예제 #1
0
    def read(self, fileName):
        uncompressed = QByteArray()
        # Read data
        f = QFile(fileName)
        if (f.open(QIODevice.ReadOnly)):
            compressed = f.readAll()
            f.close()
            uncompressed, length = decompress(compressed, 48 * 48)

        # Check the data
        if (uncompressed.count() != 48 * 48):
            self.mError = self.tr("This is not a valid Droidcraft map file!")
            return None

        uncompressed = uncompressed.data()
        # Build 48 x 48 map
        # Create a Map -> Create a Tileset -> Add Tileset to map
        # -> Create a TileLayer -> Fill layer -> Add TileLayer to Map
        map = Map(Map.Orientation.Orthogonal, 48, 48, 32, 32)
        mapTileset = Tileset.create("tileset", 32, 32)
        mapTileset.loadFromImage(QImage(":/tileset.png"), "tileset.png")
        map.addTileset(mapTileset)
        # Fill layer
        mapLayer = TileLayer("map", 0, 0, 48, 48)
        # Load
        for i in range(0, 48 * 48):
            tileFile = int(uncompressed[i]) & 0xff
            y = int(i / 48)
            x = i - (48 * y)
            tile = mapTileset.tileAt(tileFile)
            mapLayer.setCell(x, y, Cell(tile))

        map.addLayer(mapLayer)
        return map
예제 #2
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 def read(self, fileName):
     uncompressed = QByteArray()
     # Read data
     f = QFile(fileName)
     if (f.open(QIODevice.ReadOnly)) :
         compressed = f.readAll()
         f.close()
         uncompressed, length = decompress(compressed, 48 * 48)
     
     # Check the data
     if (uncompressed.count() != 48 * 48) :
         self.mError = self.tr("This is not a valid Droidcraft map file!")
         return None
     
     uncompressed = uncompressed.data()
     # Build 48 x 48 map
     # Create a Map -> Create a Tileset -> Add Tileset to map
     # -> Create a TileLayer -> Fill layer -> Add TileLayer to Map
     map = Map(Map.Orientation.Orthogonal, 48, 48, 32, 32)
     mapTileset = Tileset.create("tileset", 32, 32)
     mapTileset.loadFromImage(QImage(":/tileset.png"), "tileset.png")
     map.addTileset(mapTileset)
     # Fill layer
     mapLayer =  TileLayer("map", 0, 0, 48, 48)
     # Load
     for i in range(0, 48 * 48):
         tileFile = int(uncompressed[i])&0xff
         y = int(i / 48)
         x = i - (48 * y)
         tile = mapTileset.tileAt(tileFile)
         mapLayer.setCell(x, y, Cell(tile))
     
     map.addLayer(mapLayer)
     return map
예제 #3
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    def addTileLayer(self, layerdef, creditVisibility=True):
      """@api
         @param layerdef - an object of TileLayerDefinition class (in tiles.py)
         @param creditVisibility - visibility of credit label
         @returns newly created tile layer. if the layer is invalid, returns None
         @note added in 0.60
      """
      if self.crs3857 is None:
        self.crs3857 = QgsCoordinateReferenceSystem(3857)

      layer = TileLayer(self, layerdef, creditVisibility)
      if not layer.isValid():
        return None

      QgsMapLayerRegistry.instance().addMapLayer(layer)
      self.layers[layer.id()] = layer

      # Action for saving tiles
      layer.saveTilesAction = QAction(self.tr('Save tiles'),
                                     self.iface.legendInterface())
      self.iface.legendInterface().addLegendLayerAction(layer.saveTilesAction,
                                                        "",
                                                        u"savetiles",
                                                        QgsMapLayer.PluginLayer,
                                                        False)

      self.iface.legendInterface().addLegendLayerActionForLayer(layer.saveTilesAction, layer)
      layer.saveTilesAction.triggered.connect(layer.saveTiles)
      return layer
예제 #4
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    def updateCurrentTiles(self):
        view = self.currentTilesetView()
        if (not view):
            return
        s = view.selectionModel()
        if (not s):
            return
        indexes = s.selection().indexes()
        if len(indexes) == 0:
            return
        first = indexes[0]
        minX = first.column()
        maxX = first.column()
        minY = first.row()
        maxY = first.row()
        for index in indexes:
            if minX > index.column():
                minX = index.column()
            if maxX < index.column():
                maxX = index.column()
            if minY > index.row():
                minY = index.row()
            if maxY < index.row():
                maxY = index.row()

