added multiple selection and corresponding features

This commit is contained in:
Toby Lane 2024-07-01 12:57:10 +02:00
parent c09db757bc
commit df8198ef94
4 changed files with 159 additions and 41 deletions

View File

@ -46,8 +46,9 @@ class Editor:
self.node_candidate_pos: tuple[int, int] = None
self.node_radius: int = 10
self.line_size: int = (int) (self.node_radius / 5)
self.selected_node: int = -1
self.selected_edge: int = -1
self.edge_detect_radius: int = 3 * self.line_size
self.selected_nodes: list[int] = []
self.selected_edges: list[int] = []
def mainloop(self) -> None:
self.state = State.LOADING
@ -87,8 +88,8 @@ class Editor:
self.typing_text += event.unicode
else:
if event.key == pygame.K_ESCAPE:
if self.selected_node != -1:
self.select_node(-1)
if self.selected_nodes != [] or self.selected_edges != []:
self.clear_selection()
else:
self.state = State.STOPPING
elif event.key == pygame.K_PAGEUP:
@ -102,7 +103,7 @@ class Editor:
if keys[pygame.K_LCTRL]:
self.left_drag_pos = event.pos
else:
self.select_node(self.get_hover_node())
self.select_object(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
elif event.button == 3:
self.node_candidate_pos = self.screen_to_world(event.pos[0], event.pos[1])
self.is_creating_node = True
@ -176,9 +177,7 @@ class Editor:
oy + y * self.MAP_SIZE
])
self.render_edges()
self.render_nodes()
self.render_graph()
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])
@ -253,33 +252,47 @@ class Editor:
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_graph(self) -> None:
self.render_edges()
hover_index, is_node = self.get_hover_object()
if is_node:
self.render_nodes()
self.render_hover_node(hover_index)
else:
self.render_hover_edge(hover_index)
self.render_nodes()
def render_edges(self) -> None:
for edge in self.graph.edges:
node_1, node_2 = self.graph.get_edge_nodes(edge)
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)
if self.selected_edge != -1:
node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[self.selected_edge])
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)
color = (0, 255, 255) if edge.index in self.selected_edges else (255, 0, 0)
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)
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()
for node_index in self.selected_nodes:
node = self.graph.nodes[node_index]
blitpos = self.world_to_screen(node.x, node.z)
pygame.draw.circle(self.win, (0, 255, 255), (blitpos[0], blitpos[1]), self.node_radius)
def render_mouse_hover_node(self):
node_index = self.get_hover_node()
def render_hover_node(self, node_index):
if node_index != -1:
node = self.graph.nodes[self.get_hover_node()]
node = self.graph.nodes[node_index]
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, self.line_size)
def render_hover_edge(self, edge_index):
if edge_index != -1:
node_1, node_2 = self.graph.get_edge_nodes(self.graph.edges[edge_index])
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)
color = (0, 255, 255) if edge_index in self.selected_edges else (255, 0, 0)
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)
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]
@ -306,18 +319,59 @@ class Editor:
return int(screen_x), int(screen_y)
def select_node(self, node: int):
self.selected_edge = -1
if self.selected_node != -1 and node != -1:
self.link_nodes(self.selected_node, node)
self.selected_node = node
def select_object(self, shifting: bool = False) -> None:
hover_index, is_node = self.get_hover_object()
def link_nodes(self, node_1: int, node_2: int):
if self.graph.edge_exists(node_1, node_2):
self.selected_edge = self.graph.get_edge(node_1, node_2)
if is_node:
self.select_node(hover_index, shifting)
elif hover_index != -1:
self.select_edge(hover_index, shifting)
else:
self.clear_selection()
def select_node(self, node: int, shifting: bool = False) -> None:
if shifting:
if node in self.selected_nodes:
self.selected_nodes.remove(node)
return
if node != -1:
self.selected_nodes.append(node)
return
if node in self.selected_nodes:
self.selected_nodes.remove(node)
self.clear_selection()
return
if node != -1:
for sel_node in self.selected_nodes:
self.link_nodes(sel_node, node)
self.selected_nodes = [] if node == -1 else [node]
