view tools/area_editor.py @ 166:f73aba2e46bd

Remove stale debugging print
author Neil Muller <drnlmuller@gmail.com>
date Tue, 03 Sep 2013 11:21:11 +0200
parents dba8bc454a43
children bb297f3f99f4
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

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

import pymunk

from albow.root import RootWidget
from albow.widget import Widget
from albow.controls import Button
from albow.dialogs import alert

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


# layout constants
MENU_BUTTON_HEIGHT = 35
MENU_PAD = 6
MENU_HALF_PAD = MENU_PAD // 2
MENU_LEFT = SCREEN[0] + MENU_HALF_PAD
MENU_WIDTH = 200 - MENU_PAD


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 close_poly(self, index):
        """Attempts to close the current polygon.

           We allow a small additional step to close the polygon, but
           it's limited as it's a magic point addition"""
        if len(self.polygons[index]) < 2:
            # Too small
            return False
        first = self.polygons[index][0]
        if self.fix_angle(index, self.point_to_pygame(first)) == first:
            self.add_point(index, self.point_to_pygame(first))
            return True
        candidates = [(first[0] + 10 * i, first[1]) for
                      i in (-3, -2, -1, 1, 2, 3)]
        candidates.extend([(first[0], first[1] + 10 * i) for
                          i in (-3, -2, -1, 1, 2, 3)])
        candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for
                          i in (-3, -2, -1, 1, 2, 3)])
        candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for
                          i in (-3, -2, -1, 1, 2, 3)])
        min_dist = 99999
        poss = None
        for cand in candidates:
            if self.fix_angle(index, self.point_to_pygame(cand)) == cand:
                dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2
                if dist < min_dist:
                    poss = cand
        if poss is not None:
            self.add_point(index, self.point_to_pygame(poss))
            self.add_point(index, self.point_to_pygame(first))
            return True
        return False

    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, mouse_pos, self.cur_poly,
                   self.filled_mode)

    def change_poly(self, new_poly):
        self.cur_poly = new_poly
        if self.cur_poly is not None:
            self.filled_mode = False

    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 in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6):
            self.change_poly(ev.key - pgl.K_0)
        elif ev.key == pgl.K_0:
            self.change_poly(None)
        elif ev.key == pgl.K_d and self.cur_poly:
            self.level.delete_point(self.cur_poly)
        elif ev.key == pgl.K_f:
            self.set_filled()
        elif ev.key == pgl.K_c:
            self.close_poly()

    def set_filled(self):
        closed, _ = self.level.all_closed()
        if closed:
            self.cur_poly = None
            self.filled_mode = True
        else:
            alert('Not all polygons closed, so not filling')

    def mouse_move(self, ev):
        old_pos = self.mouse_pos
        self.mouse_pos = ev.pos
        if self.cur_poly and old_pos != self.mouse_pos:
            self.invalidate()

    def mouse_down(self, ev):
        if ev.button == 4:  # Scroll up
            self._move_view((0, -10))
        elif ev.button == 5:  # Scroll down
            self._move_view((0, 10))
        elif ev.button == 6:  # Scroll left
            self._move_view((-10, 0))
        elif ev.button == 7:  # Scroll right
            self._move_view((10, 0))
        elif self.cur_poly:
            # Add a point
            self.level.add_point(self.cur_poly,
                                 self._level_coordinates(ev.pos))

    def close_poly(self):
        if self.cur_poly is None:
            return
        if self.level.close_poly(self.cur_poly):
            alert("Successfully closed the polygon")
            self.change_poly(None)
        else:
            alert("Failed to close the polygon")


class PolyButton(Button):
    """Button for coosing the correct polygon"""

    def __init__(self, index, level_widget):
        if index is not None:
            text = "Draw: %s" % index
        else:
            text = 'Exit Draw Mode'
        super(PolyButton, self).__init__(text)
        self.index = index
        self.level_widget = level_widget

    def action(self):
        self.level_widget.change_poly(self.index)


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)

        # Add poly buttons
        y = 15
        for poly in range(1, 7):
            but = PolyButton(poly, self.level_widget)
            but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD,
                                        MENU_BUTTON_HEIGHT)
            if poly % 2:
                but.rect.move_ip(MENU_LEFT, y)
            else:
                but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD,
                                 y)
                y += MENU_BUTTON_HEIGHT + MENU_PAD
            self.add(but)

        button_rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT)

        end_poly_but = PolyButton(None, self.level_widget)
        end_poly_but.rect = button_rect.copy()
        end_poly_but.rect.move_ip(MENU_LEFT, y)
        self.add(end_poly_but)
        y += MENU_BUTTON_HEIGHT + MENU_PAD

        fill_but = Button('Fill exterior', action=self.level_widget.set_filled)
        fill_but.rect = button_rect.copy()
        fill_but.rect.move_ip(MENU_LEFT, y)
        self.add(fill_but)
        y += MENU_BUTTON_HEIGHT + MENU_PAD

        save_but = Button('Save Level', action=self.save)
        save_but.rect = button_rect.copy()
        save_but.rect.move_ip(MENU_LEFT, y)
        self.add(save_but)
        y += MENU_BUTTON_HEIGHT + MENU_PAD

        close_poly_but = Button('Close Polygon',
                                action=self.level_widget.close_poly)
        close_poly_but.rect = button_rect.copy()
        close_poly_but.rect.move_ip(MENU_LEFT, y)
        self.add(close_poly_but)
        y += MENU_BUTTON_HEIGHT + MENU_PAD

        quit_but = Button('Quit', action=self.quit)
        quit_but.rect = button_rect.copy()
        quit_but.rect.move_ip(MENU_LEFT, y)
        self.add(quit_but)

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

    def save(self):
        closed, messages = self.level.all_closed()
        if closed:
            self.level.save()
            # display success
            alert("Level %s saved successfully." % self.level.name)
        else:
            # display errors
            alert("Failed to save level.\n\n%s" % '\n'.join(messages))

    def mouse_move(self, ev):
        self.level_widget.mouse_move(ev)


if __name__ == "__main__":
    if len(sys.argv) == 2:
        level = EditorLevel(sys.argv[1])
        level.load(pymunk.Space())
    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()