def provinceGeometryEdit(events: list, province: Province, mapsurface: pygame.Surface) -> None: for event in events: if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1 and mapsurface.collides( event.pos): #editing borders province.addPolygon(toScreenCoords(event.pos), mapsurface) elif event.button == 2 and mapsurface.collides( event.pos): #editing capitals # Log.d("Got it"); capital_coords = event.pos map_capital_coords = toScreenCoords( capital_coords).toMapCoords(mapsurface.get_scale(), mapsurface.get_coords()) if len(world.list_of_capitals) != len(world.list_of_province): world.add_capital(map_capital_coords, province) else: province.set_capital_coords(map_capital_coords) world.list_of_capitals[-1] = map_capital_coords
def addStateMode(events: list, state: State, mapsurface: pygame.Surface) -> None: for event in events: if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1 and mapsurface.collides(event.pos): variable_click = event.pos variable_capital_id = check_capitals(world, variable_click, mapsurface) # Log.d("got ok") # try: Log.d(world.get_province(variable_capital_id).get_state().name); # except Exception : Log.d('no name'); if variable_capital_id is not None and world.get_province( variable_capital_id).get_state() is not state: state.addProvince(world.get_province(variable_capital_id)) if event.type == pygame.KEYDOWN: if event.key in map(ord, list('ZzЯя')): # Log.i("Caught"); try: province = state.list_of_province.pop() province.state = province.previous_state except Exception: pass