Added edge creation and rendering
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25f1b20a7a
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@ -45,6 +45,7 @@ class Editor:
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self.typing_text: str = ""
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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_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.selected_node: int = -1
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self.selected_node: int = -1
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def mainloop(self) -> None:
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def mainloop(self) -> None:
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@ -86,7 +87,7 @@ class Editor:
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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_node != -1:
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self.selected_node = -1
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self.select_node(-1)
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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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@ -100,7 +101,7 @@ 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.selected_node = self.get_hover_node()
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self.select_node(self.get_hover_node())
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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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@ -174,6 +175,8 @@ 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_nodes()
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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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@ -249,6 +252,11 @@ class Editor:
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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_edges(self) -> None:
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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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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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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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@ -259,7 +267,6 @@ class Editor:
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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), (node_pos[0], node_pos[1]), self.node_radius)
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self.render_mouse_hover_node()
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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_mouse_hover_node(self):
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node_index = self.get_hover_node()
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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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@ -267,7 +274,7 @@ class Editor:
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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, (int) (self.node_radius / 5))
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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 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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@ -295,12 +302,23 @@ 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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if self.selected_node != -1 and node != -1:
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self.create_edge(self.selected_node, node)
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self.selected_node = node
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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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self.node_candidate_pos = None
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self.node_candidate_pos = None
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self.typing = False
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self.typing = False
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self.is_creating_node = False
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self.is_creating_node = False
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self.select_node(self.graph.number_of_nodes() - 1)
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def create_edge(self, node_1: int, node_2: int):
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n1 = self.graph.nodes[node_1]
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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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def get_hovering_nodes(self) -> list[int]:
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def get_hovering_nodes(self) -> list[int]:
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hovering = []
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hovering = []
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@ -15,6 +15,12 @@ class Graph:
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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))
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def number_of_nodes(self) -> int:
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return len(self.nodes)
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def get_edge_nodes(self, edge) -> tuple[Node, Node]:
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return self.nodes[edge.start], self.nodes[edge.end]
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def edges_adjacent_to(self, node_i: int) -> Iterator[Edge]:
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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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return filter(lambda e: e.start == node_i or e.end == node_i, self.edges)
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