LycacraftMaps/src/editor.py
2024-07-02 00:10:56 +02:00

588 lines
24 KiB
Python

import os
from enum import Enum, auto
from math import floor
from typing import Optional
import platformdirs
import pygame
from src.image_handler import ImageHandler
from src.graph.graph import Graph
class Editor:
WIDTH: int = 800
HEIGHT: int = 600
MAP_SIZE: int = 1024
MAPS_DIR: str = os.path.join(platformdirs.user_cache_dir(appname="lycacraft-paths", appauthor="Lycacraft"), "maps")
ZOOMS: tuple[float] = (0.25, 0.5, 1, 2, 4)
CROSSHAIR_SIZE: int = 10
def __init__(self):
pygame.init()
self.width: int = self.WIDTH
self.height: int = self.HEIGHT
self.win: pygame.Surface = pygame.display.set_mode([self.width, self.height], pygame.RESIZABLE)
pygame.display.set_caption("Lycacraft Map Editor")
self.center: list[int] = [0, 0]
self.zoom_i: int = 2
self.zoom: float = self.ZOOMS[self.zoom_i]
self.running: bool = False
self.image_handler: ImageHandler = ImageHandler(self.MAPS_DIR, self.MAP_SIZE)
self.clock: pygame.time.Clock = pygame.time.Clock()
self.left_drag_pos: Optional[tuple[int, int]] = None
self.mid_drag_pos: Optional[tuple[int, int]] = None
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(
lambda z: self.font.render(str(z), True, (255, 255, 255)),
self.ZOOMS
))
self.is_renaming_node: bool = False
self.state: State = State.STOPPING
self.graph = Graph()
self.typing_text: str = ""
self.node_radius: int = 10
self.line_size: int = int(self.node_radius / 5)
self.edge_detect_radius: int = 3 * self.line_size
self.selected_nodes: list[int] = []
self.selected_edges: list[int] = []
self.previously_created_nodes: list[int] = []
self.selection_rectangle: list[tuple[int, int], tuple[int, int]] = None
self.original_move_pos: tuple[int, int] = None
self.move_old_poses: dict[int, tuple[int, int]] = None
def mainloop(self) -> None:
self.state = State.LOADING
while self.state != State.STOPPING:
pygame.display.set_caption(f"Lycacraft Map Editor - {self.clock.get_fps():.2f}fps")
self.process_events()
if self.state == State.LOADING:
self.render_loading()
if not self.image_handler.loading:
self.state = State.RUNNING
elif self.state == State.RUNNING:
if self.selection_rectangle != None:
self.expand_selection_rect()
if self.original_move_pos != None:
self.move_poses()
self.render()
self.clock.tick(30)
def process_events(self) -> None:
events = pygame.event.get()
keys = pygame.key.get_pressed()
for event in events:
if event.type == pygame.QUIT:
self.state = State.STOPPING
elif event.type == pygame.WINDOWRESIZED:
self.width = event.x
self.height = event.y
elif event.type == pygame.KEYDOWN:
if self.is_renaming_node:
if event.key == pygame.K_ESCAPE:
self.is_renaming_node = False
self.typing_text = ""
elif event.key == pygame.K_RETURN:
self.rename_nodes()
elif event.key == pygame.K_BACKSPACE:
self.typing_text = self.typing_text[:-1]
else:
self.typing_text += event.unicode
else:
if event.key == pygame.K_ESCAPE:
if self.selected_nodes != [] or self.selected_edges != []:
self.clear_selection()
self.previously_created_nodes = []
else:
self.state = State.STOPPING
elif event.key == pygame.K_PAGEUP:
self.zoom_in()
elif event.key == pygame.K_PAGEDOWN:
self.zoom_out()
elif event.key == pygame.K_BACKSPACE:
self.deleted_selected_objects()
elif event.key == pygame.K_RETURN:
if len(self.selected_nodes) > 0:
self.typing_text = "" if len(self.selected_nodes) > 1 else self.graph.nodes[self.selected_nodes[0]].name
