def setUp(self):
        self.__idlist = [1, 23]
        self.__assignmentDict = {}
        self.__repoGrades = Repository()
        self.__undoRedo = UndoRedo()

        self.__repoStudents = Repository()
        #here we populate the students repository
        self.__groups = {}
        self.__control = controllerStudent(self.__repoStudents,
                                           self.__undoRedo)
        x = "add 23 Popescu Marin 915"
        self.__control.addStudent(x, self.__groups, self.__idlist,
                                  self.__assignmentDict)
        x = "add 1 Boc Emil 911"
        self.__control.addStudent(x, self.__groups, self.__idlist,
                                  self.__assignmentDict)

        self.__repoAssignments = Repository()
        self.__control2 = controllerAssignmnet(self.__repoAssignments,
                                               self.__undoRedo)
        #here we populate the assignment repo
        x = "add 2 description prime numbers deadline 12.09"
        self.__control2.addAssignment(x)
        x = "add 1 description fibonacci sequence deadline 13.10"
        self.__control2.addAssignment(x)

        self.__controllerGrades = ControllerGrades(
            self.__repoGrades, self.__repoStudents, self.__repoAssignments,
            self.__idlist, self.__assignmentDict, self.__undoRedo)
        self.__assign = Assign(self.__idlist, self.__assignmentDict,
                               self.__repoStudents, self.__repoAssignments,
                               self.__groups, self.__undoRedo)
Beispiel #2
0
 def setUp(self):
     self.__repo=Repository()
     self.__groups={}
     self.__idlist=[]
     self.__assignmentDict={}
     self.__undoRedo=UndoRedo()
     self.__control=controllerStudent(self.__repo,self.__undoRedo)
Beispiel #3
0
    def __init__(self, app: gui, rom: ROM, palette_editor: PaletteEditor):
        self.app = app
        self.rom = rom
        self.palette_editor = palette_editor

        self._unsaved_changes = False

        self._map_address: List[int] = []

        # TODO Maybe read these from a customised (optional) text file, or config file section
        self._map_names: List[str] = [
            "Grass", "Brush", "Forest", "Player vs Sea Monsters",
            "Player vs Pirate Ship", "Door", "Stone Floor 1", "Lava", "Wall",
            "Table", "Chest", "Stone Floor 2", "Wall Top", "Castle / Dungeon",
            "Dungeon Entrance", "Town", "Player Ship vs Sea Monsters",
            "Player Ship vs Pirate Ship", "Player Ship vs Land Enemies"
        ]

        # Pattern info
        self._pattern_info: List[str] = [
            "Normal", "Normal", "Normal", "Water", "Blocking", "Normal",
            "Normal", "Normal", "Blocking", "Blocking", "Normal", "Normal",
            "Blocking", "Normal", "Normal", "Normal"
        ]

        # Map being currently edited. Only modify this in show_window() and close_window().
        self._selected_map = 0

        # Current pick to put on the map when drawing
        self._selected_tile = 0
        # Index of the last map entry that was modified or selected
        self._last_edited = 0

        # Logical map data (i.e. tile indices 0x0-0xF)
        self._map_data: List[int] = []

        self._grid_colour = "#C0C0C0"

        # Image cache
        self._patterns_cache: List[ImageTk.PhotoImage] = []

        # Canvas item IDs
        self._tiles_grid: List[int] = [0] * 16
        self._tile_items: List[int] = [0] * 16
        self._tile_rectangle: int = 0
        self._map_grid: List[int] = [0] * 8 * 12
        self._map_items: List[int] = [0] * 9 * 13
        self._map_rectangle: int = 0

        self._canvas_tiles: Canvas = Canvas()
        self._canvas_map: Canvas = Canvas()

        # We keep track of how many tiles are modified with a single operation, for the undo/redo manager
        self._modified_tiles: int = 0

        self._undo_redo: UndoRedo = UndoRedo()
        # These keep count of how many actions to process in each single undo/redo
        self._undo_actions: List[int] = []
        self._redo_actions: List[int] = []
 def setUp(self):
     self.__repo2 = Repository()
     self.__undoRedo = UndoRedo()
     self.__control2 = controllerAssignmnet(self.__repo2, self.__undoRedo)
Beispiel #5
0
    def show(self, bank: int, address: int, palette: int) -> None:
        self._bank = bank
        self._address = address
        self._palette = palette

        # Allocate memory for "pixels" and other canvas items in the drawing area
        self._rectangles = [0] * 64
        self._grid = [0] * 14

