source: tools/area_editor.py@ 197:34c11bb5c96e

Last change on this file since 197:34c11bb5c96e was 195:b8701c0bb184, checked in by Neil Muller <drnlmuller@…>, 8 years ago

Reorder startup to avoid pygame init issues

  • Property exe set to *
File size: 12.7 KB
RevLine 
[71]1#!/usr/bin/env python
2
[51]3# The basic area editor
4#
5# To edit an existing level, use
6# editor levelname
7#
8# To create a new level:
9#
10# editor levelname <xsize> <ysiz>
11# (size specified in pixels
12#
13
[71]14import os
15import sys
16
[51]17import pygame
18import pygame.locals as pgl
19
[152]20sys.path.append(os.path.join(os.path.dirname(__file__), '..'))
21
[153]22import pymunk
23
[108]24from albow.root import RootWidget
25from albow.widget import Widget
[109]26from albow.controls import Button
[122]27from albow.dialogs import alert
[108]28
[109]29from nagslang.constants import SCREEN
[51]30from nagslang.level import Level, POLY_COLORS
31
32
[108]33# layout constants
34MENU_BUTTON_HEIGHT = 35
[115]35MENU_PAD = 6
36MENU_HALF_PAD = MENU_PAD // 2
37MENU_LEFT = SCREEN[0] + MENU_HALF_PAD
38MENU_WIDTH = 200 - MENU_PAD
[108]39
40
[51]41class EditorLevel(Level):
42
43 def __init__(self, name, x=800, y=600):
44 super(EditorLevel, self).__init__(name)
45 self.x = x
46 self.y = y
47
48 def round_point(self, pos):
49 return (10 * (pos[0] // 10), 10 * (pos[1] // 10))
50
51 def point_to_pymunk(self, pos):
52 # inverse of point_to_pygame
53 # (this is also the same as point_to_pygame, but a additional
54 # function for sanity later in pyweek).
55 return (pos[0], self.y - pos[1])
56
57 def add_point(self, poly_index, pos):
58 self.polygons.setdefault(poly_index, [])
59 if not self.polygons[poly_index]:
[99]60 point = self.point_to_pymunk(self.round_point(pos))
61 self.polygons[poly_index].append(point)
[51]62 else:
63 add_pos = self.fix_angle(poly_index, pos)
64 self.polygons[poly_index].append(add_pos)
65
66 def fix_angle(self, index, pos):
67 # Last point
68 point1 = self.point_to_pygame(self.polygons[index][-1])
69 pos = self.round_point(pos)
70 # We want the line (point1 to pos) to be an angle of
71 # 0, 45, 90, 135, 180, 225, 270, 305
72 # However, we only need to consider half the circle
73 # This is a hack to approximate the right thing
74 pos0 = (pos[0], point1[1])
75 pos90 = (point1[0], pos[1])
76 dist = max(abs(point1[0] - pos[0]), abs(point1[1] - pos[1]))
77 pos45 = (point1[0] + dist, point1[1] + dist)
78 pos135 = (point1[0] + dist, point1[1] - dist)
79 pos225 = (point1[0] - dist, point1[1] - dist)
80 pos305 = (point1[0] - dist, point1[1] + dist)
81 min_dist = 9999999
82 new_pos = point1
83 for cand in [pos0, pos90, pos45, pos135, pos225, pos305]:
84 dist = (pos[0] - cand[0]) ** 2 + (pos[1] - cand[1]) ** 2
85 if dist < min_dist:
86 new_pos = cand
87 min_dist = dist
88 return self.point_to_pymunk(new_pos)
89
90 def delete_point(self, index):
91 if index in self.polygons and len(self.polygons[index]) > 0:
92 self.polygons[index].pop()
93
[135]94 def close_poly(self, index):
95 """Attempts to close the current polygon.
