# coding: utf-8 import typing import weakref from math import floor import pyglet from pyglet.window import mouse from pyglet.window import key import cocos from cocos import collision_model from cocos import euclid from cocos.layer import ScrollableLayer from synergine2.config import Config from synergine2.log import SynergineLogger from synergine2.terminals import Terminal from synergine2.terminals import TerminalPackage from synergine2.xyz import XYZSubjectMixin from synergine2_cocos2d.actor import Actor from synergine2_cocos2d.exception import OuterWorldPosition from synergine2_cocos2d.exception import InteractionNotFound from synergine2_cocos2d.gl import rectangle_positions_type from synergine2_cocos2d.gl import draw_rectangle from synergine2_cocos2d.interaction import InteractionManager from synergine2_cocos2d.layer import LayerManager from synergine2_cocos2d.middleware import TMXMiddleware from synergine2_cocos2d.middleware import TMXMiddlewareMapMiddleware from synergine2_cocos2d.user_action import UserAction class GridManager(object): def __init__( self, cell_width: int, cell_height: int, world_width: int, world_height: int, ) -> None: self.cell_width = cell_width self.cell_height = cell_height self.world_width = world_width self.world_height = world_height def get_grid_position(self, pixel_position: typing.Tuple[int, int]) -> typing.Tuple[int, int]: pixel_x, pixel_y = pixel_position cell_x = int(floor(pixel_x / self.cell_width)) cell_y = int(floor(pixel_y / self.cell_height)) if cell_x > self.world_width or cell_y > self.world_height or cell_x < 0 or cell_y < 0: raise OuterWorldPosition('Position "{}" is outer world ({}x{})'.format( (cell_x, cell_y), self.world_width, self.world_height, )) return cell_x, cell_y def get_pixel_position_of_grid_position(self, grid_position: typing.Tuple[int, int]) -> typing.Tuple[int, int]: return grid_position[0] * self.cell_width + (self.cell_width // 2),\ grid_position[1] * self.cell_height + (self.cell_height // 2) def get_rectangle_positions( self, grid_position: typing.Tuple[int, int], ) -> rectangle_positions_type: """ A<---D | | B--->C :param grid_position:grid position to exploit :return: grid pixel corners positions """ grid_x, grid_y = grid_position a = grid_x * self.cell_width, grid_y * self.cell_height + self.cell_height b = grid_x * self.cell_width, grid_y * self.cell_height c = grid_x * self.cell_width + self.cell_width, grid_y * self.cell_height d = grid_x * self.cell_width + self.cell_width, grid_y * self.cell_height + self.cell_height return a, d, c, b class MinMaxRect(cocos.cocosnode.CocosNode): def __init__(self, layer_manager: LayerManager): super(MinMaxRect, self).__init__() self.layer_manager = layer_manager self.color3 = (20, 20, 20) self.color3f = (0, 0, 0, 0.2) self.vertexes = [(0.0, 0.0), (0.0, 0.0), (0.0, 0.0), (0.0, 0.0)] self.visible = False def adjust_from_w_minmax(self, wminx, wmaxx, wminy, wmaxy): # asumes world to screen preserves order sminx, sminy = self.layer_manager.scrolling_manager.world_to_screen(wminx, wminy) smaxx, smaxy = self.layer_manager.scrolling_manager.world_to_screen(wmaxx, wmaxy) self.vertexes = [(sminx, sminy), (sminx, smaxy), (smaxx, smaxy), (smaxx, sminy)] def draw(self): if not self.visible: return draw_rectangle( self.vertexes, self.color3, self.color3f, ) def set_vertexes_from_minmax(self, minx, maxx, miny, maxy): self.vertexes = [(minx, miny), (minx, maxy), (maxx, maxy), (maxx, miny)] class EditLayer(cocos.layer.Layer): is_event_handler = True def __init__( self, config: Config, logger: SynergineLogger, layer_manager: LayerManager, grid_manager: GridManager, worldview, bindings=None, fastness=None, autoscroll_border=10, autoscroll_fastness=None, wheel_multiplier=None, zoom_min=None, zoom_max=None, zoom_fastness=None, mod_modify_selection=None, mod_restricted_mov=None, ): # TODO: Clean init params super(EditLayer, self).