added dirty to move + improved syntax
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parent
0077a768e8
commit
60416e447c
@ -57,9 +57,9 @@ class Editor:
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self.selected_nodes: list[int] = []
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self.selected_nodes: list[int] = []
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self.selected_edges: list[int] = []
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self.selected_edges: list[int] = []
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self.previously_created_nodes: list[int] = []
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self.previously_created_nodes: list[int] = []
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self.selection_rectangle: list[tuple[int, int], tuple[int, int]] = None
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self.selection_rectangle: Optional[list[tuple[int, int], tuple[int, int]]] = None
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self.original_move_pos: tuple[int, int] = None
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self.original_move_pos: Optional[tuple[int, int]] = None
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self.move_old_poses: dict[int, tuple[int, int]] = None
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self.move_old_poses: Optional[dict[int, tuple[int, int]]] = None
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self.dirty: bool = False
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self.dirty: bool = False
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pygame.time.set_timer(self.AUTOSAVE_EVENT, self.config.AUTOSAVE_INTERVAL)
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pygame.time.set_timer(self.AUTOSAVE_EVENT, self.config.AUTOSAVE_INTERVAL)
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@ -82,9 +82,9 @@ class Editor:
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if not self.image_handler.loading:
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if not self.image_handler.loading:
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self.state = State.RUNNING
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self.state = State.RUNNING
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elif self.state == State.RUNNING:
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elif self.state == State.RUNNING:
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if self.selection_rectangle != None:
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if self.selection_rectangle is not None:
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self.expand_selection_rect()
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self.expand_selection_rect()
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if self.original_move_pos != None:
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if self.original_move_pos is not None:
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self.move_poses()
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self.move_poses()
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self.render()
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self.render()
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self.clock.tick(30)
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self.clock.tick(30)
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@ -134,11 +134,13 @@ class Editor:
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self.load()
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self.load()
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elif event.key == pygame.K_RETURN:
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elif event.key == pygame.K_RETURN:
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if len(self.selected_nodes) > 0:
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if len(self.selected_nodes) > 0:
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self.typing_text = "" if len(self.selected_nodes) > 1 else self.graph.nodes[self.selected_nodes[0]].name
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self.typing_text = ""
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if len(self.selected_nodes) == 1:
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self.typing_text = self.graph.nodes[self.selected_nodes[0]].name
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self.is_renaming_node = True
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self.is_renaming_node = True
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elif event.type == pygame.KEYUP:
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_m:
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if event.key == pygame.K_m:
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if self.original_move_pos != None:
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if self.original_move_pos is not None:
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self.reset_move_poses()
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self.reset_move_poses()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 2:
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if event.button == 2:
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@ -165,9 +167,9 @@ class Editor:
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elif event.button == 1:
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elif event.button == 1:
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if keys[pygame.K_LCTRL]:
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if keys[pygame.K_LCTRL]:
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self.left_drag_pos = None
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self.left_drag_pos = None
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elif keys[pygame.K_m] and self.original_move_pos != None:
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elif keys[pygame.K_m] and self.original_move_pos is not None:
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self.confirm_move_poses()
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self.confirm_move_poses()
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elif self.selection_rectangle != None:
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elif self.selection_rectangle is not None:
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self.release_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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self.release_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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elif event.type == self.AUTOSAVE_EVENT:
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elif event.type == self.AUTOSAVE_EVENT:
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if self.dirty:
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if self.dirty:
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@ -315,10 +317,10 @@ class Editor:
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hover_index, is_node = self.get_hover_object()
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hover_index, is_node = self.get_hover_object()
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if is_node:
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if is_node:
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self.render_nodes()
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self.render_nodes()
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if self.selection_rectangle == None:
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if self.selection_rectangle is None:
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self.render_hover_node(hover_index)
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self.render_hover_node(hover_index)
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else:
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else:
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if self.selection_rectangle == None:
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if self.selection_rectangle is None:
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self.render_hover_edge(hover_index)
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self.render_hover_edge(hover_index)
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self.render_nodes()
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self.render_nodes()
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@ -326,7 +328,9 @@ class Editor:
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for edge in self.graph.edges:
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for edge in self.graph.edges:
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node_1, node_2 = self.graph.get_edge_nodes(edge)
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node_1, node_2 = self.graph.get_edge_nodes(edge)
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color = (0, 255, 255) if edge.index in self.selected_edges else (255, 0, 0)
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color = (0, 255, 255) if edge.index in self.selected_edges else (255, 0, 0)
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pygame.draw.line(self.win, color, self.world_to_screen(node_1.x, node_1.z), self.world_to_screen(node_2.x, node_2.z), self.line_size)
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start = self.world_to_screen(node_1.x, node_1.z)
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end = self.world_to_screen(node_2.x, node_2.z)