        # Check if window already exists
        try:
            self.app.getFrameWidget("TL_Frame_Buttons")
            self.app.showSubWindow("Tile_Editor")
            return

        except appJar.appjar.ItemLookupError:
            generator = self.app.subWindow("Tile_Editor",
                                           size=[286, 220],
                                           padding=[2, 2],
                                           title="Edit CHR Tile",
                                           resizable=False,
                                           modal=True,
                                           blocking=True,
                                           bg=colour.DARK_GREY,
                                           fg=colour.WHITE,
                                           stopFunction=self.hide)
        app = self.app

        with generator:

            with app.frame("TL_Frame_Buttons",
                           padding=[2, 2],
                           sticky="NEW",
                           row=0,
                           column=0,
                           colspan=3):
                app.button("TL_Apply",
                           self._input,
                           image="res/floppy.gif",
                           bg=colour.MEDIUM_GREY,
                           row=0,
                           column=1,
                           sticky="W",
                           tooltip="Save all changes")
                app.button("TL_Reload",
                           self._input,
                           image="res/reload.gif",
                           bg=colour.MEDIUM_GREY,
                           row=0,
                           column=2,
                           sticky="W",
                           tooltip="Reload from ROM")
                app.button("TL_Close",
                           self._input,
                           image="res/close.gif",
                           bg=colour.MEDIUM_GREY,
                           row=0,
                           column=3,
                           sticky="W",
                           tooltip="Discard changes and close")

                app.canvas("TL_Separator", width=16, height=1, row=0, column=4)

                app.button("TL_Undo",
                           self._undo,
                           image="res/undo.gif",
                           width=32,
                           height=32,
                           tooltip="Nothing to Undo",
                           sticky="E",
                           row=0,
                           column=5)
                app.button("TL_Redo",
                           self._redo,
                           image="res/redo.gif",
                           width=32,
                           height=32,
                           tooltip="Nothing to Redo",
                           sticky="E",
                           row=0,
                           column=6)

            with app.frame("TL_Frame_Palette",
                           padding=[4, 4],
                           sticky="NW",
                           row=1,
                           column=0):
                app.canvas("TL_Canvas_Palette",
                           width=32,
                           height=128,
                           bg=colour.BLACK).bind("<ButtonRelease-1>",
                                                 self._palette_left_click)

            with app.frame("TL_Frame_Drawing",
                           padding=[4, 4],
                           sticky="NW",
                           row=1,
                           column=1):
                self._drawing = app.canvas("TL_Canvas_Drawing",
                                           width=128,
                                           height=128,
                                           bg=colour.BLACK)

            with app.frame("TL_Frame_Tools",
                           padding=[4, 4],
                           sticky="NE",
                           row=1,
                           column=2):
                app.button("TL_Tool_Draw",
                           self._input,
                           image="res/pencil.gif",
                           sticky="N",
                           bg=colour.WHITE,
                           row=0,
                           column=0,
                           colspan=2)
                app.button("TL_Tool_Fill",
                           self._input,
                           image="res/bucket.gif",
                           sticky="N",
                           bg=colour.MEDIUM_GREY,
                           row=1,
                           column=0,
                           colspan=2)

                app.button("TL_Move_Left",
                           self._input,
                           image="res/arrow_left-small.gif",
                           tooltip="Move image left",
                           sticky="NE",
                           row=2,
                           column=0)
                app.button("TL_Move_Right",
                           self._input,
                           image="res/arrow_right-small.gif",
                           tooltip="Move image right",
                           sticky="NE",
                           row=2,
                           column=1)
                app.button("TL_Move_Up",
                           self._input,
                           image="res/arrow_up-small.gif",
                           tooltip="Move image up",
                           sticky="NE",
                           row=3,
                           column=0)
                app.button("TL_Move_Down",
                           self._input,
                           image="res/arrow_down-small.gif",
                           tooltip="Move image down",
                           sticky="NE",
                           row=3,
                           column=1)

        self._load_pattern()
        self._select_tool(TileEditor._DRAW)

        self._undo_redo = UndoRedo()

        self._drawing.bind("<ButtonPress-1>", self._drawing_left_down)
        self._drawing.bind("<ButtonRelease-1>", self._drawing_left_up)
        self._drawing.bind("<B1-Motion>", self._drawing_left_drag)
        self._drawing.bind("<ButtonPress-3>", self._drawing_right_click)

        self._show_palette()
        self._select_colour(0, 1)