__init__() self.config = config self.logger = logger self.layer_manager = layer_manager self.grid_manager = grid_manager self.bindings = bindings buttons = {} modifiers = {} for k in bindings: buttons[bindings[k]] = 0 modifiers[bindings[k]] = 0 self.buttons = buttons self.modifiers = modifiers self.fastness = fastness self.autoscroll_border = autoscroll_border self.autoscroll_fastness = autoscroll_fastness self.wheel_multiplier = wheel_multiplier self.zoom_min = zoom_min self.zoom_max = zoom_max self.zoom_fastness = zoom_fastness self.mod_modify_selection = mod_modify_selection self.mod_restricted_mov = mod_restricted_mov self.weak_scroller = weakref.ref(self.layer_manager.scrolling_manager) self.weak_worldview = weakref.ref(worldview) self.wwidth = worldview.width self.wheight = worldview.height self.autoscrolling = False self.drag_selecting = False self.drag_moving = False self.restricted_mov = False self.wheel = 0 self.dragging = False self.keyscrolling = False self.keyscrolling_descriptor = (0, 0) self.wdrag_start_point = (0, 0) self.elastic_box = None # type: MinMaxRect self.elastic_box_wminmax = 0, 0, 0, 0 self.selection = {} self.screen_mouse = (0, 0) self.world_mouse = (0, 0) self.sleft = None self.sright = None self.sbottom = None self.s_top = None self.user_action_pending = None # UserAction # opers that change cshape must ensure it goes to False, # selection opers must ensure it goes to True self.selection_in_collman = True # TODO: Hardcoded here, should be obtained from level properties or calc # from available actors or current actors in worldview gsize = 32 * 1.25 self.collision_manager = collision_model.CollisionManagerGrid( -gsize, self.wwidth + gsize, -gsize, self.wheight + gsize, gsize, gsize, ) self.schedule(self.update) self.selectable_actors = [] def set_selectable(self, actor: Actor) -> None: self.selectable_actors.append(actor) self.collision_manager.add(actor) def unset_selectable(self, actor: Actor) -> None: self.selectable_actors.remove(actor) self.collision_manager.remove_tricky(actor) def draw(self, *args, **kwargs) -> None: self.draw_update_cshapes() self.draw_selection() self.draw_interactions() def draw_update_cshapes(self) -> None: for actor in self.selectable_actors: if actor.need_update_cshape: if self.collision_manager.knows(actor): self.collision_manager.remove_tricky(actor) actor.update_cshape() self.collision_manager.add(actor) def draw_selection(self) -> None: for actor, cshape in self.selection.items(): grid_position = self.grid_manager.get_grid_position(actor.position) rect_positions = self.grid_manager.get_rectangle_positions(grid_position) draw_rectangle( self.layer_manager.scrolling_manager.world_to_screen_positions(rect_positions), (0, 81, 211), ) def draw_interactions(self) -> None: if self.user_action_pending: try: interaction = self.layer_manager.interaction_manager.get_for_user_action(self.user_action_pending) interaction.draw_pending() except InteractionNotFound: pass def on_enter(self): super(EditLayer, self).on_enter() scene = self.get_ancestor(cocos.scene.Scene) if self.elastic_box is None: self.elastic_box = MinMaxRect(self.layer_manager) scene.add(self.elastic_box, z=10) def update(self, dt): mx = self.buttons['right'] - self.buttons['left'] my = self.buttons['up'] - self.buttons['down'] dz = self.buttons['zoomin'] - self.buttons['zoomout'] # scroll if self.autoscrolling: self.update_autoscroll(dt) else: # care for keyscrolling new_keyscrolling = ((len(self.selection) == 0) and (mx != 0 or my != 0)) new_keyscrolling_descriptor = (mx, my) if ((new_keyscrolling != self.keyscrolling) or (new_keyscrolling_descriptor != self.keyscrolling_descriptor)): self.keyscrolling = new_keyscrolling self.keyscrolling_descriptor = new_keyscrolling_descriptor fastness = 1.0 if mx != 0 and my != 0: fastness *= 0.707106 # 1/sqrt(2) self.autoscrolling_sdelta = (0.5 * fastness * mx, 0.5 * fastness * my) if self.keyscrolling: self.update_autoscroll(dt) # selection move if self.drag_moving: # update positions wx, wy = self.world_mouse dx = wx - self.wdrag_start_point[0] dy = wy - self.wdrag_start_point[1] if self.restricted_mov: if abs(dy) > abs(dx): dx = 0 else: dy = 0 dpos = euclid.Vector2(dx, dy) for actor in self.selection: old_pos = self.selection[actor].center new_pos = old_pos + dpos try: grid_pos = self.grid_manager.get_grid_position(new_pos) grid_pixel_pos = self.grid_manager.get_pixel_position_of_grid_position(grid_pos) actor.update_position(grid_pixel_pos) except