y=600):
        super(EditorLevel, self).__init__(name)
        self.x = x
        self.y = y

    def round_point(self, pos):
        return (10 * (pos[0] // 10), 10 * (pos[1] // 10))

    def point_to_pymunk(self, pos):
        # inverse of point_to_pygame
        # (this is also the same as point_to_pygame, but a additional
        # function for sanity later in pyweek).
        return (pos[0], self.y - pos[1])

    def add_point(self, poly_index, pos):
        self.polygons.setdefault(poly_index, [])
        if not self.polygons[poly_index]:
            point = self.point_to_pymunk(self.round_point(pos))
            self.polygons[poly_index].append(point)
        else:
            add_pos = self.fix_angle(poly_index, pos)
            self.polygons[poly_index].append(add_pos)

    def fix_angle(self, index, pos):
        # Last point
        point1 = self.point_to_pygame(self.polygons[index][-1])
        pos = self.round_point(pos)
        # We want the line (point1 to pos) to be an angle of
        # 0, 45, 90, 135, 180, 225, 270, 305
        # However, we only need to consider half the circle
        # This is a hack to approximate the right thing
        pos0 = (pos[0], point1[1])
        pos90 = (point1[0], pos[1])
        dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1]))
        pos45 = (point1[0] + dist, point1[1] + dist)
        pos135 = (point1[0] + dist, point1[1] - dist)
        pos225 = (point1[0] - dist, point1[1] - dist)
        pos305 = (point1[0] - dist, point1[1] + dist)
        min_dist = 9999999
        new_pos = point1
        for cand in [pos0, pos90, pos45, pos135, pos225, pos305]:
            dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2
            if dist < min_dist:
                new_pos = cand
                min_dist = dist
        return self.point_to_pymunk(new_pos)

    def delete_point(self, index):
        if index in self.polygons and len(self.polygons[index]) > 0:
            self.polygons[index].pop()

    def draw(self, surface, topleft, mouse_pos, mouse_poly, filled):
        self._draw_background(True)
        # Draw polygons as needed for the editor
        if filled:
            self._draw_exterior(True)
        for index, polygon in self.polygons.items():
            color = POLY_COLORS[index]
            if len(polygon) > 1:
                pointlist = [self.point_to_pygame(p) for p in polygon]
                pygame.draw.lines(self._surface, color, False, pointlist, 2)
            if index == mouse_poly and mouse_pos:
                endpoint = self.fix_angle(index, mouse_pos)
                pygame.draw.line(self._surface, color,
                                 self.point_to_pygame(polygon[-1]),
                                 self.point_to_pygame(endpoint))
        surface_area = pygame.rect.Rect(topleft, SCREEN)
        surface.blit(self._surface, (0, 0), surface_area)

class LevelWidget(Widget):

    def __init__(self, level):
        super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0,
            SCREEN[0], SCREEN[1]))
        self.level = level
        self.pos = (0, 0)
        self.filled_mode = False
        self.mouse_pos = None
        self.cur_poly = None

    def _level_coordinates(self, pos):
        # Move positions to level values
        if not pos:
            return (0, 0)
        return pos[0] + self.pos[0], pos[1] + self.pos[1]

    def _move_view(self, offset):
        new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
        if new_pos[0] < 0:
            new_pos[0] = self.pos[0]
        elif new_pos[0] > self.level.x - SCREEN[0]:
            new_pos[0] = self.pos[0]
        if new_pos[1] < 0:
            new_pos[1] = self.pos[1]
        elif new_pos[1] > self.level.y - SCREEN[1]:
            new_pos[1] = self.pos[1]
        self.pos = tuple(new_pos)


    def draw(self, surface):
        if (self.cur_poly is not None and self.cur_poly in self.level.polygons
                and len(self.level.polygons[self.cur_poly])):
            # We have an active polygon
            mouse_pos = self._level_coordinates(self.mouse_pos)
        else:
            mouse_pos = None
        level.draw(surface, self.pos, self.mouse_pos, self.cur_poly,
                self.filled_mode)

    def key_down(self, ev):
        if ev.key == pgl.K_LEFT:
            self._move_view((-10, 0))
        elif ev.key == pgl.K_RIGHT:
            self._move_view((10, 0))
        elif ev.key == pgl.K_UP:
            self._move_view((0, -10))
        elif ev.key == pgl.K_DOWN:
            self._move_view((0, 10))
        elif ev.key == pgl.K_1:
            self.cur_poly = 1
            self.filled_mode = False
        elif ev.key == pgl.K_2:
            self.cur_poly = 2
            self.filled_mode = False
        elif ev.key == pgl.K_3:
            self.cur_poly = 3
            self.filled_mode = False
        elif ev.key == pgl.K_4:
            self.cur_poly = 4
            self.filled_mode = False
        elif ev.key == pgl.K_5:
            self.cur_poly = 5
            self.filled_mode = False
        elif ev.key == pgl.K_6:
            self.cur_poly = 6
            self.filled_mode = False
        elif ev.key == pgl.K_0:
            self.cur_poly = None
        elif ev.key == pgl.K_d and self.cur_poly:
            self.level.delete_point(self.cur_poly)
        elif ev.key == pgl.K_s:
            level.save()
        elif ev.key == pgl.K_f:
            if level.all_closed():
                self.cur_poly = None
                self.filled_mode = True
            else:
                print 'Not all polygons closed, so not filling'



class EditorApp(RootWidget):

    def __init__(self, level, surface):
        super(EditorApp, self).__init__(surface)
        self.level = level
        self.level_widget = LevelWidget(self.level)
        self.add(self.level_widget)

        quit_but = Button('Quit', action=self.quit)
        quit_but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT)
        quit_but.rect.move_ip(SCREEN[0], 25)
        self.add(quit_but)

        #        elif ev.type == pgl.MOUSEBUTTONDOWN and self.cur_poly:
        #            # Add a point
        #            self.level.add_point(self.cur_poly,
        #                                 self._level_coordinates(ev.pos))
        #        elif ev.type == pgl.MOUSEMOTION:
        #            self.mouse_pos = ev.pos
        #    self.draw()
        #    pygame.display.flip()
        #    clock.tick(FPS)

    def key_down(self, ev):
        if ev.key == pgl.K_ESCAPE:
            self.quit()
        else:
            self.level_widget.key_down(ev)


if __name__ == "__main__":
    if len(sys.argv) == 2:
        level = EditorLevel(sys.argv[1])
        level.load()
    elif len(sys.argv) == 4:
        level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
    else:
        print 'Please supply a levelname or levelname and level size'
        sys.exit()
    pygame.display.init()
    pygame.font.init()
    pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]),
            pgl.SWSURFACE)
    pygame.display.set_caption('Nagslang Area Editor')
    pygame.key.set_repeat(200, 100)
    app = EditorApp(level, pygame.display.get_surface())
    app.run()