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Copy pathtile_to_ascii_map_ui.py
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tile_to_ascii_map_ui.py
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import pygame
from pygame.locals import *
import project
import renderer
import sys
from output_tile_form import OutputTileForm
WIDTH = 1024
HEIGHT = 768
FPS = 30
class TileToAsciiMapUI():
def __init__(self, project_dir):
pygame.init()
pygame.display.set_caption("Tile to Ascii Converter")
self.project_dir = project_dir
self.surface = pygame.display.set_mode((WIDTH, HEIGHT))
self.fps_clock = pygame.time.Clock()
self.view_mode = renderer.MAP_VIEW
self.project = None
self.ui_renderer = None
self.output_tile_form = None
self.viewing_output_tile_form = False
self.selection_start_x = self.selection_start_y = None
self.x_vel = self.y_vel = 0
def handle_event(self, event):
shift_down = pygame.key.get_mods() & KMOD_SHIFT
x_vel = y_vel = 0
if event.type == QUIT:
project.save(self.project_dir, self.project)
pygame.quit()
sys.exit(0)
else:
if self.viewing_output_tile_form:
if self.output_tile_form.process_event(event):
self.viewing_output_tile_form = False
else:
if event.type == KEYDOWN:
if event.key == K_LEFT:
self.x_vel = -1
elif event.key == K_RIGHT:
self.x_vel = 1
elif event.key == K_UP:
self.y_vel = -1
elif event.key == K_DOWN:
self.y_vel = 1
elif event.type == KEYUP:
if event.key == K_LEFT or event.key == K_RIGHT:
self.x_vel = 0
elif event.key == K_UP or event.key == K_DOWN:
self.y_vel = 0
elif event.key == K_c:
self.view_mode = renderer.CHAR_VIEW
elif event.key == K_i:
self.view_mode = renderer.ID_VIEW
elif event.key == K_m:
self.view_mode = renderer.MAP_VIEW
elif event.key == K_n:
self.viewing_output_tile_form = True
elif event.key == K_r:
self.ui_renderer.highlight_unknown = (not self.ui_renderer.highlight_unknown)
elif event.key == K_u:
id_to_view = self.project.get_most_unknown_id()
if id_to_view != None:
self.ui_renderer.toggle_highlighted_id(id_to_view, False, remove_if_exists=False)
coords = self.project.get_first_instance_of(id_to_view)
self.ui_renderer.centre_display_on(coords[0], coords[1])
elif event.key == K_PAGEUP:
self.ui_renderer.output_tile_page_adj(-1)
elif event.key == K_PAGEDOWN:
self.ui_renderer.output_tile_page_adj(1)
elif event.key == K_ESCAPE:
self.ui_renderer.clear_highlighted_ids()
elif event.type == MOUSEBUTTONUP:
screen_x, screen_y = pygame.mouse.get_pos()
if self.selection_start_x != None and self.selection_start_y != None:
map_x, map_y = self.ui_renderer.screen_to_map_coords(screen_x, screen_y)
map_start_x, map_start_y = self.ui_renderer.screen_to_map_coords(self.selection_start_x, self.selection_start_y)
self.selection_start_x = self.selection_start_y = None
if not shift_down:
self.ui_renderer.clear_highlighted_ids()
for x in range(min(map_start_x, map_x), max(map_start_x, map_x) + 1):
for y in range(min(map_start_y, map_y), max(map_start_y, map_y) + 1):
id = self.project.get_id_at(x, y)
if id != None:
self.ui_renderer.toggle_highlighted_id(self.project.get_id_at(x, y), True, remove_if_exists=(map_start_x == map_x and map_start_y == map_y and shift_down))
elif event.type == MOUSEBUTTONDOWN:
screen_x, screen_y = pygame.mouse.get_pos()
if pygame.mouse.get_pressed()[0]:
output_tile = self.ui_renderer.get_output_tile_at(screen_x, screen_y)
if output_tile:
self.ui_renderer.toggle_highlighted_output_tile(output_tile, shift_down)
else:
self.selection_start_x, self.selection_start_y = screen_x, screen_y
elif pygame.mouse.get_pressed()[2]:
output_tile = self.ui_renderer.get_output_tile_at(screen_x, screen_y)
if output_tile:
self.ui_renderer.toggle_highlighted_output_tile(output_tile, True, remove_if_exists=False)
for id in self.ui_renderer.get_highlighted_ids():
self.project.set_output_tile(id, output_tile)
def ui_velocity(self):
shift_down = pygame.key.get_mods() & KMOD_SHIFT
return self.x_vel * (5 if shift_down else 1), self.y_vel * (5 if shift_down else 1)
def run(self):
self.project = project.load(self.project_dir)
self.ui_renderer = renderer.Renderer(self.surface, pygame.font.SysFont('consolas', 12), self.project)
self.output_tile_form = OutputTileForm(self.project, self.surface, pygame.font.SysFont('consolas', 14))
# If the project is smaller than the screen then centre the display on
# the central tile so that the project is displayed in the middle of
# the screen.
y = len(self.project.id_map) // 2 if len(self.project.id_map) < self.ui_renderer.get_num_tiles_y() else self.ui_renderer.get_num_tiles_y() // 2
x = len(self.project.id_map[0]) // 2 if len(self.project.id_map[0]) < self.ui_renderer.get_num_tiles_x() else self.ui_renderer.get_num_tiles_x() // 2
self.ui_renderer.centre_display_on(x, y)
while True:
for event in pygame.event.get():
self.handle_event(event)
self.ui_renderer.shift_display(self.ui_velocity()[0], self.ui_velocity()[1])
self.surface.fill((0,0,0,0))
self.ui_renderer.render(self.view_mode)
self.ui_renderer.render_output_tile_area()
self.ui_renderer.render_status_bar()
if self.viewing_output_tile_form:
self.output_tile_form.render()
pygame.display.update()
self.fps_clock.tick(FPS)