added drag-selection
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77f11a7440
commit
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@ -39,17 +39,17 @@ class Editor:
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self.ZOOMS
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))
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self.is_creating_node: bool = False
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self.typing: bool = False
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self.state: State = State.STOPPING
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self.graph = Graph()
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self.typing_text: str = ""
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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.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.edge_detect_radius: int = 3 * self.line_size
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self.selected_nodes: 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.selection_rectangle: list[tuple[int, int], tuple[int, int]] = None
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def mainloop(self) -> None:
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self.state = State.LOADING
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@ -61,6 +61,8 @@ class Editor:
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if not self.image_handler.loading:
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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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self.expand_selection_rect()
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self.render()
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self.clock.tick(30)
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@ -75,9 +77,8 @@ class Editor:
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self.width = event.x
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self.height = event.y
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elif event.type == pygame.KEYDOWN:
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if self.typing:
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if self.is_creating_node:
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if event.key == pygame.K_ESCAPE:
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self.typing = False
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self.is_creating_node = False
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self.node_candidate_pos = None
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self.typing_text = ""
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@ -106,12 +107,13 @@ class Editor:
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elif event.button == 1:
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if keys[pygame.K_LCTRL]:
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self.left_drag_pos = event.pos
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elif keys[pygame.K_LALT]:
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self.create_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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else:
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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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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.typing = True
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elif event.button == 4:
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self.zoom_in()
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elif event.button == 5:
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@ -120,7 +122,10 @@ class Editor:
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if event.button == 2:
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self.mid_drag_pos = None
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elif event.button == 1:
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self.left_drag_pos = None
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if keys[pygame.K_LCTRL]:
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self.left_drag_pos = None
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elif self.selection_rectangle != None:
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self.release_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
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if keys[pygame.K_LEFT]:
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self.center[0] -= 4 / self.zoom
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@ -183,6 +188,8 @@ class Editor:
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self.render_graph()
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self.render_selection_rect()
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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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self.render_zoom_slider()
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@ -262,9 +269,11 @@ class Editor:
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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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if self.selection_rectangle == None:
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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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if self.selection_rectangle == None:
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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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@ -297,6 +306,16 @@ class Editor:
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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 render_selection_rect(self):
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rect = self.selection_rectangle
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if rect != None:
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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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width = abs(rect[0][0] - rect[1][0])
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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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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 = self.ZOOMS[self.zoom_i]
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@ -383,7 +402,6 @@ class Editor:
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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.node_candidate_pos = None
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self.typing = False
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self.is_creating_node = False
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if len(self.selected_nodes) == 1:
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self.previously_created_nodes.append(self.selected_nodes[0])
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@ -480,6 +498,41 @@ class Editor:
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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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def create_selection_rect(self, shifting = False):
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if not shifting:
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self.clear_selection()
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self.previously_created_nodes = []
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mouse_pos = pygame.mouse.get_pos()
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self.selection_rectangle = [mouse_pos, mouse_pos]
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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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def release_selection_rect(self, shifting = False):
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if not shifting:
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self.clear_selection()
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self.previously_created_nodes = []
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rect = self.selection_rectangle
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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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right = max(rect[0][0], rect[1][0])
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bottom = max(rect[0][1], rect[1][1])
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for node in self.graph.nodes:
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pos = self.world_to_screen(node.x, node.z)
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if left <= pos[0] <= right and top <= pos[1] <= bottom:
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if node.index not in self.selected_nodes:
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self.selected_nodes.append(node.index)
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print(left, "<=", pos[0], "<=", right)
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print(top, "<=", pos[1], "<=", bottom)
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for edge in self.graph.edges:
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pos = self.world_to_screen(*self.graph.get_edge_center(edge.index))
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if left <= pos[0] <= right and top <= pos[1] <= bottom:
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if edge.index not in self.selected_edges:
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self.selected_edges.append(edge.index)
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print(left, "<=", pos[0], "<=", right)
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print(top, "<=", pos[1], "<=", bottom)
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self.selection_rectangle = None
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@ -490,4 +543,3 @@ class State(Enum):
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STOPPING = auto()
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LOADING = auto()
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RUNNING = auto()
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CREATING_NODE = auto()
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@ -9,8 +9,8 @@ class Graph:
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self.edges: list[Edge] = []
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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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self.nodes.append(Node(x, y, name, len(self.nodes)))
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def add_node(self, x: int, z: int, name: str) -> None:
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self.nodes.append(Node(x, z, 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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self.edges.append(Edge(start_index, end_index, length, len(self.edges)))
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@ -48,6 +48,12 @@ class Graph:
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def get_edge_nodes(self, edge: Edge) -> tuple[Node, Node]:
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return self.nodes[edge.start], self.nodes[edge.end]
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def get_edge_center(self, edge_index: int) -> tuple[float, float]:
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edge = self.edges[edge_index]
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start_n = self.nodes[edge.start]
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end_n = self.nodes[edge.end]
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return (start_n.x + end_n.x) / 2, (start_n.z + end_n.z) / 2
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def edges_adjacent_to(self, node_i: int) -> Iterator[Edge]:
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return filter(lambda e: e.start == node_i or e.end == node_i, self.edges)
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