self.is_renaming_node = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_m:
if self.original_move_pos != None:
self.reset_move_poses()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 2:
self.mid_drag_pos = event.pos
elif event.button == 1:
if keys[pygame.K_LCTRL]:
self.left_drag_pos = event.pos
elif keys[pygame.K_LALT]:
self.create_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
elif keys[pygame.K_m]:
self.original_move_pos = event.pos
self.start_moving()
else:
self.select_object(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
elif event.button == 3:
self.create_node(self.screen_to_world(event.pos[0], event.pos[1]))
elif event.button == 4:
self.zoom_in()
elif event.button == 5:
self.zoom_out()
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 2:
self.mid_drag_pos = None
elif event.button == 1:
if keys[pygame.K_LCTRL]:
self.left_drag_pos = None
elif keys[pygame.K_m] and self.original_move_pos != None:
self.confirm_move_poses()
elif self.selection_rectangle != None:
self.release_selection_rect(keys[pygame.K_LSHIFT] or keys[pygame.K_RSHIFT])
if keys[pygame.K_LEFT]:
self.center[0] -= 4 / self.zoom
if keys[pygame.K_RIGHT]:
self.center[0] += 4 / self.zoom
if keys[pygame.K_UP]:
self.center[1] -= 4 / self.zoom
if keys[pygame.K_DOWN]:
self.center[1] += 4 / self.zoom
mbtns = pygame.mouse.get_pressed()
mpos = pygame.mouse.get_pos()
if mbtns[1] or (mbtns[0] and keys[pygame.K_LCTRL]):
drag_pos = self.mid_drag_pos if mbtns[1] else self.left_drag_pos
dx = mpos[0] - drag_pos[0]
dy = mpos[1] - drag_pos[1]
self.center[0] -= dx / self.zoom
self.center[1] -= dy / self.zoom
if mbtns[0] and keys[pygame.K_LCTRL]:
self.left_drag_pos = mpos
if mbtns[1]:
self.mid_drag_pos = mpos
def render(self) -> None:
self.win.fill((0, 0, 0))
off_x = (self.center[0] * self.zoom) % self.MAP_SIZE
off_y = (self.center[1] * self.zoom) % self.MAP_SIZE
w2 = self.width / 2
h2 = self.height / 2
# In game top-left / bottom-right corners
x0 = floor(self.center[0] - w2 / self.zoom)
y0 = floor(self.center[1] - h2 / self.zoom)
x1 = floor(self.center[0] + w2 / self.zoom)
y1 = floor(self.center[1] + h2 / self.zoom)
# Top-left / bottom-right maps
mx0 = floor(x0 * self.zoom / self.MAP_SIZE)
my0 = floor(y0 * self.zoom / self.MAP_SIZE)
mx1 = floor(x1 * self.zoom / self.MAP_SIZE)
my1 = floor(y1 * self.zoom / self.MAP_SIZE)
h_maps = mx1 - mx0 + 1
v_maps = my1 - my0 + 1
cx = floor(self.center[0] * self.zoom / self.MAP_SIZE)
cy = floor(self.center[1] * self.zoom / self.MAP_SIZE)
ox = w2 + (mx0 - cx) * self.MAP_SIZE - off_x
oy = h2 + (my0 - cy) * self.MAP_SIZE - off_y
for y in range(v_maps):
for x in range(h_maps):
map_image = self.image_handler.get_for_pos(mx0 + x, my0 + y, self.zoom)
if map_image is None:
continue
self.win.blit(map_image, [
ox + x * self.MAP_SIZE,
oy + y * self.MAP_SIZE
])
self.render_graph()
self.render_selection_rect()
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])
self.render_zoom_slider()
mpos = pygame.mouse.get_pos()
world_x, world_z = self.screen_to_world(*mpos)
mouse_txt = self.font.render(f"x: {world_x} / z: {world_z}", True, (255, 255, 255))
pygame.draw.rect(self.win, (80, 80, 80), [0, 0, mouse_txt.get_width() + 10, mouse_txt.get_height() + 10])
self.win.blit(mouse_txt, [5, 5])
if self.is_renaming_node:
self.render_node_renamer()
pygame.display.flip()
def render_zoom_slider(self) -> None:
zoom_height = self.height * 0.2
zoom_h_margin = self.width * 0.02
zoom_v_margin = self.height * 0.05
zoom_x = self.width - zoom_h_margin