        # This is causing problems at the moment...
        """
        sw = app.openSubWindow("Tile_Editor")
        sw.bind("<Control-z>", self._undo, add='')
        sw.bind("<Control-y>", self._redo, add='')
        """

        app.disableButton("TL_Undo")
        app.disableButton("TL_Redo")

        app.showSubWindow("Tile_Editor")
Beispiel #6
0
class TileEditor:

    _DRAW: int = 0
    _FILL: int = 1

    # ------------------------------------------------------------------------------------------------------------------
    def __init__(self, app: gui, settings: EditorSettings, rom: ROM,
                 palette_editor: PaletteEditor):
        self.app = app
        self.settings = settings
        self.rom = rom
        self.palette_editor = palette_editor

        self._bank: int = 0
        self._address: int = 0

        self._palette: int = 0
        self._colours = []
        self._selected_colour: int = 0
        self._selected_palette: int = 0

        # Canvas references
        self._drawing: Optional[tkinter.Canvas] = None

        # Canvas item IDs
        self._rectangles: List[int] = [
        ]  # Each filled rectangle will represent a pixel
        self._grid: List[int] = []
        self._pixels: Optional[bytearray] = None

        self._palette_rectangle: int = 0  # A rectangle surrounding the selected colour

        self._tool: int = 0

        # Undo / Redo

        # We keep track of how many tiles are modified with a single operation, for the undo/redo manager
        self._modified_pixels: int = 0

        # Last modified pixel, used to prevent unnecessary actions when drag-drawing
        self._last_edited: int = -1

        self._undo_redo: Optional[UndoRedo] = None
        # These keep count of how many actions to process in each single undo/redo
        self._undo_actions: List[int] = []
        self._redo_actions: List[int] = []

    # ------------------------------------------------------------------------------------------------------------------

    def error(self, message: str):
        log(2, f"{self.__class__.__name__}", message)

    # ------------------------------------------------------------------------------------------------------------------

    def warning(self, message: str):
        log(3, f"{self.__class__.__name__}", message)

    # ------------------------------------------------------------------------------------------------------------------

    def info(self, message: str):
        log(4, f"{self.__class__.__name__}", message)

    # ------------------------------------------------------------------------------------------------------------------

    def hide(self) -> None:
        self.app.hideSubWindow("Tile_Editor")
        self.app.emptySubWindow("Tile_Editor")

        self._drawing = None
        self._grid = []
        self._rectangles = []
        self._pixels = None
        self._colours = []

        self._undo_redo = None
        self._undo_actions = []
        self._redo_actions = []

    # ------------------------------------------------------------------------------------------------------------------

    def show(self, bank: int, address: int, palette: int) -> None:
        self._bank = bank
        self._address = address
        self._palette = palette

        # Allocate memory for "pixels" and other canvas items in the drawing area
        self._rectangles = [0] * 64
        self._grid = [0] * 14

        # Check if window already exists
        try:
            self.app.getFrameWidget("TL_Frame_Buttons")
            self.app.showSubWindow("Tile_Editor")
            return

        except appJar.appjar.ItemLookupError:
            generator = self.app.subWindow("Tile_Editor",
                                           size=[286, 220],
                                           padding=[2, 2],
                                           title="Edit CHR Tile",
                                           resizable=False,
                                           modal=True,
                                           blocking=True,
                                           bg=colour.DARK_GREY,
                                           fg=colour.WHITE,
                                           stopFunction=self.hide)
        app = self.app

        with generator:

            with app.frame("TL_Frame_Buttons",
                           padding=[2, 2],
                           sticky="NEW",
                           row=0,
                           column=0,
                           colspan=3):
                app.button("TL_Apply",
                           self._input,
                           image="res/floppy.gif",
                           bg=colour.MEDIUM_GREY,
                           row=0,
                           column=1,
                           sticky="W",
                           tooltip="Save all changes")
                app.button("TL_Reload",
                           self._input,
                           image="res/reload.gif",
                           bg=colour.MEDIUM_GREY,
                           row=0,
                           column=2,
                           sticky="W",
                           tooltip="Reload from ROM")
                app.button("TL_Close",
                           self._input,
                           image="res/close.gif",
                           bg=colour.MEDIUM_GREY,
                           row=0,
                           column=3,
                           sticky="W",
                           tooltip="Discard changes and close")

                app.canvas("TL_Separator", width=16, height=1, row=0, column=4)