OuterWorldPosition: # don't update position pass scroller = self.weak_scroller() # zoom zoom_change = (dz != 0 or self.wheel != 0) if zoom_change: if self.mouse_into_world(): wzoom_center = self.world_mouse szoom_center = self.screen_mouse else: # decay to scroller unadorned wzoom_center = None if self.wheel != 0: dt_dz = 0.01666666 * self.wheel self.wheel = 0 else: dt_dz = dt * dz zoom = scroller.scale + dt_dz * self.zoom_fastness if zoom < self.zoom_min: zoom = self.zoom_min elif zoom > self.zoom_max: zoom = self.zoom_max scroller.scale = zoom if wzoom_center is not None: # postprocess toward 'world point under mouse the same before # and after zoom' ; other restrictions may prevent fully comply wx1, wy1 = self.layer_manager.scrolling_manager.screen_to_world(*szoom_center) fx = scroller.restricted_fx + (wzoom_center[0] - wx1) fy = scroller.restricted_fy + (wzoom_center[1] - wy1) scroller.set_focus(fx, fy) def update_mouse_position(self, sx, sy): self.screen_mouse = sx, sy self.world_mouse = self.layer_manager.scrolling_manager.screen_to_world(sx, sy) # handle autoscroll border = self.autoscroll_border if border is not None: # sleft and companions includes the border scroller = self.weak_scroller() self.update_view_bounds() sdx = 0.0 if sx < self.sleft: sdx = sx - self.sleft elif sx > self.sright: sdx = sx - self.sright sdy = 0.0 if sy < self.sbottom: sdy = sy - self.sbottom elif sy > self.s_top: sdy = sy - self.s_top self.autoscrolling = sdx != 0.0 or sdy != 0.0 if self.autoscrolling: self.autoscrolling_sdelta = (sdx / border, sdy / border) def update_autoscroll(self, dt): fraction_sdx, fraction_sdy = self.autoscrolling_sdelta scroller = self.weak_scroller() worldview = self.weak_worldview() f = self.autoscroll_fastness wdx = (fraction_sdx * f * dt) / scroller.scale / worldview.scale wdy = (fraction_sdy * f * dt) / scroller.scale / worldview.scale # ask scroller to try scroll (wdx, wdy) fx = scroller.restricted_fx + wdx fy = scroller.restricted_fy + wdy scroller.set_focus(fx, fy) self.world_mouse = self.layer_manager.scrolling_manager.screen_to_world(*self.screen_mouse) self.adjust_elastic_box() # self.update_view_bounds() def update_view_bounds(self): scroller = self.weak_scroller() scx, scy = self.layer_manager.scrolling_manager.world_to_screen( scroller.restricted_fx, scroller.restricted_fy, ) hw = scroller.view_w / 2.0 hh = scroller.view_h / 2.0 border = self.autoscroll_border self.sleft = scx - hw + border self.sright = scx + hw - border self.sbottom = scy - hh + border self.s_top = scy + hh - border def mouse_into_world(self): worldview = self.weak_worldview() # TODO: allow lower limits != 0 ? return ((0 <= self.world_mouse[0] <= worldview.width) and (0 <= self.world_mouse[1] <= worldview.height)) def on_key_press(self, k, m): binds = self.bindings # TODO: Clarify code # Actions available if actor selected if self.selection: if k == key.M: self.user_action_pending = UserAction.ORDER_MOVE if k in binds: self.buttons[binds[k]] = 1 self.modifiers[binds[k]] = 1 return True return False def on_key_release(self, k, m): binds = self.bindings if k in binds: self.buttons[binds[k]] = 0 self.modifiers[binds[k]] = 0 return True return False def on_mouse_motion(self, sx, sy, dx, dy): self.update_mouse_position(sx, sy) def on_mouse_leave(self, sx, sy): self.autoscrolling = False def on_mouse_press(self, x, y, buttons, modifiers): rx, ry = self.layer_manager.scrolling_manager.screen_to_world(x, y) self.logger.info( 'GUI click: x: {}, y: {}, rx: {}, ry: {} ({}|{})'.format(x, y, rx, ry, buttons, modifiers) ) if mouse.LEFT: # Non action pending case if not self.user_action_pending: actor = self.single_actor_from_mouse() if actor: self.selection.clear() self.selection_add(actor) # Action pending case else: try: interaction = self.layer_manager.interaction_manager.get_for_user_action(self.user_action_pending) interaction.execute() except InteractionNotFound: pass if mouse.RIGHT: if self.user_action_pending: self.user_action_pending = None def on_mouse_release(self, sx, sy, button, modifiers): # should we handle here mod_restricted_mov ? wx, wy = self.layer_manager.scrolling_manager.screen_to_world(sx, sy) modify_selection = modifiers & self.mod_modify_selection if self.dragging: # ignore all buttons except left button if button != mouse.LEFT: return if self.drag_selecting: self.end_drag_selection(wx, wy, modify_selection) elif self.drag_moving: self.end_drag_move(wx, wy) self.dragging = False else: if button == mouse.LEFT: self.end_click_selection(wx, wy, modify_selection) def end_click_selection(self, wx, wy, modify_selection): under_mouse_unique = self.single_actor_from_mouse() if modify_selection: # toggle selected status for unique if under_mouse_unique in self.selection: self.selection_remove(under_mouse_unique) elif under_mouse_unique is not None: self.selection_add(under_mouse_unique) else: # new_selected becomes the current selected self.selection.clear() self.user_action_pending = None if under_mouse_unique is not None: self.selection_add(under_mouse_unique) def selection_add(self, actor): self.selection[actor] = actor.cshape.copy() def selection_remove(self, actor): del self.selection[actor] def end_drag_selection(self, wx, wy, modify_selection): new_selection = self.collision_manager.objs_into_box(*self.elastic_box_wminmax) if not modify_selection: # new_selected becomes the current selected self.selection.clear() for actor in new_selection: self.selection_add(actor) self.elastic_box.visible = False self.drag_selecting = False def on_mouse_drag(self, sx, sy, dx, dy, buttons, modifiers): # TODO: inhibir esta llamada si estamos fuera de la client area / viewport self.update_mouse_position(sx, sy) if not buttons & mouse.LEFT: # ignore except for left-btn-drag return if not self.dragging: print("begin drag") self.begin_drag() return if self.drag_selecting: # update elastic box self.adjust_elastic_box() elif self.drag_moving: self.restricted_mov = (modifiers & self.mod_restricted_mov) def adjust_elastic_box(self): # when elastic_box visible this method needs to be called any time # world_mouse changes or screen_to_world results changes (scroll, etc) wx0, wy0 = self.wdrag_start_point wx1, wy1 = self.world_mouse wminx = min(wx0, wx1) wmaxx = max(wx0, wx1) wminy = min(wy0, wy1) wmaxy = max(wy0, wy1) self.elastic_box_wminmax = wminx, wmaxx, wminy, wmaxy self.elastic_box.adjust_from_w_minmax(*self.elastic_box_wminmax) def begin_drag(self): self.dragging = True self.wdrag_start_point = self.world_mouse under_mouse_unique = self.single_actor_from_mouse() if under_mouse_unique is None: # begin drag selection self.drag_selecting = True self.adjust_elastic_box() self.elastic_box.visible = True print("begin drag selection: drag_selecting, drag_moving", self.drag_selecting, self.drag_moving) else: # want drag move if under_mouse_unique in self.selection: # want to move current selection pass else: # change selection before moving self.selection.clear() self.selection_add(under_mouse_unique) self.begin_drag_move() def begin_drag_move(self): # begin drag move self.drag_moving = True # how-to update collman: remove/add vs clear/add all # when total number of actors is low anyone will be fine, # with high numbers, most probably we move only a small fraction # For simplicity I choose remove/add, albeit a hybrid aproach # can be implemented later self.set_selection_in_collman(False) # print "begin drag: drag_selecting, drag_moving", self.drag_selecting, self.drag_moving def end_drag_move(self, wx, wy): self.set_selection_in_collman(True) for actor in self.selection: self.selection[actor] = actor.cshape.copy() self.drag_moving = False def single_actor_from_mouse(self): under_mouse = self.collision_manager.objs_touching_point(*self.world_mouse) if len(under_mouse) == 0: return None # return the one with the center most near to mouse, if tie then # an arbitrary in the tie nearest = None near_d = None p = euclid.Vector2(*self.world_mouse) for actor in under_mouse: d = (actor.cshape.center - p).magnitude_squared() if nearest is None or (d < near_d): nearest = actor near_d = d return nearest def set_selection_in_collman(self, bool_value): if self.selection_in_collman == bool_value: return self.selection_in_collman = bool_value if bool_value: for actor in self.selection: self.collision_manager.add(actor) else: for actor in self.selection: self.collision_manager.remove_tricky(actor) def on_mouse_scroll(self, x, y, scroll_x, scroll_y): # TODO: check if mouse over scroller viewport? self.wheel += scroll_y * self.wheel_multiplier class MainLayer(ScrollableLayer): is_event_handler = True def __init__( self, layer_manager: LayerManager, grid_manager: GridManager, width: int, height: int, scroll_step: int=100, ) -> None: super().