zoom_y = self.height - zoom_v_margin - zoom_height
zoom_space = zoom_height / 4
zoom_r = zoom_space / 4
zoom_width = max(s.get_width() for s in self.zooms_texts) + 2 * zoom_r + 5
pygame.draw.rect(self.win, (80, 80, 80), [
zoom_x + zoom_r - zoom_width - 5,
zoom_y - zoom_r - 5,
zoom_width + 10,
zoom_height + 2 * zoom_r + 10
])
pygame.draw.line(self.win, (255, 255, 255), [zoom_x, zoom_y], [zoom_x, zoom_y + zoom_height])
for i, txt in enumerate(self.zooms_texts):
y = zoom_y + zoom_height - i * zoom_space
col = (255, 0, 0) if i == self.zoom_i else (255, 255, 255)
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])
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
loaded_width = 0 if total == 0 else width * count / total
pygame.draw.rect(self.win, (160, 160, 160), [x0, y0, width, height])
pygame.draw.rect(self.win, (90, 250, 90), [x0, y0, loaded_width, height])
self.win.blit(txt, [w2 - txt.get_width() / 2, y0 - txt.get_height() - 5])
pygame.display.flip()
def render_node_renamer(self) -> None:
width = self.width / 2
height = self.height / 2
x0 = (self.width - width) / 2
y0 = (self.height - height) / 2
line_height = height / 6
nc_txt = self.loading_font.render("RENAME NODE", True, (255, 255, 255))
name_txt = self.loading_font.render("New name:", True, (255, 255, 255))
txt = self.loading_font.render(self.typing_text, True, (255, 255, 255))
pygame.draw.rect(self.win, (0, 0, 0), [x0, y0, width, height])
self.win.blit(nc_txt, [self.width / 2 - nc_txt.get_width() / 2, y0 + line_height])
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()
if self.selection_rectangle == None:
self.render_hover_node(hover_index)
else:
if self.selection_rectangle == None:
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)
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)
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_hover_node(self, node_index):
if node_index != -1:
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 render_selection_rect(self):
rect = self.selection_rectangle
if rect != None:
left = min(rect[0][0], rect[1][0])
top = min(rect[0][1], rect[1][1])
width = abs(rect[0][0] - rect[1][0])
height = abs(rect[0][1] - rect[1][1])
pygame.draw.rect(self.win, (32, 32, 32), pygame.Rect(left, top, width, height), 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]
def zoom_in(self) -> None:
self.set_zoom(self.zoom_i + 1)
def zoom_out(self) -> None:
self.set_zoom(self.zoom_i - 1)
def screen_to_world(self, x: int, y: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
world_x = floor((x - w2) / self.zoom + self.center[0])
world_z = floor((y - h2) / self.zoom + self.center[1])
return int(world_x), int(world_z)
def world_to_screen(self, world_x: int, world_z: int) -> tuple[int, int]:
w2 = self.width / 2
h2 = self.height / 2
screen_x = (world_x - self.center[0]) * self.zoom + w2
screen_y = (world_z - self.center[1]) * self.zoom + h2
return int(screen_x), int(screen_y)
def select_object(self, shifting: bool = False) -> None:
hover_index, is_node = self.get_hover_object()
self.previously_created_nodes = []
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.clear_selection()
self.selected_nodes.append(node)
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()
self.selected_edges.append(edge)
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 rename_nodes(self) -> None:
for node in self.selected_nodes:
self.graph.nodes[node].rename_node(self.typing_text)
