added multiple selection and corresponding features
This commit is contained in:
parent
c09db757bc
commit
df8198ef94
188
src/editor.py
188
src/editor.py
@ -46,8 +46,9 @@ class Editor:
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self.node_candidate_pos: tuple[int, int] = None
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self.node_candidate_pos: tuple[int, int] = None
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self.node_radius: int = 10
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self.node_radius: int = 10
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self.line_size: int = (int) (self.node_radius / 5)
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self.line_size: int = (int) (self.node_radius / 5)
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self.selected_node: int = -1
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self.edge_detect_radius: int = 3 * self.line_size
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self.selected_edge: int = -1
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self.selected_nodes: list[int] = []
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self.selected_edges: list[int] = []
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def mainloop(self) -> None:
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def mainloop(self) -> None:
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self.state = State.LOADING
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self.state = State.LOADING
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@ -87,8 +88,8 @@ class Editor:
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self.typing_text += event.unicode
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self.typing_text += event.unicode
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else:
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else:
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if event.key == pygame.K_ESCAPE:
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if event.key == pygame.K_ESCAPE:
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if self.selected_node != -1:
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if self.selected_nodes != [] or self.selected_edges != []:
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self.select_node(-1)
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self.clear_selection()
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else:
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else:
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self.state = State.STOPPING
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self.state = State.STOPPING
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elif event.key == pygame.K_PAGEUP:
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elif event.key == pygame.K_PAGEUP:
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@ -102,7 +103,7 @@ class Editor:
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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 = event.pos
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self.left_drag_pos = event.pos
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else:
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else:
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self.select_node(self.get_hover_node())
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self.select_object(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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elif event.button == 3:
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elif event.button == 3:
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self.node_candidate_pos = self.screen_to_world(event.pos[0], event.pos[1])
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self.node_candidate_pos = self.screen_to_world(event.pos[0], event.pos[1])
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self.is_creating_node = True
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self.is_creating_node = True
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@ -176,9 +177,7 @@ class Editor:
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oy + y * self.MAP_SIZE
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oy + y * self.MAP_SIZE
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])
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])
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self.render_edges()
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self.render_graph()
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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])
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pygame.draw.line(self.win, (150, 150, 150), [w2 - self.CROSSHAIR_SIZE, h2], [w2 + self.CROSSHAIR_SIZE, h2])
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pygame.draw.line(self.win, (150, 150, 150), [w2, h2 - self.CROSSHAIR_SIZE], [w2, h2 + self.CROSSHAIR_SIZE])
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pygame.draw.line(self.win, (150, 150, 150), [w2, h2 - self.CROSSHAIR_SIZE], [w2, h2 + self.CROSSHAIR_SIZE])
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@ -252,33 +251,47 @@ class Editor:
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self.win.blit(nc_txt, [self.width / 2 - nc_txt.get_width() / 2, y0 + line_height])
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self.win.blit(nc_txt, [self.width / 2 - nc_txt.get_width() / 2, y0 + line_height])
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self.win.blit(name_txt, [self.width / 2 - name_txt.get_width() / 2, y0 + 3 * line_height])
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self.win.blit(name_txt, [self.width / 2 - name_txt.get_width() / 2, y0 + 3 * line_height])
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self.win.blit(txt, [self.width / 2 - txt.get_width() / 2, y0 + 4 * line_height])
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self.win.blit(txt, [self.width / 2 - txt.get_width() / 2, y0 + 4 * line_height])
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def render_graph(self) -> None:
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self.render_edges()
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hover_index, is_node = self.get_hover_object()
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if is_node:
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self.render_nodes()
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self.render_hover_node(hover_index)
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else:
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self.render_hover_edge(hover_index)
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self.render_nodes()
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def render_edges(self) -> None:
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def render_edges(self) -> None:
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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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pygame.draw.line(self.win, (255, 0, 0), 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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color = (0, 255, 255) if edge.index in self.selected_edges else (255, 0, 0)
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if self.selected_edge != -1:
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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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node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[self.selected_edge])
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pygame.draw.line(self.win, (0, 255, 255), 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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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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blitpos = self.world_to_screen(node.x, node.z)
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blitpos = self.world_to_screen(node.x, node.z)
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pygame.draw.circle(self.win, (255, 0, 0), (blitpos[0], blitpos[1]), self.node_radius)
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pygame.draw.circle(self.win, (255, 0, 0), (blitpos[0], blitpos[1]), self.node_radius)
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if self.selected_node != -1:
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for node_index in self.selected_nodes:
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node = self.graph.nodes[self.selected_node]
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node = self.graph.nodes[node_index]
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node_pos = self.world_to_screen(node.x, node.z)
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blitpos = self.world_to_screen(node.x, node.z)