self.selected_edges = []
def select_edge(self, edge: int, shifting: bool = False) -> None:
if shifting:
if edge in self.selected_edges:
self.selected_edges.remove(edge)
return
if edge != -1:
self.selected_edges.append(edge)
return
if edge in self.selected_edges:
self.clear_selection()
return
self.selected_edges = [] if edge == -1 else [edge]
self.selected_nodes = []
def link_nodes(self, node_1: int, node_2: int) -> None:
if not self.graph.edge_exists(node_1, node_2):
self.create_edge(node_1, node_2)
def clear_selection(self) -> None:
self.selected_nodes = []
self.selected_edges = []
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 = ""
@ -331,20 +385,82 @@ class Editor:
n2 = self.graph.nodes[node_2]
self.graph.add_edge(node_1, node_2, ((n1.x - n2.x) ** 2 + (n1.z - n2.z) ** 2) ** 0.5)
def get_hovering_nodes(self) -> list[int]:
def get_hovering_nodes(self) -> tuple[list[int], list[float]]:
hovering = []
dists = []
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))
dist = self.get_node_distance(node.index, mouse_pos[0], mouse_pos[1])
if dist < self.node_radius:
hovering.append(node.index)
dists.append(dist)
return hovering
return hovering, dists
def get_hover_node(self) -> int:
hover_nodes = self.get_hovering_nodes()
return -1 if len(hover_nodes) == 0 else hover_nodes[0]
hover_nodes, distances = self.get_hovering_nodes()
return -1 if len(hover_nodes) == 0 else hover_nodes[distances.index(min(distances))]
def get_hovering_edges(self) -> tuple[list[int], list[float]]:
hovering = []
dists = []
mouse_pos = pygame.mouse.get_pos()
for edge in self.graph.edges:
dist = self.get_edge_distance(edge.index, mouse_pos[0], mouse_pos[1])
print(dist)
if dist < self.edge_detect_radius:
hovering.append(edge.index)
dists.append(dist)
return hovering, dists
def get_hover_edge(self) -> int:
hover_edges, distances = self.get_hovering_edges()
return -1 if len(hover_edges) == 0 else hover_edges[distances.index(min(distances))]
def get_hover_object(self) -> tuple[int, bool]:
node = self.get_hover_node()
if node != -1:
return node, True
edge = self.get_hover_edge()
if edge != -1:
return edge, False
return -1, False
def get_edge_distance(self, edge_i: int, px: int, pz: int) -> float:
start_n, end_n = self.graph.get_edge_nodes(self.graph.edges[edge_i])
start_p = self.world_to_screen(start_n.x, start_n.z)
end_p = self.world_to_screen(end_n.x, end_n.z)
edge_vec = (end_p[0] - start_p[0], end_p[1] - start_p[1])
start_vec = (px - start_p[0], pz - start_p[1])
edge_vec_len = (edge_vec[0] ** 2 + edge_vec[1] ** 2) ** 0.5
if edge_vec_len == 0:
return self.get_node_distance(start_n.index, px, pz)
scal_prod = start_vec[0] * edge_vec[0] + start_vec[1] * edge_vec[1]
proj_len = scal_prod / edge_vec_len
print(proj_len, edge_vec_len)
if proj_len < 0:
return self.get_node_distance(start_n.index, px, pz)
if proj_len > edge_vec_len:
return self.get_node_distance(end_n.index, px, pz)
return abs((edge_vec[0] * start_vec[1] - edge_vec[1] * start_vec[0]) / edge_vec_len)
def get_node_distance(self, node_i: int, px: int, pz: int) -> float:
node = self.graph.nodes[node_i]
node_pos = self.world_to_screen(node.x, node.z)
return ((px - node_pos[0]) ** 2 + (pz - node_pos[1]) ** 2) ** 0.5

View File

@ -1,5 +1,6 @@
class Edge:
def __init__(self, start: int, end: int, length: float):
def __init__(self, start: int, end: int, length: float, index: int):
self.length: float = length
self.start: int = start
self.end: int = end
self.index: int = index

View File

@ -10,10 +10,10 @@ class Graph:
self.nodes: list[Node] = []
def add_node(self, x: int, y: int, name: str) -> None:
self.nodes.append(Node(x, y, name))
self.nodes.append(Node(x, y, name, len(self.nodes)))
def add_edge(self, start_index: int, end_index: int, length: float) -> None:
self.edges.append(Edge(start_index, end_index, length))
self.edges.append(Edge(start_index, end_index, length, len(self.edges)))
def number_of_nodes(self) -> int:
return len(self.nodes)

View File

@ -1,5 +1,6 @@
class Node:
def __init__(self, x: int, z: int, name: str):
def __init__(self, x: int, z: int, name: str, index: int):
self.x: int = x
self.z: int = z
self.index: int = index
self.name: str = name