        # Create a tile layer from the current selection
        tileLayer = TileLayer(QString(), 0, 0, maxX - minX + 1,
                              maxY - minY + 1)
        model = view.tilesetModel()
        for index in indexes:
            tileLayer.setCell(index.column() - minX,
                              index.row() - minY, Cell(model.tileAt(index)))

        self.setCurrentTiles(tileLayer)
    def addTileLayer(self, layerdef, creditVisibility=True):
      """@api
         @param layerdef - an object of TileLayerDefinition class (in tiles.py)
         @param creditVisibility - visibility of credit label
         @returns newly created tile layer. if the layer is invalid, returns None
         @note added in 0.60
      """
      if self.crs3857 is None:
        self.crs3857 = QgsCoordinateReferenceSystem(3857)

      layer = TileLayer(self, layerdef, creditVisibility)
      if not layer.isValid():
        return None

      QgsMapLayerRegistry.instance().addMapLayer(layer)
      self.layers[layer.id()] = layer
      return layer
예제 #6
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    def __readLayer(self):
        atts = self.xml.attributes()
        name = atts.value("name")
        x = Int(atts.value("x"))
        y = Int(atts.value("y"))
        width = Int(atts.value("width"))
        height = Int(atts.value("height"))
        tileLayer = TileLayer(name, x, y, width, height)
        readLayerAttributes(tileLayer, atts)
        while (self.xml.readNextStartElement()):
            if (self.xml.name() == "properties"):
                tileLayer.mergeProperties(self.__readProperties())
            elif (self.xml.name() == "data"):
                self.__readLayerData(tileLayer)
            else:
                self.__readUnknownElement()

        return tileLayer
예제 #7
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    def addTileLayer(self, layerdef, creditVisibility=True):
        """@api
         @param layerdef - an object of TileLayerDefinition class (in tiles.py)
         @param creditVisibility - visibility of credit label
         @returns newly created tile layer. if the layer is invalid, returns None
         @note added in 0.60
      """
        if self.crs3857 is None:
            self.crs3857 = QgsCoordinateReferenceSystem(3857)

        layer = TileLayer(self, layerdef, creditVisibility)
        if not layer.isValid():
            return None

        QgsMapLayerRegistry.instance().addMapLayer(layer)
        self.layers[layer.id()] = layer
        self.addActionToLayer(layer)
        return layer
예제 #8
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    def __readLayer(self):
        atts = self.xml.attributes()
        name = atts.value("name")
        x = Int(atts.value("x"))
        y = Int(atts.value("y"))
        width = Int(atts.value("width"))
        height = Int(atts.value("height"))
        tileLayer = TileLayer(name, x, y, width, height)
        readLayerAttributes(tileLayer, atts)
        while (self.xml.readNextStartElement()):
            if (self.xml.name() == "properties"):
                tileLayer.mergeProperties(self.__readProperties())
            elif (self.xml.name() == "data"):
                self.__readLayerData(tileLayer)
            else:
                self.__readUnknownElement()

        return tileLayer
예제 #9
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    def setTile(self, tile):
        if type(tile) == list:
            tile = tile[0]
        if (self.mTile == tile):
            return
        self.mTile = tile
        self.mMapScene.disableSelectedTool()
        previousDocument = self.mMapScene.mapDocument()
        if (tile):
            self.mMapView.setEnabled(not self.mTile.tileset().isExternal())
            map = Map(Map.Orientation.Orthogonal, 1, 1, tile.width(),
                      tile.height())
            map.addTileset(tile.sharedTileset())
            tileLayer = TileLayer(QString(), 0, 0, 1, 1)
            tileLayer.setCell(0, 0, Cell(tile))
            map.addLayer(tileLayer)
            objectGroup = None
            if (tile.objectGroup()):
                objectGroup = tile.objectGroup().clone()
            else:
                objectGroup = ObjectGroup()
            objectGroup.setDrawOrder(ObjectGroup.DrawOrder.IndexOrder)
            map.addLayer(objectGroup)
            mapDocument = MapDocument(map)
            self.mMapScene.setMapDocument(mapDocument)
            self.mToolManager.setMapDocument(mapDocument)
            mapDocument.setCurrentLayerIndex(1)
            self.mMapScene.enableSelectedTool()
            mapDocument.undoStack().indexChanged.connect(self.applyChanges)
        else:
            self.mMapView.setEnabled(False)
            self.mMapScene.setMapDocument(None)
            self.mToolManager.setMapDocument(None)

