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path: root/src/editorui/editormain.py
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from common import *
from math import floor, ceil

from objects import *
from doodads import *
from paths import *

class KPMapScene(QtGui.QGraphicsScene):
	def __init__(self):
		QtGui.QGraphicsScene.__init__(self, 0, 0, 512*24, 512*24)
		
		# todo: handle selectionChanged
		# todo: look up why I used setItemIndexMethod(self.NoIndex) in Reggie

		self.currentLayer = None
		KP.mapScene = self
	

	def drawBackground(self, painter, rect):
		painter.fillRect(rect, QtGui.QColor(209, 218, 236))

		areaLeft, areaTop = rect.x(), rect.y()
		areaWidth, areaHeight = rect.width(), rect.height()
		areaRight, areaBottom = areaLeft+areaWidth, areaTop+areaHeight

		areaLeftT = floor(areaLeft / 24)
		areaTopT = floor(areaTop / 24)
		areaRightT = ceil(areaRight / 24)
		areaBottomT = ceil(areaBottom / 24)

		# compile a list of doodads
		visibleDoodadsByLayer = {}

		for obj in self.items(rect):
			if not isinstance(obj, KPEditorDoodad): continue

			layer = obj._layerRef()

			try:
				doodadList = visibleDoodadsByLayer[layer]
			except KeyError:
				doodadList = []
				visibleDoodadsByLayer[layer] = doodadList

			doodadList.append(obj)

		# now draw everything!
		for layer in reversed(KP.map.layers):
			if not layer.visible: continue

			if isinstance(layer, KPDoodadLayer):
				try:
					toDraw = visibleDoodadsByLayer[layer]
				except KeyError:
					continue

				for item in reversed(toDraw):
					painter.save()
					painter.setWorldTransform(item.sceneTransform(), True)
					w, h = item._doodadRef().size
					p = item._boundingRect
					painter.drawPixmap(p.x(), p.y(), p.width(), p.height(), item.pixmap)
					painter.restore()

			elif isinstance(layer, KPTileLayer):
				left, top = layer.cacheBasePos
				width, height = layer.cacheSize
				right, bottom = left+width, top+height

				if width == 0 and height == 0: continue

				if right < areaLeftT: continue
				if left > areaRightT: continue

				if bottom < areaTopT: continue
				if top > areaBottomT: continue

				# decide how much of the layer we'll actually draw
				drawLeft = int(max(areaLeftT, left))
				drawRight = int(min(areaRightT, right))

				drawTop = int(max(areaTopT, top))
				drawBottom = int(min(areaBottomT, bottom))

				srcY = drawTop - top
				destY = drawTop * 24

				baseSrcX = drawLeft - left
				baseDestX = drawLeft * 24

				rows = layer.cache
				tileset = KP.map.loadedTilesets[layer.tileset]
				tileList = tileset.tiles

				for y in xrange(drawTop, drawBottom):
					srcX = baseSrcX
					destX = baseDestX
					row = rows[srcY]

					for x in xrange(drawLeft, drawRight):
						tile = row[srcX]
						if tile != -1:
							painter.drawPixmap(destX, destY, tileList[tile])
						
						srcX += 1
						destX += 24

					srcY += 1
					destY += 24
	

	def setCurrentLayer(self, layer):
		if self.currentLayer is not None:
			self.currentLayer.setActivated(False)

		self.currentLayer = layer
		self.currentLayer.setActivated(True)


class KPEditorWidget(QtGui.QGraphicsView):
	def __init__(self, scene, parent=None):
		QtGui.QGraphicsView.__init__(self, scene, parent)

		self.setRenderHints(QtGui.QPainter.Antialiasing)

		self.setAlignment(Qt.AlignLeft | Qt.AlignTop)
		self.setDragMode(self.RubberBandDrag)
		
		self.xScrollBar = QtGui.QScrollBar(Qt.Horizontal, parent)
		self.setHorizontalScrollBar(self.xScrollBar)
		
		self.yScrollBar = QtGui.QScrollBar(Qt.Vertical, parent)
		self.setVerticalScrollBar(self.yScrollBar)

		self.centerOn(0,0)

		# set up stuff for painting
		self.paintNext = None
		self.paintNextID = None
		self._resetPaintVars()
	
	def _resetPaintVars(self):
		self.painting = None
		self.paintingItem = None
		self.paintBeginPosition = None
	
	def _tryToPaint(self, event):
		'''Called when a paint attempt is initiated'''

		paint = self.paintNext
		layer = self.scene().currentLayer
		if not layer.visible: return

		if isinstance(layer, KPTileLayer):
			if paint is None: return

			clicked = self.mapToScene(event.x(), event.y())
			x, y = clicked.x(), clicked.y()
			if x < 0: x = 0
			if y < 0: y = 0

			x = int(x / 24)
			y = int(y / 24)

			obj = KPObject()
			obj.position = (x,y)
			obj.size = (1,1)
			obj.tileset = layer.tileset
			obj.kind = paint
			obj.updateCache()
			layer.objects.append(obj)
			layer.updateCache()

			item = KPEditorObject(obj, layer)
			self.scene().addItem(item)

			self.painting = obj
			self.paintingItem = item
			self.paintBeginPosition = (x, y)

		elif isinstance(layer, KPDoodadLayer):
			if paint is None: return

			clicked = self.mapToScene(event.x(), event.y())
			x, y = clicked.x(), clicked.y()
			if x < 0: x = 0
			if y < 0: y = 0

