LycacraftMaps/src/editor.py

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import os
from enum import Enum, auto
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from math import floor
from typing import Optional
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import platformdirs
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import pygame
from src.image_handler import ImageHandler
from src.graph.graph import Graph
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class Editor:
WIDTH: int = 800
HEIGHT: int = 600
MAP_SIZE: int = 1024
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MAPS_DIR: str = os.path.join(platformdirs.user_cache_dir(appname="lycacraft-paths", appauthor="Lycacraft"), "maps")
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ZOOMS: tuple[float] = (0.25, 0.5, 1, 2, 4)
CROSSHAIR_SIZE: int = 10
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def __init__(self):
pygame.init()
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self.width: int = self.WIDTH
self.height: int = self.HEIGHT
self.win: pygame.Surface = pygame.display.set_mode([self.width, self.height], pygame.RESIZABLE)
pygame.display.set_caption("Lycacraft Map Editor")
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self.center: list[int] = [0, 0]
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self.zoom_i: int = 2
self.zoom: float = self.ZOOMS[self.zoom_i]
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self.running: bool = False
self.image_handler: ImageHandler = ImageHandler(self.MAPS_DIR, self.MAP_SIZE)
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self.clock: pygame.time.Clock = pygame.time.Clock()
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self.left_drag_pos: Optional[tuple[int, int]] = None
self.mid_drag_pos: Optional[tuple[int, int]] = None
self.font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 20)
self.loading_font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 30)
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self.zooms_texts: list[pygame.Surface] = list(map(
lambda z: self.font.render(str(z), True, (255, 255, 255)),
self.ZOOMS
))
self.is_creating_node: bool = False
self.typing: bool = False
self.state: State = State.STOPPING
self.graph = Graph()
self.typing_text: str = ""
self.node_candidate_pos: tuple[int, int] = None
self.node_radius: int = 10
self.selected_node: int = -1
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def mainloop(self) -> None:
self.state = State.LOADING
while self.state != State.STOPPING:
pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps")
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self.process_events()
if self.state == State.LOADING:
self.render_loading()
if not self.image_handler.loading:
self.state = State.RUNNING
elif self.state == State.RUNNING:
self.render()
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self.clock.tick(30)
def process_events(self) -> None:
events = pygame.event.get()
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keys = pygame.key.get_pressed()
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for event in events:
if event.type == pygame.QUIT:
self.state = State.STOPPING
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elif event.type == pygame.WINDOWRESIZED:
self.width = event.x
self.height = event.y
elif event.type == pygame.KEYDOWN:
if self.typing:
if event.key == pygame.K_ESCAPE:
self.typing = False
self.is_creating_node = False
self.node_candidate_pos = None
self.typing_text = ""
elif event.key == pygame.K_RETURN:
self.create_node()
elif event.key == pygame.K_BACKSPACE:
self.typing_text = self.typing_text[:-1]
else:
self.typing_text += event.unicode
else:
if event.key == pygame.K_ESCAPE:
if self.selected_node != -1:
self.selected_node = -1
else:
self.state = State.STOPPING
elif event.key == pygame.K_PAGEUP:
self.zoom_in()
elif event.key == pygame.K_PAGEDOWN:
self.zoom_out()
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elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 2:
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self.mid_drag_pos = event.pos
elif event.button == 1:
if keys[pygame.K_LCTRL]:
self.left_drag_pos = event.pos
else:
self.selected_node = self.get_hover_node()
elif event.button == 3:
self.node_candidate_pos = self.screen_to_world(event.pos[0], event.pos[1])
