source: tools/area_editor.py@ 165:dba8bc454a43

Last change on this file since 165:dba8bc454a43 was 165:dba8bc454a43, checked in by Neil Muller <drnlmuller@…>, 8 years ago

Fix 'fill exterior' button

  • Property exe set to *
File size: 12.2 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 last = self.polygons[index][-1]
104 print first, last
105 print self.fix_angle(index, self.point_to_pygame(first))
106 if self.fix_angle(index, self.point_to_pygame(first)) == first:
107 self.add_point(index, self.point_to_pygame(first))
108 return True
109 candidates = [(first[0] + 10 * i, first[1]) for
110 i in (-3, -2, -1, 1, 2, 3)]
111 candidates.extend([(first[0], first[1] + 10 * i) for
112 i in (-3, -2, -1, 1, 2, 3)])
113 candidates.extend([(first[0] + 10 * i, first[1] + 10 * i) for
114 i in (-3, -2, -1, 1, 2, 3)])
115 candidates.extend([(first[0] + 10 * i, first[1] - 10 * i) for
116 i in (-3, -2, -1, 1, 2, 3)])
117 min_dist = 99999
118 poss = None
119 for cand in candidates:
120 if self.fix_angle(index, self.point_to_pygame(cand)) == cand:
121 dist = (first[0] - cand[0]) ** 2 + (first[1] - cand[1]) ** 2
122 if dist < min_dist:
123 poss = cand
124 if poss is not None:
125 self.add_point(index, self.point_to_pygame(poss))
126 self.add_point(index, self.point_to_pygame(first))
127 return True
128 return False
129
[96]130 def draw(self, surface, topleft, mouse_pos, mouse_poly, filled):
[51]131 self._draw_background(True)
132 # Draw polygons as needed for the editor
[96]133 if filled:
134 self._draw_exterior(True)
[51]135 for index, polygon in self.polygons.items():
136 color = POLY_COLORS[index]
137 if len(polygon) > 1:
138 pointlist = [self.point_to_pygame(p) for p in polygon]
139 pygame.draw.lines(self._surface, color, False, pointlist, 2)
140 if index == mouse_poly and mouse_pos:
141 endpoint = self.fix_angle(index, mouse_pos)
142 pygame.draw.line(self._surface, color,
[99]143 self.point_to_pygame(polygon[-1]),
144 self.point_to_pygame(endpoint))
[51]145 surface_area = pygame.rect.Rect(topleft, SCREEN)
146 surface.blit(self._surface, (0, 0), surface_area)
147
[109]148
[108]149class LevelWidget(Widget):
[51]150
[108]151 def __init__(self, level):
152 super(LevelWidget, self).__init__(pygame.rect.Rect(0, 0,
[109]153 SCREEN[0], SCREEN[1]))
[51]154 self.level = level
155 self.pos = (0, 0)
[108]156 self.filled_mode = False
[51]157 self.mouse_pos = None
[108]158 self.cur_poly = None
[51]159
[108]160 def _level_coordinates(self, pos):
161 # Move positions to level values
162 if not pos:
163 return (0, 0)
164 return pos[0] + self.pos[0], pos[1] + self.pos[1]
165
166 def _move_view(self, offset):
[51]167 new_pos = [self.pos[0] + offset[0], self.pos[1] + offset[1]]
168 if new_pos[0] < 0:
169 new_pos[0] = self.pos[0]
170 elif new_pos[0] > self.level.x - SCREEN[0]:
171 new_pos[0] = self.pos[0]
172 if new_pos[1] < 0:
173 new_pos[1] = self.pos[1]
174 elif new_pos[1] > self.level.y - SCREEN[1]:
175 new_pos[1] = self.pos[1]
176 self.pos = tuple(new_pos)
177
[108]178 def draw(self, surface):
[51]179 if (self.cur_poly is not None and self.cur_poly in self.level.polygons
180 and len(self.level.polygons[self.cur_poly])):
181 # We have an active polygon
182 mouse_pos = self._level_coordinates(self.mouse_pos)
183 else:
184 mouse_pos = None
[109]185 level.draw(surface, self.pos, mouse_pos, self.cur_poly,
186 self.filled_mode)
[51]187
[115]188 def change_poly(self, new_poly):
189 self.cur_poly = new_poly
190 if self.cur_poly is not None:
191 self.filled_mode = False
192
[108]193 def key_down(self, ev):
194 if ev.key == pgl.K_LEFT:
195 self._move_view((-10, 0))
196 elif ev.key == pgl.K_RIGHT:
197 self._move_view((10, 0))
198 elif ev.key == pgl.K_UP:
199 self._move_view((0, -10))
200 elif ev.key == pgl.K_DOWN:
201 self._move_view((0, 10))
[115]202 elif ev.key in (pgl.K_1, pgl.K_2, pgl.K_3, pgl.K_4, pgl.K_5, pgl.K_6):
203 self.change_poly(ev.key - pgl.K_0)
[108]204 elif ev.key == pgl.K_0:
[115]205 self.change_poly(None)
[108]206 elif ev.key == pgl.K_d and self.cur_poly:
207 self.level.delete_point(self.cur_poly)
208 elif ev.key == pgl.K_f:
[117]209 self.set_filled()
[135]210 elif ev.key == pgl.K_c:
211 self.close_poly()
[117]212
213 def set_filled(self):
[165]214 closed, _ = self.level.all_closed()
215 if closed:
[117]216 self.cur_poly = None
217 self.filled_mode = True
218 else:
[165]219 alert('Not all polygons closed, so not filling')
