diff --git a/src/editor.py b/src/editor.py index 88a62a7..fb5f2ff 100644 --- a/src/editor.py +++ b/src/editor.py @@ -1,68 +1,37 @@ from math import floor -import os from typing import Optional import pygame +from src.image_handler import ImageHandler + class Editor: - WIDTH = 800 - HEIGHT = 600 - MAP_SIZE = 1024 - MAPS_DIR = "/tmp/lycacraft_maps" - MIN_ZOOM = 0.25 - MAX_ZOOM = 4 + WIDTH: int = 800 + HEIGHT: int = 600 + MAP_SIZE: int = 1024 + MAPS_DIR: str = "/tmp/lycacraft_maps" + MIN_ZOOM: float = 0.25 + MAX_ZOOM: float = 4 def __init__(self): + pygame.init() 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") self.center: list[int] = [0, 0] self.zoom: float = 1 - self.map_size: int = self.MAP_SIZE self.running: bool = False - self.cache: dict[float, dict[tuple[int, int], pygame.Surface]] = {} - self.load_maps() + self.image_handler: ImageHandler = ImageHandler(self.MAPS_DIR, self.MAP_SIZE) self.clock: pygame.time.Clock = pygame.time.Clock() - self.visible_maps_count: int = 0 self.drag_pos: Optional[tuple[int, int]] = None - - def load_maps(self) -> None: - cache = {} - for path in os.listdir(self.MAPS_DIR): - fullpath = os.path.join(self.MAPS_DIR, path) - name, x, y = path.split(".")[0].split("_") - cache[(int(x), int(y))] = pygame.image.load(fullpath) - self.cache = { - self.zoom: cache - } - - def resize_maps(self) -> None: - if self.zoom in self.cache: - return - - cache = {} - for pos, img in self.cache[1].items(): - cache[pos] = pygame.transform.scale_by(img, self.zoom) - - self.cache[self.zoom] = cache - - def get_map(self, x: int, y: int) -> Optional[pygame.Surface]: - cache = self.cache.get(self.zoom, {}) - pos = (x, y) - if pos not in cache: - if pos not in self.cache[1]: - return None - - img = self.cache[1][pos] - cache[pos] = pygame.transform.scale_by(img, self.zoom) - - return cache[pos] + self.font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 20) def mainloop(self) -> None: self.running = True while self.running: - pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps - {self.visible_maps_count} maps rendered") + pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps") self.process_events() self.render() self.clock.tick(30) @@ -111,63 +80,61 @@ class Editor: def render(self) -> None: self.win.fill((0, 0, 0)) - off_x = self.center[0] % self.MAP_SIZE - off_y = self.center[1] % self.MAP_SIZE + off_x = (self.center[0] * self.zoom) % self.MAP_SIZE + off_y = (self.center[1] * self.zoom) % self.MAP_SIZE w2 = self.width / 2 h2 = self.height / 2 + # In game top-left / bottom-right corners 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) - mx0 = floor(x0 / self.MAP_SIZE) - my0 = floor(y0 / self.MAP_SIZE) - mx1 = floor(x1 / self.MAP_SIZE) - my1 = floor(y1 / self.MAP_SIZE) + # 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) h_maps = mx1 - mx0 + 1 v_maps = my1 - my0 + 1 - cx = floor(self.center[0] / self.MAP_SIZE) - cy = floor(self.center[1] / self.MAP_SIZE) - self.visible_maps_count = h_maps * v_maps - ox = w2 + (mx0 - cx) * self.map_size - off_x * self.zoom - oy = h2 + (my0 - cy) * self.map_size - off_y * self.zoom - # cache = self.cache[self.zoom] + 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 for y in range(v_maps): for x in range(h_maps): - # map_pos = (mx0 + x, my0 + y) - map_image = self.get_map(mx0 + x, my0 + y) - # if map_pos not in cache: + map_image = self.image_handler.get_for_pos(mx0 + x, my0 + y, self.zoom) if map_image is None: continue + self.win.blit(map_image, [ + ox + x * self.MAP_SIZE, + oy + y * self.MAP_SIZE + ]) - # map_image = cache[map_pos] - - sx = ox + x * self.map_size - sy = oy + y * self.map_size - ex = sx + self.map_size - ey = sy + self.map_size - sx2, ex2 = min(self.width, max(0, sx)), min(self.width, max(0, ex)) - sy2, ey2 = min(self.height, max(0, sy)), min(self.height, max(0, ey)) - """self.win.blit(map_image, [ - ox + x * self.map_size, - oy + y * self.map_size, - ])""" - self.win.blit(map_image, [sx2, sy2], [sx2 - sx, sy2 - sy, ex2 - sx2, ey2 - sy2]) - - for y in range(v_maps): - for x in range(h_maps): - pygame.draw.rect(self.win, (255, 0, 0), [ox + x * self.map_size, oy + y * self.map_size, self.map_size, self.map_size], 1) + 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 + pygame.draw.line(self.win, (255, 255, 255), [zoom_x, zoom_y], [zoom_x, zoom_y + zoom_height]) + for i in range(5): + y = zoom_y + zoom_height - i * zoom_space + zoom = 2 ** (i - 2) + col = (255, 0, 0) if zoom == self.zoom else (255, 255, 255) + pygame.draw.circle(self.win, col, [zoom_x, y], zoom_r) + txt = self.font.render(str(zoom), True, (255, 255, 255)) + self.win.blit(txt, [zoom_x - txt.get_width() - zoom_r - 5, y - txt.get_height() / 2]) pygame.display.flip() def set_zoom(self, zoom: float) -> None: self.zoom = max(self.MIN_ZOOM, min(self.MAX_ZOOM, zoom)) - self.map_size = self.MAP_SIZE * self.zoom - # self.resize_maps() def zoom_in(self) -> None: self.set_zoom(self.zoom * 2) diff --git a/src/image_handler.py b/src/image_handler.py new file mode 100644 index 0000000..d368fd6 --- /dev/null +++ b/src/image_handler.py @@ -0,0 +1,60 @@ +import os +from math import floor +from typing import Optional + +import pygame + + +class ImageHandler: + def __init__(self, maps_dir: str, base_size: int): + self.maps_dir: str = maps_dir + self.base_size: int = base_size + self.cache: dict = {} + self.load_base_images() + + def load_base_images(self) -> None: + cache = {} + + for path in os.listdir(self.maps_dir): + fullpath = os.path.join(self.maps_dir, path) + name, x, y = path.split(".")[0].split("_") + cache[(int(x), int(y))] = pygame.image.load(fullpath).convert_alpha() + + self.cache = { + 1: cache + } + + def get_for_pos(self, x: int, y: int, zoom: float = 1) -> Optional[pygame.Surface]: + cache = self.cache.get(zoom, {}) + pos = (x, y) + if pos not in cache: + if zoom == 1: + return None + + # Multiple maps per zone + elif zoom < 1: + img = pygame.Surface((self.base_size, self.base_size), pygame.SRCALPHA) + n_maps = int(1 / zoom) + sub_size = self.base_size * zoom + for sub_y in range(n_maps): + for sub_x in range(n_maps): + sub_img = self.get_for_pos(x * n_maps + sub_x, y * n_maps + sub_y, 1) + if sub_img is not None: + sub_img = pygame.transform.scale_by(sub_img, zoom) + img.blit(sub_img, [sub_x * sub_size, sub_y * sub_size]) + + # Zone is part of a map + else: + img = self.get_for_pos(floor(x / zoom), floor(y / zoom), 1) + if img is not None: + sub_x = x % zoom + sub_y = y % zoom + sub_size = self.base_size / zoom + img = img.subsurface([sub_x * sub_size, sub_y * sub_size, sub_size, sub_size]) + img = pygame.transform.scale_by(img, zoom) + + print("Generating new image") + cache[pos] = img + + self.cache[zoom] = cache + return cache[pos]