                app.button("TL_Undo",
                           self._undo,
                           image="res/undo.gif",
                           width=32,
                           height=32,
                           tooltip="Nothing to Undo",
                           sticky="E",
                           row=0,
                           column=5)
                app.button("TL_Redo",
                           self._redo,
                           image="res/redo.gif",
                           width=32,
                           height=32,
                           tooltip="Nothing to Redo",
                           sticky="E",
                           row=0,
                           column=6)

            with app.frame("TL_Frame_Palette",
                           padding=[4, 4],
                           sticky="NW",
                           row=1,
                           column=0):
                app.canvas("TL_Canvas_Palette",
                           width=32,
                           height=128,
                           bg=colour.BLACK).bind("<ButtonRelease-1>",
                                                 self._palette_left_click)

            with app.frame("TL_Frame_Drawing",
                           padding=[4, 4],
                           sticky="NW",
                           row=1,
                           column=1):
                self._drawing = app.canvas("TL_Canvas_Drawing",
                                           width=128,
                                           height=128,
                                           bg=colour.BLACK)

            with app.frame("TL_Frame_Tools",
                           padding=[4, 4],
                           sticky="NE",
                           row=1,
                           column=2):
                app.button("TL_Tool_Draw",
                           self._input,
                           image="res/pencil.gif",
                           sticky="N",
                           bg=colour.WHITE,
                           row=0,
                           column=0,
                           colspan=2)
                app.button("TL_Tool_Fill",
                           self._input,
                           image="res/bucket.gif",
                           sticky="N",
                           bg=colour.MEDIUM_GREY,
                           row=1,
                           column=0,
                           colspan=2)

                app.button("TL_Move_Left",
                           self._input,
                           image="res/arrow_left-small.gif",
                           tooltip="Move image left",
                           sticky="NE",
                           row=2,
                           column=0)
                app.button("TL_Move_Right",
                           self._input,
                           image="res/arrow_right-small.gif",
                           tooltip="Move image right",
                           sticky="NE",
                           row=2,
                           column=1)
                app.button("TL_Move_Up",
                           self._input,
                           image="res/arrow_up-small.gif",
                           tooltip="Move image up",
                           sticky="NE",
                           row=3,
                           column=0)
                app.button("TL_Move_Down",
                           self._input,
                           image="res/arrow_down-small.gif",
                           tooltip="Move image down",
                           sticky="NE",
                           row=3,
                           column=1)

        self._load_pattern()
        self._select_tool(TileEditor._DRAW)

        self._undo_redo = UndoRedo()

        self._drawing.bind("<ButtonPress-1>", self._drawing_left_down)
        self._drawing.bind("<ButtonRelease-1>", self._drawing_left_up)
        self._drawing.bind("<B1-Motion>", self._drawing_left_drag)
        self._drawing.bind("<ButtonPress-3>", self._drawing_right_click)

        self._show_palette()
        self._select_colour(0, 1)

        # This is causing problems at the moment...
        """
        sw = app.openSubWindow("Tile_Editor")
        sw.bind("<Control-z>", self._undo, add='')
        sw.bind("<Control-y>", self._redo, add='')
        """

        app.disableButton("TL_Undo")
        app.disableButton("TL_Redo")

        app.showSubWindow("Tile_Editor")

    # ------------------------------------------------------------------------------------------------------------------

    def _input(self, widget: str) -> None:
        if widget == "TL_Apply":  # ----------------------------------------------------------------------------------
            self.rom.write_pattern(self._bank, self._address, self._pixels)

            if self.settings.get("close sub-window after saving"):
                self.hide()

        elif widget == "TL_Close":  # ----------------------------------------------------------------------------------
            self.hide()

        elif widget == "TL_Tool_Draw":  # ------------------------------------------------------------------------------
            self._select_tool(TileEditor._DRAW)

        elif widget == "TL_Tool_Fill":  # ------------------------------------------------------------------------------
            self._select_tool(TileEditor._FILL)

        elif widget == "TL_Move_Left":  # ------------------------------------------------------------------------------
            self._undo_redo(self._move_pixels, (7, 0), (1, 0),
                            text="Move Image Left")
            self._undo_actions.append(1)
            self._redo_actions = []
            self._update_undo_buttons()

        elif widget == "TL_Move_Right":  # --------------------------------------------------------------------------
            self._undo_redo(self._move_pixels, (1, 0), (7, 0),
                            text="Move Image Right")
            self._undo_actions.append(1)
            self._redo_actions = []
            self._update_undo_buttons()

        elif widget == "TL_Move_Up":  # ------------------------------------------------------------------------------
            self._undo_redo(self._move_pixels, (0, 7), (0, 1),
                            text="Move Image Up")
            self._undo_actions.append(1)
            self._redo_actions = []
            self._update_undo_buttons()

        elif widget == "TL_Move_Down":  # ------------------------------------------------------------------------------
            self._undo_redo(self._move_pixels, (0, 1), (0, 7),
                            text="Move Image Down")
            self._undo_actions.append(1)
            self._redo_actions = []
            self._update_undo_buttons()

        else:  # ------------------------------------------------------------------------------------------------------
            self.warning(
                f"Unimplemented input from Pattern Editor widget '{widget}'.")