[108]220
[109]221 def mouse_move(self, ev):
222 old_pos = self.mouse_pos
223 self.mouse_pos = ev.pos
224 if self.cur_poly and old_pos != self.mouse_pos:
225 self.invalidate()
226
227 def mouse_down(self, ev):
[157]228 if ev.button == 4: # Scroll up
229 self._move_view((0, -10))
230 elif ev.button == 5: # Scroll down
231 self._move_view((0, 10))
232 elif ev.button == 6: # Scroll left
233 self._move_view((-10, 0))
234 elif ev.button == 7: # Scroll right
235 self._move_view((10, 0))
236 elif self.cur_poly:
[109]237 # Add a point
238 self.level.add_point(self.cur_poly,
239 self._level_coordinates(ev.pos))
[108]240
[135]241 def close_poly(self):
242 if self.cur_poly is None:
243 return
244 if self.level.close_poly(self.cur_poly):
245 alert("Successfully closed the polygon")
246 self.change_poly(None)
247 else:
248 alert("Failed to close the polygon")
249
[108]250
[115]251class PolyButton(Button):
252 """Button for coosing the correct polygon"""
253
254 def __init__(self, index, level_widget):
255 if index is not None:
256 text = "Draw: %s" % index
257 else:
258 text = 'Exit Draw Mode'
259 super(PolyButton, self).__init__(text)
260 self.index = index
261 self.level_widget = level_widget
262
263 def action(self):
264 self.level_widget.change_poly(self.index)
265
266
[108]267class EditorApp(RootWidget):
268
269 def __init__(self, level, surface):
270 super(EditorApp, self).__init__(surface)
271 self.level = level
272 self.level_widget = LevelWidget(self.level)
273 self.add(self.level_widget)
274
[115]275 # Add poly buttons
276 y = 15
277 for poly in range(1, 7):
278 but = PolyButton(poly, self.level_widget)
279 but.rect = pygame.rect.Rect(0, 0, MENU_WIDTH // 2 - MENU_PAD,
280 MENU_BUTTON_HEIGHT)
281 if poly % 2:
282 but.rect.move_ip(MENU_LEFT, y)
283 else:
284 but.rect.move_ip(MENU_LEFT + MENU_WIDTH // 2 - MENU_HALF_PAD,
285 y)
286 y += MENU_BUTTON_HEIGHT + MENU_PAD
287 self.add(but)
288
[134]289 button_rect = pygame.rect.Rect(0, 0, MENU_WIDTH, MENU_BUTTON_HEIGHT)
290
[115]291 end_poly_but = PolyButton(None, self.level_widget)
[134]292 end_poly_but.rect = button_rect.copy()
[115]293 end_poly_but.rect.move_ip(MENU_LEFT, y)
294 self.add(end_poly_but)
295 y += MENU_BUTTON_HEIGHT + MENU_PAD
296
[117]297 fill_but = Button('Fill exterior', action=self.level_widget.set_filled)
[134]298 fill_but.rect = button_rect.copy()
[117]299 fill_but.rect.move_ip(MENU_LEFT, y)
300 self.add(fill_but)
301 y += MENU_BUTTON_HEIGHT + MENU_PAD
302
[116]303 save_but = Button('Save Level', action=self.save)
[134]304 save_but.rect = button_rect.copy()
[116]305 save_but.rect.move_ip(MENU_LEFT, y)
306 self.add(save_but)
307 y += MENU_BUTTON_HEIGHT + MENU_PAD
308
[135]309 close_poly_but = Button('Close Polygon',
310 action=self.level_widget.close_poly)
311 close_poly_but.rect = button_rect.copy()
312 close_poly_but.rect.move_ip(MENU_LEFT, y)
313 self.add(close_poly_but)
314 y += MENU_BUTTON_HEIGHT + MENU_PAD
315
[108]316 quit_but = Button('Quit', action=self.quit)
[134]317 quit_but.rect = button_rect.copy()
[115]318 quit_but.rect.move_ip(MENU_LEFT, y)
[108]319 self.add(quit_but)
320
321 def key_down(self, ev):
322 if ev.key == pgl.K_ESCAPE:
323 self.quit()
[116]324 elif ev.key == pgl.K_s:
325 self.save()
[108]326 else:
327 self.level_widget.key_down(ev)
[51]328
[116]329 def save(self):
[122]330 closed, messages = self.level.all_closed()
331 if closed:
332 self.level.save()
333 # display success
334 alert("Level %s saved successfully." % self.level.name)
335 else:
336 # display errors
337 alert("Failed to save level.\n\n%s" % '\n'.join(messages))
[116]338
[109]339 def mouse_move(self, ev):
340 self.level_widget.mouse_move(ev)
341
[51]342
343if __name__ == "__main__":
344 if len(sys.argv) == 2:
345 level = EditorLevel(sys.argv[1])
[153]346 level.load(pymunk.Space())
[51]347 elif len(sys.argv) == 4:
348 level = EditorLevel(sys.argv[1], int(sys.argv[2]), int(sys.argv[3]))
349 else:
350 print 'Please supply a levelname or levelname and level size'
351 sys.exit()
352 pygame.display.init()
353 pygame.font.init()
[108]354 pygame.display.set_mode((SCREEN[0] + MENU_WIDTH, SCREEN[1]),
[109]355 pgl.SWSURFACE)
[51]356 pygame.display.set_caption('Nagslang Area Editor')
[108]357 pygame.key.set_repeat(200, 100)
358 app = EditorApp(level, pygame.display.get_surface())
359 app.run()
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