			obj = KPDoodad()
			obj.position = [x,y]
			obj.index = self.paintNextID
			obj.setDefaultSize()
			layer.objects.append(obj)

			item = KPEditorDoodad(obj, layer)
			self.scene().addItem(item)

			self.painting = obj
			self.paintingItem = item
			self.paintBeginPosition = (x, y)

		elif isinstance(layer, KPPathLayer):
			# decide what's under the mouse
			clicked = self.mapToScene(event.x(), event.y())
			x, y = clicked.x(), clicked.y()
			itemsUnder = self.scene().items(clicked)

			for item in itemsUnder:
				if isinstance(item, KPEditorNode):
					# Paint a path to this node (if one is selected)
					sourceItem, sourceNode = None, None
					selected = self.scene().selectedItems()

					for selItem in selected:
						if isinstance(item, KPEditorNode) and selItem != item:
							sourceItem = selItem
							sourceNode = selItem._nodeRef()
							break

					if sourceItem is None: return

					# Make sure that no path already exists between these nodes
					destNode = item._nodeRef()

					for pathToCheck in sourceNode.exits:
						if pathToCheck._startNodeRef() == destNode:
							return
						if pathToCheck._endNodeRef() == destNode:
							return

					# No node can have more than four paths, because there are only
					# four directions registered by a Wiimote DPad.

					if len(sourceNode.exits) > 3:
						return

					if len(destNode.exits) > 3:
						return

					path = KPPath(sourceNode, destNode)

					KP.map.pathLayer.paths.append(path)

					item = KPEditorPath(path)
					self.scene().addItem(item)

					return

				elif isinstance(item, KPEditorPath):
					# Split this path into two... at this point

					origPath = item._pathRef()

					node = KPNode()
					node.position = (x - 12, y - 12)
					KP.map.pathLayer.nodes.append(node)

					# Start node => Original path => New node => New path => End node

					endNode = origPath._endNodeRef()

					origPath.setEnd(node)
					origPath.qtItem.updatePosition()
					
					nodeItem = KPEditorNode(node)
					self.scene().addItem(nodeItem)

					self.painting = node
					self.paintingItem = item
					self.paintBeginPosition = (x - 12, y - 12)

					newPath = KPPath(node, endNode, origPath)
					KP.map.pathLayer.paths.append(newPath)

					pathItem = KPEditorPath(newPath)
					self.scene().addItem(pathItem)

					return

			# Paint a new node
			node = KPNode()
			node.position = (x - 12, y - 12)
			KP.map.pathLayer.nodes.append(node)

			item = KPEditorNode(node)
			self.scene().addItem(item)

			# Paint a path to this node (if one is selected)
			sourceItem, sourceNode = None, None
			selected = self.scene().selectedItems()

			for selItem in selected:
				if isinstance(item, KPEditorNode) and selItem != item:
					sourceItem = selItem
					sourceNode = selItem._nodeRef()
					break

			# No node can have more than four paths, because there are only
			# four directions registered by a Wiimote DPad.

			if not sourceItem is None:
				if len(sourceNode.exits) > 3:
					return

				# There, now you can draw paths easily in a row.
				path = KPPath(sourceNode, node)

				KP.map.pathLayer.paths.append(path)

				pathItem = KPEditorPath(path)
				self.scene().addItem(pathItem)


			# Switch the selection to the recently drawn node, so you can keep on rolling.
			self.scene().clearSelection()
			item.setSelected(True)

			self.painting = node
			self.paintingItem = item
			self.paintBeginPosition = (x - 12, y - 12)


	
	def _movedWhilePainting(self, event):
		'''Called when the mouse is moved while painting something'''

		obj = self.painting
		item = self.paintingItem

		if isinstance(obj, KPObject):
			clicked = self.mapToScene(event.x(), event.y())
			x, y = clicked.x(), clicked.y()
			if x < 0: x = 0
			if y < 0: y = 0

			x = int(x / 24)
			y = int(y / 24)

			beginX, beginY = self.paintBeginPosition

			if x >= beginX:
				objX = beginX
				width = x - beginX + 1
			else:
				objX = x
				width = beginX - x + 1

			if y >= beginY:
				objY = beginY
				height = y - beginY + 1
			else:
				objY = y
				height = beginY - y + 1

			currentX, currentY = obj.position
			currentWidth, currentHeight = obj.size

			# update everything if changed
			changed = False

			if currentX != objX or currentY != objY:
				obj.position = (objX, objY)
				item._updatePosition()
				changed = True
			
			if currentWidth != width or currentHeight != height:
				obj.size = (width, height)
				obj.updateCache()
				item._updateSize()
				changed = True

			if not changed: return

			item._layerRef().updateCache()
	

	def mousePressEvent(self, event):
		if event.button() == Qt.RightButton:
			self._tryToPaint(event)
			event.accept()

		else:
			QtGui.QGraphicsView.mousePressEvent(self, event)

	
	def mouseMoveEvent(self, event):
		if event.buttons() == Qt.RightButton and self.painting:
			self._movedWhilePainting(event)
			event.accept()

		else:
			QtGui.QGraphicsView.mouseMoveEvent(self, event)


	def keyPressEvent(self, event):
		if event.key() == QtCore.Qt.Key_Delete or event.key() == QtCore.Qt.Key_Backspace:
			scene = self.scene()

			selection = scene.selectedItems()
			if len(selection) > 0:
				for obj in selection:
					obj.setSelected(False)
					obj.remove(True)
				scene.update()
				self.update()
				return

		else:
			QtGui.QGraphicsView.keyPressEvent(self, event)