    # ------------------------------------------------------------------------------------------------------------------

    def _load_pattern(self) -> None:
        self._pixels = self.rom.read_pattern(self._bank, self._address)

        colours = self.palette_editor.sub_palette(self._palette, 1)

        # Convert our RGB bytearray to strings
        self._colours = c = [
            f"#{colours[n]:02X}{colours[n+1]:02X}{colours[n+2]:02X}"
            for n in range(0, 12, 3)
        ]

        x = y = 0
        i = 0
        for pixel in self._pixels:
            if self._rectangles[i] > 0:
                # Already exists in canvas: update colour
                self._drawing.itemconfigure(self._rectangles[i], fill=c[pixel])
            else:
                # Create a rectangle in our canvas and make it the colour of this pixel
                rx = x << 4
                ry = y << 4
                self._rectangles[i] = self._drawing.create_rectangle(
                    rx, ry, rx + 16, ry + 16, width=0, fill=c[pixel])

            x += 1
            i += 1
            if x > 7:
                x = 0
                y += 1

        # Show the grid
        x = y = 16
        for i in range(7):
            # Horizontal
            if self._grid[i] > 0:
                self._drawing.tag_raise(self._grid[i])
            else:
                self._grid[i] = self._drawing.create_line(0,
                                                          y,
                                                          128,
                                                          y,
                                                          dash=(4, 4),
                                                          fill="#C0C0C0")
            y += 16
            # Vertical
            if self._grid[i + 7] > 0:
                self._drawing.tag_raise(self._grid[i + 7])
            else:
                self._grid[i + 7] = self._drawing.create_line(x,
                                                              0,
                                                              x,
                                                              128,
                                                              dash=(4, 4),
                                                              fill="#C0C0C0")
            x += 16

    # ------------------------------------------------------------------------------------------------------------------

    def _select_tool(self, tool: int) -> None:
        self._tool = tool

        if tool == TileEditor._DRAW:
            self._drawing.configure(cursor="pencil")
            self.app.setButtonBg("TL_Tool_Draw", colour.WHITE)
            self.app.setButtonBg("TL_Tool_Fill", colour.MEDIUM_GREY)

        elif tool == TileEditor._FILL:
            self._drawing.configure(cursor="cross")
            self.app.setButtonBg("TL_Tool_Draw", colour.MEDIUM_GREY)
            self.app.setButtonBg("TL_Tool_Fill", colour.WHITE)

    # ------------------------------------------------------------------------------------------------------------------

    def _drawing_left_down(self, event) -> None:
        if self._tool == TileEditor._FILL:
            return

        # The image is "zoomed in" x16, so: (x / 16) + ((y / 16) * number of items in a row)
        pixel_index = (event.x >> 4) + ((event.y >> 4) << 3)

        self._last_edited = pixel_index

        old_colour = self._pixels[pixel_index]

        self._modified_pixels += 1

        self._undo_redo(self._change_pixel,
                        (event.x, event.y, self._selected_colour),
                        (event.x, event.y, old_colour),
                        text="Draw")

    # ------------------------------------------------------------------------------------------------------------------

    def _drawing_left_up(self, event) -> None:
        if self._tool == TileEditor._FILL:
            self._flood_fill(event.x, event.y, self._selected_colour)
            return

        self._undo_actions.append(self._modified_pixels)
        self._redo_actions = []
        self._modified_pixels = 0
        self._update_undo_buttons()

    # ------------------------------------------------------------------------------------------------------------------

    def _drawing_left_drag(self, event) -> None:
        if self._tool == TileEditor._FILL:
            return

        # Prevent dragging outside the canvas
        if event.x < 0 or event.x >= 128 or event.y < 0 or event.y >= 128:
            return