self.is_creating_node = True
self.typing = True
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elif event.button == 4:
self.zoom_in()
elif event.button == 5:
self.zoom_out()
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elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 2:
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self.mid_drag_pos = None
elif event.button == 1:
self.left_drag_pos = None
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if keys[pygame.K_LEFT]:
self.center[0] -= 4 / self.zoom
if keys[pygame.K_RIGHT]:
self.center[0] += 4 / self.zoom
if keys[pygame.K_UP]:
self.center[1] -= 4 / self.zoom
if keys[pygame.K_DOWN]:
self.center[1] += 4 / self.zoom
mbtns = pygame.mouse.get_pressed()
mpos = pygame.mouse.get_pos()
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if mbtns[1] or (mbtns[0] and keys[pygame.K_LCTRL]):
drag_pos = self.mid_drag_pos if mbtns[1] else self.left_drag_pos
dx = mpos[0] - drag_pos[0]
dy = mpos[1] - drag_pos[1]
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self.center[0] -= dx / self.zoom
self.center[1] -= dy / self.zoom
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if mbtns[0] and keys[pygame.K_LCTRL]:
self.left_drag_pos = mpos
if mbtns[1]:
self.mid_drag_pos = mpos
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def render(self) -> None:
self.win.fill((0, 0, 0))
off_x = (self.center[0] * self.zoom) % self.MAP_SIZE
off_y = (self.center[1] * self.zoom) % self.MAP_SIZE
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w2 = self.width / 2
h2 = self.height / 2
# In game top-left / bottom-right corners
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x0 = floor(self.center[0] - w2 / self.zoom)
y0 = floor(self.center[1] - h2 / self.zoom)
x1 = floor(self.center[0] + w2 / self.zoom)
y1 = floor(self.center[1] + h2 / self.zoom)
# Top-left / bottom-right maps
mx0 = floor(x0 * self.zoom / self.MAP_SIZE)
my0 = floor(y0 * self.zoom / self.MAP_SIZE)
mx1 = floor(x1 * self.zoom / self.MAP_SIZE)
my1 = floor(y1 * self.zoom / self.MAP_SIZE)
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h_maps = mx1 - mx0 + 1
v_maps = my1 - my0 + 1
cx = floor(self.center[0] * self.zoom / self.MAP_SIZE)
cy = floor(self.center[1] * self.zoom / self.MAP_SIZE)
ox = w2 + (mx0 - cx) * self.MAP_SIZE - off_x
oy = h2 + (my0 - cy) * self.MAP_SIZE - off_y
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for y in range(v_maps):
for x in range(h_maps):
map_image = self.image_handler.get_for_pos(mx0 + x, my0 + y, self.zoom)
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if map_image is None:
continue
self.win.blit(map_image, [
ox + x * self.MAP_SIZE,
oy + y * self.MAP_SIZE
])
self.render_nodes()
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pygame.draw.line(self.win, (150, 150, 150), [w2 - self.CROSSHAIR_SIZE, h2], [w2 + self.CROSSHAIR_SIZE, h2])
pygame.draw.line(self.win, (150, 150, 150), [w2, h2 - self.CROSSHAIR_SIZE], [w2, h2 + self.CROSSHAIR_SIZE])
self.render_zoom_slider()
mpos = pygame.mouse.get_pos()
world_x, world_z = self.screen_to_world(*mpos)
mouse_txt = self.font.render(f"x: {world_x} / z: {world_z}", True, (255, 255, 255))
pygame.draw.rect(self.win, (80, 80, 80), [0, 0, mouse_txt.get_width() + 10, mouse_txt.get_height() + 10])
self.win.blit(mouse_txt, [5, 5])
if self.is_creating_node:
self.render_node_creator()
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pygame.display.flip()
def render_zoom_slider(self) -> None:
zoom_height = self.height * 0.2
zoom_h_margin = self.width * 0.02
zoom_v_margin = self.height * 0.05
zoom_x = self.width - zoom_h_margin
zoom_y = self.height - zoom_v_margin - zoom_height
zoom_space = zoom_height / 4
zoom_r = zoom_space / 4
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zoom_width = max(s.get_width() for s in self.zooms_texts) + 2 * zoom_r + 5
pygame.draw.rect(self.win, (80, 80, 80), [
zoom_x + zoom_r - zoom_width - 5,
zoom_y - zoom_r - 5,
zoom_width + 10,
zoom_height + 2 * zoom_r + 10
])
pygame.draw.line(self.win, (255, 255, 255), [zoom_x, zoom_y], [zoom_x, zoom_y + zoom_height])
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for i, txt in enumerate(self.zooms_texts):
y = zoom_y + zoom_height - i * zoom_space
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col = (255, 0, 0) if i == self.zoom_i else (255, 255, 255)