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pygame.draw.circle(self.win, (0, 255, 255), (node_pos[0], node_pos[1]), self.node_radius)
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pygame.draw.circle(self.win, (0, 255, 255), (blitpos[0], blitpos[1]), self.node_radius)
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self.render_mouse_hover_node()
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def render_mouse_hover_node(self):
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def render_hover_node(self, node_index):
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node_index = self.get_hover_node()
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if node_index != -1:
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if node_index != -1:
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node = self.graph.nodes[self.get_hover_node()]
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node = self.graph.nodes[node_index]
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txt = self.loading_font.render(node.name, True, (0, 0, 0))
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txt = self.loading_font.render(node.name, True, (0, 0, 0))
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node_pos = self.world_to_screen(node.x, node.z)
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node_pos = self.world_to_screen(node.x, node.z)
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self.win.blit(txt, [node_pos[0] - txt.get_width(), node_pos[1] - txt.get_height()])
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self.win.blit(txt, [node_pos[0] - txt.get_width(), node_pos[1] - txt.get_height()])
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pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, self.line_size)
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pygame.draw.circle(self.win, (0, 0, 0), (node_pos[0], node_pos[1]), self.node_radius, self.line_size)
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def render_hover_edge(self, edge_index):
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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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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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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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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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@ -306,18 +319,59 @@ class Editor:
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return int(screen_x), int(screen_y)
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return int(screen_x), int(screen_y)
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def select_node(self, node: int):
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def select_object(self, shifting: bool = False) -> None:
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self.selected_edge = -1
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hover_index, is_node = self.get_hover_object()
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if self.selected_node != -1 and node != -1:
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self.link_nodes(self.selected_node, node)
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if is_node:
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self.selected_node = node
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self.select_node(hover_index, shifting)
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elif hover_index != -1:
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def link_nodes(self, node_1: int, node_2: int):
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self.select_edge(hover_index, shifting)
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if self.graph.edge_exists(node_1, node_2):
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self.selected_edge = self.graph.get_edge(node_1, node_2)
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else:
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else:
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self.clear_selection()
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def select_node(self, node: int, shifting: bool = False) -> None:
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if shifting:
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if node in self.selected_nodes:
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self.selected_nodes.remove(node)
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return
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if node != -1:
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self.selected_nodes.append(node)
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return
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if node in self.selected_nodes:
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self.selected_nodes.remove(node)
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self.clear_selection()
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return
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if node != -1:
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for sel_node in self.selected_nodes:
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self.link_nodes(sel_node, node)
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self.selected_nodes = [] if node == -1 else [node]
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self.selected_edges = []
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def select_edge(self, edge: int, shifting: bool = False) -> None:
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if shifting:
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if edge in self.selected_edges:
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self.selected_edges.remove(edge)
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return
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if edge != -1:
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self.selected_edges.append(edge)
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return
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if edge in self.selected_edges:
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self.clear_selection()
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return
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self.selected_edges = [] if edge == -1 else [edge]
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self.selected_nodes = []
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def link_nodes(self, node_1: int, node_2: int) -> None:
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if not self.graph.edge_exists(node_1, node_2):
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self.create_edge(node_1, node_2)
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self.create_edge(node_1, node_2)
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def clear_selection(self) -> None:
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self.selected_nodes = []
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self.selected_edges = []
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def create_node(self) -> None:
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def create_node(self) -> None:
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self.graph.add_node(self.node_candidate_pos[0], self.node_candidate_pos[1], self.typing_text)
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self.graph.add_node(self.node_candidate_pos[0], self.node_candidate_pos[1], self.typing_text)
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self.typing_text = ""
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self.typing_text = ""
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@ -331,20 +385,82 @@ class Editor:
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n2 = self.graph.nodes[node_2]
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n2 = self.graph.nodes[node_2]
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self.graph.add_edge(node_1, node_2, ((n1.x - n2.x) ** 2 + (n1.z - n2.z) ** 2) ** 0.5)
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self.graph.add_edge(node_1, node_2, ((n1.x - n2.x) ** 2 + (n1.z - n2.z) ** 2) ** 0.5)
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def get_hovering_nodes(self) -> list[int]:
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def get_hovering_nodes(self) -> tuple[list[int], list[float]]:
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hovering = []
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hovering = []
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dists = []
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mouse_pos = pygame.mouse.get_pos()
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mouse_pos = pygame.mouse.get_pos()