        # The image is "zoomed in" x16, so: (x / 16) + ((y / 16) * number of items in a row)
        pixel_index = (event.x >> 4) + ((event.y >> 4) << 3)

        self._last_edited = pixel_index

        old_colour = self._pixels[pixel_index]

        self._undo_redo(self._change_pixel,
                        (event.x, event.y, self._selected_colour),
                        (event.x, event.y, old_colour),
                        text="Draw")
        self._modified_pixels += 1

    # ------------------------------------------------------------------------------------------------------------------

    def _drawing_right_click(self, event) -> None:
        # The image is "zoomed in" x16, so: (x / 16) + ((y / 16) * number of items in a row)
        pixel_index = (event.x >> 4) + ((event.y >> 4) << 3)

        self._select_colour(self._pixels[pixel_index])

    # ------------------------------------------------------------------------------------------------------------------

    def _palette_left_click(self, event) -> None:
        # First we need to understand which palette was clicked on
        # The four palettes are in a 2x2 area of 32x128 pixels, each palette taking 16x64 pixels
        # ...and each "colour" takes 16x16 pixels
        x = event.x >> 4
        y = event.y >> 6
        palette = x + (y << 1)

        colours = self.palette_editor.sub_palette(self._palette, palette)

        # Convert our RGB bytearray to strings, this is now the new palette
        self._colours = [
            f"#{colours[n]:02X}{colours[n + 1]:02X}{colours[n + 2]:02X}"
            for n in range(0, 12, 3)
        ]

        # Now get the index of the selected colour within this palette
        y = event.y >> 4

        if palette > 1:
            y -= 4

        self._select_colour(y, palette)

    # ------------------------------------------------------------------------------------------------------------------

    def _select_colour(self, c: int, p: Optional[int] = None) -> None:
        """
        Selects a colour from a palette
        """
        self._selected_colour = c

        if p is not None:
            previous_palette = self._selected_palette
            self._selected_palette = p
        else:
            previous_palette = p = self._selected_palette

        x = (p << 4) % 32
        y = c << 4
        if p > 1:
            y += 64
        self.app.getCanvasWidget("TL_Canvas_Palette").coords(
            self._palette_rectangle, x + 1, y + 1, x + 14, y + 14)

        # Change image colours if a new palette has been selected
        if p != previous_palette:
            self._recolour_image()

    # ------------------------------------------------------------------------------------------------------------------

    def _change_pixel(self, x: int, y: int, c: int) -> None:
        """
        Changes the colour of one pixel.

        Parameters
        ----------
        x: int
            x coordinate on 128x128 canvas
        y: int
            y coordinate on 128x128 canvas
        c: int
            Colour value (0-3)
        """
        # The image is "zoomed in" x16, so: (x / 16) + ((y / 16) * number of items in a row)
        pixel_index = (x >> 4) + ((y >> 4) << 3)
        self._pixels[pixel_index] = c

        # Update the canvas
        if self._rectangles[pixel_index] > 0:
            self._drawing.itemconfigure(self._rectangles[pixel_index],
                                        fill=self._colours[c])

    # ------------------------------------------------------------------------------------------------------------------

    def _flood_fill(self, x: int, y: int, c: int) -> None:
        """
        Fills an area with the specified colour.
        Parameters
        ----------
        x: int
            x coordinate of the starting pixel in the drawing canvas
        y: int
            y coordinate of the starting pixel in the drawing canvas
        c: int
            Colour index within the current palette
        """
        # Translate the coordinates from 128x128 canvas to 8x8 tile
        x = x >> 4
        y = y >> 4
        # List of coordinates that we'll need to visit
        queue = [(x, y)]

        index = x + (y << 3)
        old_clr = self._pixels[index]

        self._undo_redo(self._change_pixel, (x << 4, y << 4, c),
                        (x << 4, y << 4, old_clr),
                        text="Fill Area")
        self._modified_pixels += 1

        # Four-direction non-recursive flood-fill algorithm in a single non-nested loop

        while len(queue) > 0:
            x, y = queue.pop()

            # 1 Pixel to the left
            node_x = x - 1
            node_y = y

            index = node_x + (node_y << 3)
            if node_x >= 0 and self._pixels[index] == old_clr:
                self._undo_redo(self._change_pixel,
                                (node_x << 4, node_y << 4, c),
                                (node_x << 4, node_y << 4, old_clr),
                                text="Fill Area")
                self._modified_pixels += 1
                queue.append((node_x, node_y))

            # 1 Pixel to the right
            node_x = x + 1
            node_y = y

            index = node_x + (node_y << 3)
            if node_x < 8 and self._pixels[index] == old_clr:
                self._undo_redo(self._change_pixel,
                                (node_x << 4, node_y << 4, c),
                                (node_x << 4, node_y << 4, old_clr),
                                text="Fill Area")
                self._modified_pixels += 1
                queue.append((node_x, node_y))