pygame.draw.circle(self.win, col, [zoom_x, y], zoom_r)
self.win.blit(txt, [zoom_x - txt.get_width() - zoom_r - 5, y - txt.get_height() / 2])
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def render_loading(self) -> None:
self.win.fill((0, 0, 0))
count = self.image_handler.count
total = self.image_handler.total
txt = self.loading_font.render(f"Loading maps - {count}/{total}", True, (255, 255, 255))
width = self.width * 0.6
height = self.height * 0.05
w2 = self.width / 2
h2 = self.height / 2
x0 = w2 - width / 2
y0 = h2 - height / 2
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loaded_width = 0 if total == 0 else width * count / total
pygame.draw.rect(self.win, (160, 160, 160), [x0, y0, width, height])
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pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, loaded_width, height])
self.win.blit(txt, [w2 - txt.get_width() / 2, y0 - txt.get_height() - 5])
pygame.display.flip()
def render_node_creator(self) -> None:
width = self.width / 2
height = self.height / 2
x0 = (self.width - width) / 2
y0 = (self.height - height) / 2
line_height = height / 6
nc_txt = self.loading_font.render("NODE CREATOR", True, (255, 255, 255))
name_txt = self.loading_font.render("Name:", True, (255, 255, 255))
txt = self.loading_font.render(self.typing_text, True, (255, 255, 255))
pygame.draw.rect(self.win, (0, 0, 0), [x0, y0, width, height])
self.win.blit(nc_txt, [self.width / 2 - nc_txt.get_width() / 2, y0 + line_height])
self.win.blit(name_txt, [self.width / 2 - name_txt.get_width() / 2, y0 + 3 * line_height])
self.win.blit(txt, [self.width / 2 - txt.get_width() / 2, y0 + 4 * line_height])
def render_nodes(self) -> None:
for node in self.graph.nodes:
blitpos = self.world_to_screen(node.x, node.z)
pygame.draw.circle(self.win, (255, 0, 0), (blitpos[0], blitpos[1]), self.node_radius)
if self.selected_node != -1:
node = self.graph.nodes[self.selected_node]
node_pos = self.world_to_screen(node.x, node.z)
pygame.draw.circle(self.win, (0, 255, 255), (node_pos[0], node_pos[1]), self.node_radius)
self.render_mouse_hover_node()
def render_mouse_hover_node(self):
node_index = self.get_hover_node()
if node_index != -1:
node = self.graph.nodes[self.get_hover_node()]
txt = self.loading_font.render(node.name, True, (0, 0, 0))
node_pos = self.world_to_screen(node.x, node.z)
self.win.blit(txt, [node_pos[0] - txt.get_width(), node_pos[1] - txt.get_height()])
pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, (int) (self.node_radius / 5))
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def set_zoom(self, zoom_i: int) -> None:
self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
self.zoom = self.ZOOMS[self.zoom_i]
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def zoom_in(self) -> None:
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self.set_zoom(self.zoom_i + 1)
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def zoom_out(self) -> None:
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self.set_zoom(self.zoom_i - 1)
def screen_to_world(self, x: int, y: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
world_x = floor((x - w2) / self.zoom + self.center[0])
world_z = floor((y - h2) / self.zoom + self.center[1])
return int(world_x), int(world_z)
def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
screen_x = (world_x - self.center[0]) * self.zoom + w2
screen_y = (world_z - self.center[1]) * self.zoom + h2
return int(screen_x), int(screen_y)
def create_node(self) -> None:
self.graph.add_node(self.node_candidate_pos[0], self.node_candidate_pos[1], self.typing_text)
self.typing_text = ""
self.node_candidate_pos = None
self.typing = False
self.is_creating_node = False
def get_hovering_nodes(self) -> list[int]:
hovering = []
mouse_pos = pygame.mouse.get_pos()
for node in self.graph.nodes:
node_pos = self.world_to_screen(node.x, node.z)
if ((mouse_pos[0] - node_pos[0]) ** 2 + (mouse_pos[1] - node_pos[1]) ** 2) < self.node_radius ** 2 :
hovering.append(self.graph.nodes.index(node))
return hovering
def get_hover_node(self) -> int:
hover_nodes = self.get_hovering_nodes()
return -1 if len(hover_nodes) == 0 else hover_nodes[0]
class State(Enum):
STOPPING = auto()
LOADING = auto()
RUNNING = auto()
CREATING_NODE = auto()