96
97 We allow a small additional step to close the polygon, but
98 it's limited as it's a magic point addition"""
99 if len(self.polygons[index]) < 2:
100 # Too small
101 return False
102 first = self.polygons[index][0]
103 if self.fix_angle(index, self.point_to_pygame(first)) == first:
104 self.add_point(index, self.point_to_pygame(first))
105 return True
106 candidates = [(first[0] + 10 * i, first[1]) for
107 i in (-3, -2, -1, 1, 2, 3)]
108 candidates.extend([(first[0], first[1] + 10 * i) for
109 i in (-3, -2, -1, 1, 2, 3)])
110 candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for
111 i in (-3, -2, -1, 1, 2, 3)])
112 candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for
113 i in (-3, -2, -1, 1, 2, 3)])
114 min_dist = 99999
115 poss = None
116 for cand in candidates:
117 if self.fix_angle(index, self.point_to_pygame(cand)) == cand:
118 dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2
119 if dist < min_dist:
120 poss = cand
121 if poss is not None:
122 self.add_point(index, self.point_to_pygame(poss))
123 self.add_point(index, self.point_to_pygame(first))
124 return True
125 return False
126
[96]127 def draw(self, surface, topleft, mouse_pos, mouse_poly, filled):
[51]128 self._draw_background(True)
129 # Draw polygons as needed for the editor
[96]130 if filled:
131 self._draw_exterior(True)
[51]132 for index, polygon in self.polygons.items():
133 color = POLY_COLORS[index]
134 if len(polygon) > 1:
135 pointlist = [self.point_to_pygame(p) for p in polygon]
136 pygame.draw.lines(self._surface, color, False, pointlist, 2)
137 if index == mouse_poly and mouse_pos:
138 endpoint = self.fix_angle(index, mouse_pos)
139 pygame.draw.line(self._surface, color,
[99]140 self.point_to_pygame(polygon[-1]),
141 self.point_to_pygame(endpoint))
[51]142 surface_area = pygame.rect.Rect(topleft, SCREEN)
143 surface.blit(self._surface, (0, 0), surface_area)
144
[109]145
[108]146class LevelWidget(Widget):
[51]147
[108]148 def __init__(self, level):
149 super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0,
[109]150 SCREEN[0], SCREEN[1]))
[51]151 self.level = level
152 self.pos = (0, 0)
[108]153 self.filled_mode = False
[51]154 self.mouse_pos = None
[108]155 self.cur_poly = None
[167]156 self._mouse_drag = False
[51]157
[108]158 def _level_coordinates(self, pos):
159 # Move positions to level values
160 if not pos:
161 return (0, 0)
162 return pos[0] + self.pos[0], pos[1] + self.pos[1]
163
164 def _move_view(self, offset):
[51]165 new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
166 if new_pos[0] < 0:
167 new_pos[0] = self.pos[0]
168 elif new_pos[0] > self.level.x - SCREEN[0]:
169 new_pos[0] = self.pos[0]
170 if new_pos[1] < 0:
171 new_pos[1] = self.pos[1]
172 elif new_pos[1] > self.level.y - SCREEN[1]:
173 new_pos[1] = self.pos[1]
174 self.pos = tuple(new_pos)
175
[108]176 def draw(self, surface):
[51]177 if (self.cur_poly is not None and self.cur_poly in self.level.polygons
178 and len(self.level.polygons[self.cur_poly])):
179 # We have an active polygon
180 mouse_pos = self._level_coordinates(self.mouse_pos)
181 else:
182 mouse_pos = None
[109]183 level.draw(surface, self.pos, mouse_pos, self.cur_poly,
184 self.filled_mode)
[51]185
[115]186 def change_poly(self, new_poly):
187 self.cur_poly = new_poly
188 if self.cur_poly is not None:
189 self.filled_mode = False
190
[108]191 def key_down(self, ev):
192 if ev.key == pgl.K_LEFT:
193 self._move_view((-10, 0))
194 elif ev.key == pgl.K_RIGHT:
195 self._move_view((10, 0))
196 elif ev.key == pgl.K_UP:
197 self._move_view((0, -10))
198 elif ev.key == pgl.K_DOWN:
199 self._move_view((0, 10))
[115]200 elif ev.key in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6):
201 self.change_poly(ev.key - pgl.K_0)
[108]202 elif ev.key == pgl.K_0:
[115]203 self.change_poly(None)
[108]204 elif ev.key == pgl.K_d and self.cur_poly:
205 self.level.delete_point(self.cur_poly)
206 elif ev.key == pgl.K_f:
[117]207 self.set_filled()
[135]208 elif ev.key == pgl.K_c:
209 self.close_poly()
[117]210
211 def set_filled(self):
[165]212 closed, _ = self.level.all_closed()
213 if closed:
[117]214 self.cur_poly = None
215 self.filled_mode = True
216 else:
[165]217 alert('Not all polygons closed, so not filling')
[108]218
[109]219 def mouse_move(self, ev):
220 old_pos = self.mouse_pos
221 self.mouse_pos = ev.pos
222 if self.cur_poly and old_pos != self.mouse_pos:
223 self.invalidate()
224
[167]225 def mouse_drag(self, ev):
226 if self._mouse_drag:
227 old_pos = self.mouse_pos
228 self.mouse_pos = ev.pos
229 diff = (-self.mouse_pos[0] + old_pos[0],