self.typing_text = ""
self.is_renaming_node = False
def create_node(self, pos, typing_text = "") -> None:
self.graph.add_node(pos[0], pos[1], typing_text)
if len(self.selected_nodes) == 1:
self.previously_created_nodes.append(self.selected_nodes[0])
self.select_node(self.graph.number_of_nodes() - 1)
def create_edge(self, node_1: int, node_2: int) -> None:
n1 = self.graph.nodes[node_1]
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) -> tuple[list[int], list[float]]:
hovering = []
dists = []
mouse_pos = pygame.mouse.get_pos()
for node in self.graph.nodes:
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, dists
def get_hover_node(self) -> int:
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])
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
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
def deleted_selected_objects(self):
edges_to_delete = [self.graph.edges[i] for i in self.selected_edges]
nodes_to_delete = [self.graph.nodes[i] for i in self.selected_nodes]
for edge in edges_to_delete:
self.graph.delete_edge(edge)
for node in nodes_to_delete:
self.graph.delete_node(node)
self.clear_selection()
n = len(self.previously_created_nodes)
if n != 0:
self.selected_nodes.append(self.previously_created_nodes[n - 1])
self.previously_created_nodes.pop()
def create_selection_rect(self, shifting = False):
if not shifting:
self.clear_selection()
self.previously_created_nodes = []
mouse_pos = pygame.mouse.get_pos()
self.selection_rectangle = [mouse_pos, mouse_pos]
def expand_selection_rect(self):
self.selection_rectangle[1] = pygame.mouse.get_pos()
def release_selection_rect(self, shifting = False):
if not shifting:
self.clear_selection()
self.previously_created_nodes = []
rect = self.selection_rectangle
left = min(rect[0][0], rect[1][0])
top = min(rect[0][1], rect[1][1])
right = max(rect[0][0], rect[1][0])
bottom = max(rect[0][1], rect[1][1])
for node in self.graph.nodes:
pos = self.world_to_screen(node.x, node.z)
if left <= pos[0] <= right and top <= pos[1] <= bottom:
if node.index not in self.selected_nodes:
self.selected_nodes.append(node.index)
print(left, "<=", pos[0], "<=", right)
print(top, "<=", pos[1], "<=", bottom)
for edge in self.graph.edges:
pos = self.world_to_screen(*self.graph.get_edge_center(edge.index))
if left <= pos[0] <= right and top <= pos[1] <= bottom:
if edge.index not in self.selected_edges:
self.selected_edges.append(edge.index)
print(left, "<=", pos[0], "<=", right)
print(top, "<=", pos[1], "<=", bottom)
self.selection_rectangle = None
def start_moving(self):
self.move_old_poses = {}
for node_index in self.selected_nodes:
node = self.graph.nodes[node_index]
self.move_old_poses[node_index] = (node.x, node.z)
def move_poses(self):
mouse_pos = pygame.mouse.get_pos()
start_pos = self.original_move_pos
delta_x = mouse_pos[0] - start_pos[0]
delta_z = mouse_pos[1] - start_pos[1]
for node_index in self.move_old_poses.keys():
node = self.graph.nodes[node_index]
old_pos = self.move_old_poses[node_index]
node.x = old_pos[0] + delta_x
node.z = old_pos[1] + delta_z
def reset_move_poses(self):
self.original_move_pos = None
for node_index in self.move_old_poses.keys():
node = self.graph.nodes[node_index]
old_pos = self.move_old_poses[node_index]
node.x = old_pos[0]
node.z = old_pos[1]
self.move_old_poses = None
def confirm_move_poses(self):
self.original_move_pos = None
self.move_old_poses = None
class State(Enum):
STOPPING = auto()
LOADING = auto()
RUNNING = auto()