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pygame.draw.line(self.win, color, start, end, self.line_size)
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def render_nodes(self) -> None:
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def render_nodes(self) -> None:
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for node in self.graph.nodes:
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for node in self.graph.nodes:
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@ -348,20 +352,21 @@ class Editor:
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def render_hover_edge(self, edge_index):
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def render_hover_edge(self, edge_index):
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if edge_index != -1:
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if edge_index != -1:
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node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
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node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
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pygame.draw.line(self.win, (0, 0, 0), self.world_to_screen(node_1.x, node_1.z), self.world_to_screen(node_2.x, node_2.z), self.edge_detect_radius)
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start = self.world_to_screen(node_1.x, node_1.z)
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end = self.world_to_screen(node_2.x, node_2.z)
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pygame.draw.line(self.win, (0, 0, 0), start, end, self.edge_detect_radius)
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color = (0, 255, 255) if edge_index in self.selected_edges else (255, 0, 0)
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color = (0, 255, 255) if edge_index in self.selected_edges else (255, 0, 0)
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pygame.draw.line(self.win, color, self.world_to_screen(node_1.x, node_1.z), self.world_to_screen(node_2.x, node_2.z), self.line_size)
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pygame.draw.line(self.win, color, start, end, self.line_size)
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def render_selection_rect(self):
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def render_selection_rect(self):
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rect = self.selection_rectangle
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rect = self.selection_rectangle
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if rect != None:
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if rect is not None:
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left = min(rect[0][0], rect[1][0])
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left = min(rect[0][0], rect[1][0])
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top = min(rect[0][1], rect[1][1])
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top = min(rect[0][1], rect[1][1])
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width = abs(rect[0][0] - rect[1][0])
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width = abs(rect[0][0] - rect[1][0])
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height = abs(rect[0][1] - rect[1][1])
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height = abs(rect[0][1] - rect[1][1])
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pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size)
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pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), self.line_size)
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def set_zoom(self, zoom_i: int) -> None:
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def set_zoom(self, zoom_i: int) -> None:
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self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
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self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
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self.zoom = self.ZOOMS[self.zoom_i]
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self.zoom = self.ZOOMS[self.zoom_i]
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@ -451,7 +456,7 @@ class Editor:
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self.typing_text = ""
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self.typing_text = ""
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self.is_renaming_node = False
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self.is_renaming_node = False
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def create_node(self, pos, typing_text = "") -> None:
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def create_node(self, pos: tuple[int, int], typing_text: str = "") -> None:
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self.dirty = True
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self.dirty = True
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self.graph.add_node(pos[0], pos[1], typing_text)
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self.graph.add_node(pos[0], pos[1], typing_text)
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if len(self.selected_nodes) == 1:
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if len(self.selected_nodes) == 1:
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@ -549,7 +554,7 @@ class Editor:
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self.selected_nodes.append(self.previously_created_nodes[n - 1])
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self.selected_nodes.append(self.previously_created_nodes[n - 1])
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self.previously_created_nodes.pop()
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self.previously_created_nodes.pop()
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def create_selection_rect(self, shifting = False):
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def create_selection_rect(self, shifting: bool = False):
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if not shifting:
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if not shifting:
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self.clear_selection()
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self.clear_selection()
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self.previously_created_nodes = []
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self.previously_created_nodes = []
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@ -559,7 +564,7 @@ class Editor:
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def expand_selection_rect(self):
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def expand_selection_rect(self):
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self.selection_rectangle[1] = pygame.mouse.get_pos()
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self.selection_rectangle[1] = pygame.mouse.get_pos()
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def release_selection_rect(self, shifting = False):
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def release_selection_rect(self, shifting: bool = False):
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if not shifting:
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if not shifting:
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self.clear_selection()
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self.clear_selection()
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self.previously_created_nodes = []
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self.previously_created_nodes = []
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@ -611,6 +616,7 @@ class Editor:
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self.move_old_poses = None
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self.move_old_poses = None
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def confirm_move_poses(self):
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def confirm_move_poses(self):
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self.dirty = True
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self.original_move_pos = None
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self.original_move_pos = None
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self.move_old_poses = None
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self.move_old_poses = None
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@ -8,6 +8,7 @@ Image.MAX_IMAGE_PIXELS = 200000000
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MAP_SIZE = 1024
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MAP_SIZE = 1024
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DEFAULT_PATH = os.path.join(platformdirs.user_cache_dir(appname="lycacraft-paths", appauthor="Lycacraft"), "maps")
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DEFAULT_PATH = os.path.join(platformdirs.user_cache_dir(appname="lycacraft-paths", appauthor="Lycacraft"), "maps")
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def clamp(mn, value, mx):
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def clamp(mn, value, mx):
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return max(mn, min(mx, value))
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return max(mn, min(mx, value))
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