def get_selected_items(self): selected = [] for z in xrange(self.zlevels): for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)): for y in range(int(self.startYTile), int(self.startYTile + self.numYTiles)): val = self.checkMapContent(x, y, z) if val != None: for item in val: if item.selected == True and item.inqueue == False: selected.append((x, y, z)) return selected
def get_selected(self, type): # will need to fix this also at some point to adjust for zlevels selected = [] for z in xrange(self.zlevels): for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)): for y in range(int(self.startYTile), int(self.startYTile + self.numYTiles)): val = self.checkEMap(x, y, z) if val == 1: continue elif val == type: selected.append((x, y, z)) return selected
def get_selected_items(self): selected = [] for z in range(self.zlevels): for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)): for y in range( int(self.startYTile), int(self.startYTile + self.numYTiles) ): val = self.checkMapContent(x, y, z) if val is not None: for item in val: if item.selected and not item.inqueue: selected.append((x, y, z)) return selected
def get_selected(self, type): # will need to fix this also at some point to adjust for zlevels selected = [] for z in range(self.zlevels): for x in range(int(self.startXTile), int(self.startXTile + self.numXTiles)): for y in range( int(self.startYTile), int(self.startYTile + self.numYTiles) ): val = self.checkEMap(x, y, z) if val == 1: continue elif val == type: selected.append((x, y, z)) return selected