230 -self.mouse_pos[1] + old_pos[1])
231 self._move_view(diff)
232 self.invalidate()
233
[109]234 def mouse_down(self, ev):
[184]235 if ev.button == 1:
[187]236 print "Click: %r" % (
237 self.level.point_to_pymunk(self._level_coordinates(ev.pos)),)
[157]238 if ev.button == 4: # Scroll up
239 self._move_view((0, -10))
240 elif ev.button == 5: # Scroll down
241 self._move_view((0, 10))
242 elif ev.button == 6: # Scroll left
243 self._move_view((-10, 0))
244 elif ev.button == 7: # Scroll right
245 self._move_view((10, 0))
[167]246 elif self.cur_poly and ev.button == 1:
[109]247 # Add a point
248 self.level.add_point(self.cur_poly,
249 self._level_coordinates(ev.pos))
[167]250 elif ev.button == 3:
251 self._mouse_drag = True
252
253 def mouse_up(self, ev):
254 if ev.button == 3:
255 self._mouse_drag = False
[108]256
[135]257 def close_poly(self):
258 if self.cur_poly is None:
259 return
260 if self.level.close_poly(self.cur_poly):
261 alert("Successfully closed the polygon")
262 self.change_poly(None)
263 else:
264 alert("Failed to close the polygon")
265
[108]266
[115]267class PolyButton(Button):
268 """Button for coosing the correct polygon"""
269
270 def __init__(self, index, level_widget):
271 if index is not None:
272 text = "Draw: %s" % index
273 else:
274 text = 'Exit Draw Mode'
275 super(PolyButton, self).__init__(text)
276 self.index = index
277 self.level_widget = level_widget
278
279 def action(self):
280 self.level_widget.change_poly(self.index)
281
282
[108]283class EditorApp(RootWidget):
284
285 def __init__(self, level, surface):
286 super(EditorApp, self).__init__(surface)
287 self.level = level
288 self.level_widget = LevelWidget(self.level)
289 self.add(self.level_widget)
290
[115]291 # Add poly buttons
292 y = 15
293 for poly in range(1, 7):
294 but = PolyButton(poly, self.level_widget)
295 but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD,
296 MENU_BUTTON_HEIGHT)
297 if poly % 2:
298 but.rect.move_ip(MENU_LEFT, y)
299 else:
300 but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD,
301 y)
302 y += MENU_BUTTON_HEIGHT + MENU_PAD
303 self.add(but)
304
[134]305 button_rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT)
306
[115]307 end_poly_but = PolyButton(None, self.level_widget)
[134]308 end_poly_but.rect = button_rect.copy()
[115]309 end_poly_but.rect.move_ip(MENU_LEFT, y)
310 self.add(end_poly_but)
311 y += MENU_BUTTON_HEIGHT + MENU_PAD
312
[117]313 fill_but = Button('Fill exterior', action=self.level_widget.set_filled)
[134]314 fill_but.rect = button_rect.copy()
[117]315 fill_but.rect.move_ip(MENU_LEFT, y)
316 self.add(fill_but)
317 y += MENU_BUTTON_HEIGHT + MENU_PAD
318
[116]319 save_but = Button('Save Level', action=self.save)
[134]320 save_but.rect = button_rect.copy()
[116]321 save_but.rect.move_ip(MENU_LEFT, y)
322 self.add(save_but)
323 y += MENU_BUTTON_HEIGHT + MENU_PAD
324
[135]325 close_poly_but = Button('Close Polygon',
326 action=self.level_widget.close_poly)
327 close_poly_but.rect = button_rect.copy()
328 close_poly_but.rect.move_ip(MENU_LEFT, y)
329 self.add(close_poly_but)
330 y += MENU_BUTTON_HEIGHT + MENU_PAD
331
[108]332 quit_but = Button('Quit', action=self.quit)
[134]333 quit_but.rect = button_rect.copy()
[115]334 quit_but.rect.move_ip(MENU_LEFT, y)
[108]335 self.add(quit_but)
336
337 def key_down(self, ev):
338 if ev.key == pgl.K_ESCAPE:
339 self.quit()
[116]340 elif ev.key == pgl.K_s:
341 self.save()
[108]342 else:
343 self.level_widget.key_down(ev)
[51]344
[116]345 def save(self):
[122]346 closed, messages = self.level.all_closed()
347 if closed:
348 self.level.save()
349 # display success
350 alert("Level %s saved successfully." % self.level.name)
351 else:
352 # display errors
353 alert("Failed to save level.\n\n%s" % '\n'.join(messages))
[116]354
[109]355 def mouse_move(self, ev):
356 self.level_widget.mouse_move(ev)
357
[51]358
359if __name__ == "__main__":
[195]360 if len(sys.argv) not in [2, 4]:
[51]361 print 'Please supply a levelname or levelname and level size'
362 sys.exit()
363 pygame.display.init()
364 pygame.font.init()
[108]365 pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]),
[109]366 pgl.SWSURFACE)
[195]367 if len(sys.argv) == 2:
368 level = EditorLevel(sys.argv[1])
369 level.load(pymunk.Space())
370 elif len(sys.argv) == 4:
371 level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
[51]372 pygame.display.set_caption('Nagslang Area Editor')
[108]373 pygame.key.set_repeat(200, 100)
374 app = EditorApp(level, pygame.display.get_surface())
375 app.run()
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