            # 1 Pixel down
            node_x = x
            node_y = y + 1

            index = node_x + (node_y << 3)
            if node_y < 8 and self._pixels[index] == old_clr:
                self._undo_redo(self._change_pixel,
                                (node_x << 4, node_y << 4, c),
                                (node_x << 4, node_y << 4, old_clr),
                                text="Fill Area")
                self._modified_pixels += 1
                queue.append((node_x, node_y))

            # 1 Pixel up
            node_x = x
            node_y = y - 1

            index = node_x + (node_y << 3)
            if node_y >= 0 and self._pixels[index] == old_clr:
                self._undo_redo(self._change_pixel,
                                (node_x << 4, node_y << 4, c),
                                (node_x << 4, node_y << 4, old_clr),
                                text="Fill Area")
                self._modified_pixels += 1
                queue.append((node_x, node_y))

        self._undo_actions.append(self._modified_pixels)
        self._redo_actions = []
        self._modified_pixels = 0
        self._update_undo_buttons()

    # ------------------------------------------------------------------------------------------------------------------

    def _undo(self, _event=None) -> None:
        try:
            count = self._undo_actions.pop()
        except IndexError:
            return

        self._undo_redo.undo(count)

        self._redo_actions.append(count)
        self._update_undo_buttons()

    # ------------------------------------------------------------------------------------------------------------------

    def _redo(self, _event=None) -> None:
        try:
            count = self._redo_actions.pop()
        except IndexError:
            return

        self._undo_redo.redo(count)

        self._undo_actions.append(count)
        self._update_undo_buttons()

    # ------------------------------------------------------------------------------------------------------------------

    def _show_palette(self) -> None:
        # Make two columns of eight colours each (two palettes per column)

        canvas = self.app.getCanvasWidget("TL_Canvas_Palette")

        colours = self.palette_editor.sub_palette(self._palette, 0)
        # Convert our RGB bytearray to strings
        clr = [
            f"#{colours[n]:02X}{colours[n + 1]:02X}{colours[n + 2]:02X}"
            for n in range(0, 12, 3)
        ]
        x = 2
        y = 2
        for c in range(4):
            canvas.create_rectangle(x, y, x + 12, y + 12, fill=clr[c])
            y += 16

        # Second palette
        colours = self.palette_editor.sub_palette(self._palette, 1)
        clr = [
            f"#{colours[n]:02X}{colours[n + 1]:02X}{colours[n + 2]:02X}"
            for n in range(0, 12, 3)
        ]
        x = 16
        y = 2
        for c in range(4):
            canvas.create_rectangle(x, y, x + 12, y + 12, fill=clr[c])
            y += 16

        # Third palette
        colours = self.palette_editor.sub_palette(self._palette, 2)
        clr = [
            f"#{colours[n]:02X}{colours[n + 1]:02X}{colours[n + 2]:02X}"
            for n in range(0, 12, 3)
        ]
        x = 2
        y = 64
        for c in range(4):
            canvas.create_rectangle(x, y, x + 12, y + 12, fill=clr[c])
            y += 16

        # Last palette
        colours = self.palette_editor.sub_palette(self._palette, 3)
        clr = [
            f"#{colours[n]:02X}{colours[n + 1]:02X}{colours[n + 2]:02X}"
            for n in range(0, 12, 3)
        ]
        x = 16
        y = 64
        for c in range(4):
            canvas.create_rectangle(x, y, x + 12, y + 12, fill=clr[c])
            y += 16

        # Add a selection marker
        self._palette_rectangle = canvas.create_rectangle(1,
                                                          1,
                                                          15,
                                                          15,
                                                          width=2,
                                                          outline="#F03030")

    # ------------------------------------------------------------------------------------------------------------------

    def _recolour_image(self) -> None:
        """
        Updates the colours of each pixel to reflect a new palette selection
        """
        colours = self.palette_editor.sub_palette(self._palette,
                                                  self._selected_palette)

        # Convert our RGB bytearray to strings
        self._colours = c = [
            f"#{colours[n]:02X}{colours[n + 1]:02X}{colours[n + 2]:02X}"
            for n in range(0, 12, 3)
        ]

        x = y = 0
        i = 0
        for pixel in self._pixels:
            # We just assume these items already exist: do not call this method before the image has been loaded!
            self._drawing.itemconfigure(self._rectangles[i], fill=c[pixel])

            x += 1
            i += 1
            if x > 7:
                x = 0
                y += 1