__init__() self.layer_manager = layer_manager self.scroll_step = scroll_step self.grid_manager = grid_manager self.width = width self.height = height self.px_width = width self.px_height = height class SubjectMapper(object): def __init__( self, actor_class: typing.Type[Actor], ) -> None: self.actor_class = actor_class def append( self, subject: XYZSubjectMixin, layer_manager: LayerManager, ) -> None: actor = self.actor_class(subject) pixel_position = layer_manager.grid_manager.get_pixel_position_of_grid_position( (subject.position[0], subject.position[1]), ) actor.update_position(euclid.Vector2(*pixel_position)) # TODO: Selectable nature must be configurable layer_manager.add_subject(actor) layer_manager.set_selectable(actor) class SubjectMapperFactory(object): def __init__(self) -> None: self.mapping = {} # type: typing.Dict[typing.Type[XYZSubjectMixin], SubjectMapper] def register_mapper(self, subject_class: typing.Type[XYZSubjectMixin], mapper: SubjectMapper) -> None: if subject_class not in self.mapping: self.mapping[subject_class] = mapper else: raise ValueError('subject_class already register with "{}"'.format(str(self.mapping[subject_class]))) def get_subject_mapper(self, subject: XYZSubjectMixin) -> SubjectMapper: for subject_class, mapper in self.mapping.items(): if isinstance(subject, subject_class): return mapper raise KeyError('No mapper for subject "{}"'.format(str(subject))) class Gui(object): def __init__( self, config: Config, logger: SynergineLogger, terminal: Terminal, read_queue_interval: float= 1/60.0, ): self.config = config self.logger = logger self._read_queue_interval = read_queue_interval self.terminal = terminal self.cycle_duration = self.config.core.cycle_duration cocos.director.director.init( width=640, height=480, vsync=True, resizable=True, ) self.interaction_manager = InteractionManager( config=self.config, logger=self.logger, terminal=self.terminal, ) self.layer_manager = LayerManager( self.config, self.logger, middleware=self.get_layer_middleware(), interaction_manager=self.interaction_manager, ) self.layer_manager.init() self.layer_manager.center() # Enable blending pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) # Enable transparency pyglet.gl.glEnable(pyglet.gl.GL_ALPHA_TEST) pyglet.gl.glAlphaFunc(pyglet.gl.GL_GREATER, .1) self.subject_mapper_factory = SubjectMapperFactory() def get_layer_middleware(self) -> MapMiddleware: raise NotImplementedError() def run(self): self.before_run() pyglet.clock.schedule_interval( lambda *_, **__: self.terminal.read(), self._read_queue_interval, ) cocos.director.director.run(self.get_main_scene()) def before_run(self) -> None: pass def get_main_scene(self) -> cocos.cocosnode.CocosNode: raise NotImplementedError() def before_received(self, package: TerminalPackage): pass def after_received(self, package: TerminalPackage): pass class TMXGui(Gui): def __init__( self, config: Config, logger: SynergineLogger, terminal: Terminal, read_queue_interval: float = 1 / 60.0, map_dir_path: str=None, ): assert map_dir_path self.map_dir_path = map_dir_path super(TMXGui, self).__init__( config, logger, terminal, read_queue_interval, ) def get_layer_middleware(self) -> MapMiddleware: return TMXMiddleware( self.config, self.logger, self.map_dir_path, ) def get_main_scene(self) -> cocos.cocosnode.CocosNode: return self.layer_manager.main_scene def before_received(self, package: TerminalPackage): super().before_received(package) if package.subjects: # They are new subjects in the simulation for subject in package.subjects: self.append_subject(subject) def append_subject(self, subject: XYZSubjectMixin) -> None: subject_mapper = self.subject_mapper_factory.get_subject_mapper(subject) subject_mapper.append(subject, self.layer_manager)