made loading async + added progress bar

This commit is contained in:
Louis Heredero 2024-06-29 00:53:29 +02:00
parent bbb248da16
commit a8d3aa64a1
Signed by: HEL
GPG Key ID: 8D83DE470F8544E7
2 changed files with 51 additions and 8 deletions

View File

@ -1,4 +1,5 @@
import os import os
from enum import Enum, auto
from math import floor from math import floor
from typing import Optional from typing import Optional
@ -30,17 +31,24 @@ class Editor:
self.clock: pygame.time.Clock = pygame.time.Clock() self.clock: pygame.time.Clock = pygame.time.Clock()
self.drag_pos: Optional[tuple[int, int]] = None self.drag_pos: Optional[tuple[int, int]] = None
self.font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 20) self.font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 20)
self.loading_font: pygame.font.Font = pygame.font.SysFont("Ubuntu", 30)
self.zooms_texts: list[pygame.Surface] = list(map( self.zooms_texts: list[pygame.Surface] = list(map(
lambda z: self.font.render(str(z), True, (255, 255, 255)), lambda z: self.font.render(str(z), True, (255, 255, 255)),
self.ZOOMS self.ZOOMS
)) ))
self.state: State = State.STOPPING
def mainloop(self) -> None: def mainloop(self) -> None:
self.running = True self.state = State.LOADING
while self.running: while self.state != State.STOPPING:
pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps") pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps")
self.process_events() self.process_events()
self.render() 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()
self.clock.tick(30) self.clock.tick(30)
def process_events(self) -> None: def process_events(self) -> None:
@ -48,13 +56,13 @@ class Editor:
for event in events: for event in events:
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
self.running = False self.state = State.STOPPING
elif event.type == pygame.WINDOWRESIZED: elif event.type == pygame.WINDOWRESIZED:
self.width = event.x self.width = event.x
self.height = event.y self.height = event.y
elif event.type == pygame.KEYDOWN: elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: if event.key == pygame.K_ESCAPE:
self.running = False self.state = State.STOPPING
elif event.key == pygame.K_PAGEUP: elif event.key == pygame.K_PAGEUP:
self.zoom_in() self.zoom_in()
elif event.key == pygame.K_PAGEDOWN: elif event.key == pygame.K_PAGEDOWN:
@ -156,6 +164,24 @@ class Editor:
pygame.draw.circle(self.win, col, [zoom_x, y], zoom_r) 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]) self.win.blit(txt, [zoom_x - txt.get_width() - zoom_r - 5, y - txt.get_height() / 2])
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
pygame.draw.rect(self.win, (160, 160, 160), [x0, y0, width, height])
pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, width * count / total, height])
self.win.blit(txt, [w2 - txt.get_width() / 2, y0 - txt.get_height() - 5])
pygame.display.flip()
def set_zoom(self, zoom_i: int) -> None: def set_zoom(self, zoom_i: int) -> None:
self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i)) self.zoom_i = max(0, min(len(self.ZOOMS) - 1, zoom_i))
self.zoom = self.ZOOMS[self.zoom_i] self.zoom = self.ZOOMS[self.zoom_i]
@ -173,3 +199,9 @@ class Editor:
world_z = floor((y - h2) / self.zoom + self.center[1]) world_z = floor((y - h2) / self.zoom + self.center[1])
return int(world_x), int(world_z) return int(world_x), int(world_z)
class State(Enum):
STOPPING = auto()
LOADING = auto()
RUNNING = auto()

View File

@ -1,4 +1,5 @@
import os import os
import threading
from math import floor from math import floor
from typing import Optional from typing import Optional
@ -10,19 +11,29 @@ class ImageHandler:
self.maps_dir: str = maps_dir self.maps_dir: str = maps_dir
self.base_size: int = base_size self.base_size: int = base_size
self.cache: dict = {} self.cache: dict = {}
self.load_base_images() self.count: int = 0
self.total: int = 0
self.loading: bool = False
t = threading.Thread(target=self.load_base_images)
t.start()
def load_base_images(self) -> None: def load_base_images(self) -> None:
cache = {} cache = {}
paths = os.listdir(self.maps_dir)
for path in os.listdir(self.maps_dir): self.loading = True
self.count = 0
self.total = len(paths)
for path in paths:
fullpath = os.path.join(self.maps_dir, path) fullpath = os.path.join(self.maps_dir, path)
name, x, y = path.split(".")[0].split("_") name, x, y = path.split(".")[0].split("_")
cache[(int(x), int(y))] = pygame.image.load(fullpath).convert_alpha() cache[(int(x), int(y))] = pygame.image.load(fullpath).convert_alpha()
self.count += 1
self.cache = { self.cache = {
1: cache 1: cache
} }
self.loading = False
def get_for_pos(self, x: int, y: int, zoom: float = 1) -> Optional[pygame.Surface]: def get_for_pos(self, x: int, y: int, zoom: float = 1) -> Optional[pygame.Surface]:
cache = self.cache.get(zoom, {}) cache = self.cache.get(zoom, {})