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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)
nodeItem = KPEditorNode(node)
self.scene().addItem(nodeItem)
# TODO: fix this ugly bit of code
item._endNodeRef = weakref.ref(nodeItem)
item.updatePosition()
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)
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