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for node in self.graph.nodes:
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for node in self.graph.nodes:
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node_pos = self.world_to_screen(node.x, node.z)
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dist = self.get_node_distance(node.index, mouse_pos[0], mouse_pos[1])
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if ((mouse_pos[0] - node_pos[0]) ** 2 + (mouse_pos[1] - node_pos[1]) ** 2) < self.node_radius ** 2 :
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if dist < self.node_radius:
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hovering.append(self.graph.nodes.index(node))
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hovering.append(node.index)
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dists.append(dist)
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return hovering
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return hovering, dists
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def get_hover_node(self) -> int:
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def get_hover_node(self) -> int:
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hover_nodes = self.get_hovering_nodes()
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hover_nodes, distances = self.get_hovering_nodes()
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return -1 if len(hover_nodes) == 0 else hover_nodes[0]
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return -1 if len(hover_nodes) == 0 else hover_nodes[distances.index(min(distances))]
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def get_hovering_edges(self) -> tuple[list[int], list[float]]:
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hovering = []
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dists = []
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mouse_pos = pygame.mouse.get_pos()
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for edge in self.graph.edges:
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dist = self.get_edge_distance(edge.index, mouse_pos[0], mouse_pos[1])
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print(dist)
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if dist < self.edge_detect_radius:
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hovering.append(edge.index)
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dists.append(dist)
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return hovering, dists
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def get_hover_edge(self) -> int:
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hover_edges, distances = self.get_hovering_edges()
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return -1 if len(hover_edges) == 0 else hover_edges[distances.index(min(distances))]
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def get_hover_object(self) -> tuple[int, bool]:
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node = self.get_hover_node()
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if node != -1:
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return node, True
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edge = self.get_hover_edge()
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if edge != -1:
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return edge, False
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return -1, False
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def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
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start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
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start_p = self.world_to_screen(start_n.x, start_n.z)
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end_p = self.world_to_screen(end_n.x, end_n.z)
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edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
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start_vec = (px - start_p[0], pz - start_p[1])
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edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
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if edge_vec_len == 0:
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return self.get_node_distance(start_n.index, px, pz)
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scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
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proj_len = scal_prod / edge_vec_len
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print(proj_len, edge_vec_len)
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if proj_len < 0:
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return self.get_node_distance(start_n.index, px, pz)
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if proj_len > edge_vec_len:
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return self.get_node_distance(end_n.index, px, pz)
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return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
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def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
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node = self.graph.nodes[node_i]
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node_pos = self.world_to_screen(node.x, node.z)
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return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5
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@ -1,5 +1,6 @@
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class Edge:
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class Edge:
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def __init__(self, start: int, end: int, length: float):
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def __init__(self, start: int, end: int, length: float, index: int):
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self.length: float = length
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self.length: float = length
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self.start: int = start
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self.start: int = start
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self.end: int = end
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self.end: int = end
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self.index: int = index
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@ -10,10 +10,10 @@ class Graph:
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self.nodes: list[Node] = []
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self.nodes: list[Node] = []
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def add_node(self, x: int, y: int, name: str) -> None:
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def add_node(self, x: int, y: int, name: str) -> None:
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self.nodes.append(Node(x, y, name))
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self.nodes.append(Node(x, y, name, len(self.nodes)))
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def add_edge(self, start_index: int, end_index: int, length: float) -> None:
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def add_edge(self, start_index: int, end_index: int, length: float) -> None:
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self.edges.append(Edge(start_index, end_index, length))
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self.edges.append(Edge(start_index, end_index, length, len(self.edges)))
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def number_of_nodes(self) -> int:
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def number_of_nodes(self) -> int:
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return len(self.nodes)
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return len(self.nodes)
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@ -1,5 +1,6 @@
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class Node:
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class Node:
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def __init__(self, x: int, z: int, name: str):
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def __init__(self, x: int, z: int, name: str, index: int):
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self.x: int = x
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self.x: int = x
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self.z: int = z
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self.z: int = z
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self.index: int = index
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self.name: str = name
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self.name: str = name
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