    # ------------------------------------------------------------------------------------------------------------------

    def _update_undo_buttons(self) -> None:
        if len(self._undo_actions) < 1:
            self.app.disableButton("TL_Undo")
            self.app.setButtonTooltip("TL_Undo", "Nothing to Undo")
        else:
            self.app.enableButton("TL_Undo")
            self.app.setButtonTooltip(
                "TL_Undo", "Undo " + self._undo_redo.get_undo_text())

        if len(self._redo_actions) < 1:
            self.app.disableButton("TL_Redo")
            self.app.setButtonTooltip("TL_Redo", "Nothing to Redo")
        else:
            self.app.enableButton("TL_Redo")
            self.app.setButtonTooltip(
                "TL_Undo", "Undo " + self._undo_redo.get_redo_text())

    # ------------------------------------------------------------------------------------------------------------------

    def _move_pixels(self, dst_x: int, dst_y: int) -> None:
        # Create an empty 8x8 array of pixels as our destination
        moved = bytearray([0] * 64)

        # Copy all pixels to the destination coordinates, wrapping around
        for y in range(8):
            if dst_y > 7:  # Wrap around vertically
                dst_y = 0

            for x in range(8):
                if dst_x > 7:  # Wrap around horizontally
                    dst_x = 0

                c = self._pixels[x + (y << 3)]
                moved[dst_x + (dst_y << 3)] = c

                dst_x += 1

            dst_y += 1

        self._pixels = moved
        self._recolour_image()
    def __init__(self, app: appjar.gui, rom: ROM,
                 palette_editor: PaletteEditor):
        self.bank: int = 0
        self.nametable_address: int = 0
        self.attributes_address: int = 0
        self._width: int = 0
        self._height: int = 0
        self._x: int = 0
        self._y: int = 0
        self.palette_index: int = 0
        self.patterns_address: int = 0

        # We cache these for speed and readability
        self.canvas_cutscene: Canvas = app.getCanvasWidget(
            "CE_Canvas_Cutscene")
        self.canvas_patterns: Canvas = app.getCanvasWidget(
            "CE_Canvas_Patterns")
        self.canvas_palettes: Canvas = app.getCanvasWidget(
            "CE_Canvas_Palettes")

        # Selection from colours
        self._selected_palette: int = 0
        # Selection from patterns (if 2x2, then this is the top-left tile)
        self._selected_pattern: int = 0
        # Selection from nametable (if 2x2, then this is the top-left tile)
        self._selected_tile: int = 0

        self._unsaved_changes: bool = False

        # Canvas item IDs
        self._patterns: List[int] = [0] * 256
        # Image cache
        image = Image.new('P', (16, 16),
                          0)  # Empty image just for initialisation
        self._pattern_cache: List[Image] = [image] * 256
        self._pattern_image_cache: List[
            ImageTk.PhotoImage] = [ImageTk.PhotoImage(image)] * 256

        # Canvas item IDs
        self._palette_items: List[int] = [0] * 16

        # Canvas item ID, PhotoImage cache
        self._tiles: List[int] = [0] * (32 * 30)
        self._tile_image_cache: List[
            ImageTk.PhotoImage] = [ImageTk.PhotoImage(image)] * (32 * 30)

        # Nametable entries, same as how they appear in ROM
        self.nametable: bytearray = bytearray()
        # Attribute values, one per tile so NOT as they appear in ROM
        # These can be matched to nametable tiles so that nametables[t] uses palette attributes[t]
        self.attributes: bytearray = bytearray()

        # IDs of tkinter items added to canvases indicate current selection
        self._cutscene_rectangle: int = 0
        self._pattern_rectangle: int = 0
        self._palette_rectangle: int = 0
        self._cutscene_bounds: int = 0

        # 0: 1x1 tile, 1: 2x2 tiles
        self._selection_size: int = 0

        # Last modified tile on the cutscene, used for drag-editing
        self._last_modified: Point2D = Point2D(-1, -1)

        # We keep track of how many tiles are modified with a single operation, for the undo/redo manager
        self._modified_tiles: int = 0

        self._undo_redo: UndoRedo = UndoRedo()
        # These keep count of how many actions to process in each single undo/redo
        self._undo_actions: List[int] = []
        self._redo_actions: List[int] = []

        self.rom: ROM = rom
        self.palette_editor = palette_editor
        self.app: appjar.gui = app