        if (previousDocument):
            previousDocument.undoStack().disconnect()
            del previousDocument
예제 #10
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    def setTile(self, tile):
        if type(tile)==list:
            tile = tile[0]
        if (self.mTile == tile):
            return
        self.mTile = tile
        self.mMapScene.disableSelectedTool()
        previousDocument = self.mMapScene.mapDocument()
        if (tile):
            self.mMapView.setEnabled(not self.mTile.tileset().isExternal())
            map = Map(Map.Orientation.Orthogonal, 1, 1, tile.width(), tile.height())
            map.addTileset(tile.sharedTileset())
            tileLayer = TileLayer(QString(), 0, 0, 1, 1)
            tileLayer.setCell(0, 0, Cell(tile))
            map.addLayer(tileLayer)
            objectGroup = None
            if (tile.objectGroup()):
                objectGroup = tile.objectGroup().clone()
            else:
                objectGroup = ObjectGroup()
            objectGroup.setDrawOrder(ObjectGroup.DrawOrder.IndexOrder)
            map.addLayer(objectGroup)
            mapDocument = MapDocument(map)
            self.mMapScene.setMapDocument(mapDocument)
            self.mToolManager.setMapDocument(mapDocument)
            mapDocument.setCurrentLayerIndex(1)
            self.mMapScene.enableSelectedTool()
            mapDocument.undoStack().indexChanged.connect(self.applyChanges)
        else:
            self.mMapView.setEnabled(False)
            self.mMapScene.setMapDocument(None)
            self.mToolManager.setMapDocument(None)

        if (previousDocument):
            previousDocument.undoStack().disconnect()
            del previousDocument
예제 #11
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    def createMap(self):
        if (self.exec() != QDialog.Accepted):
            return None
        mapWidth = self.mUi.mapWidth.value()
        mapHeight = self.mUi.mapHeight.value()
        tileWidth = self.mUi.tileWidth.value()
        tileHeight = self.mUi.tileHeight.value()
        orientationIndex = self.mUi.orientation.currentIndex()
        orientationData = self.mUi.orientation.itemData(orientationIndex)
        orientation = orientationData
        layerFormat = Map.LayerDataFormat(self.mUi.layerFormat.currentIndex())
        renderOrder = Map.RenderOrder(self.mUi.renderOrder.currentIndex())
        map = Map(orientation,
                           mapWidth, mapHeight,
                           tileWidth, tileHeight)
        map.setLayerDataFormat(layerFormat)
        map.setRenderOrder(renderOrder)
        gigabyte = 1073741824
        memory = mapWidth * mapHeight * 8#sizeof(Cell)
        # Add a tile layer to new maps of reasonable size
        if (memory < gigabyte):
            map.addLayer(TileLayer(self.tr("Tile Layer 1"), 0, 0,
                                        mapWidth, mapHeight))
        else:
            gigabytes = memory / gigabyte
            QMessageBox.warning(self, self.tr("Memory Usage Warning"),
                                 self.tr("Tile layers for this map will consume %.2f GB "
                                    "of memory each. Not creating one by default."%gigabytes))

        # Store settings for next time
        prefs = preferences.Preferences.instance()
        prefs.setLayerDataFormat(layerFormat)
        prefs.setMapRenderOrder(renderOrder)
        s = preferences.Preferences.instance().settings()
        s.setValue(ORIENTATION_KEY, orientationIndex)
        s.setValue(MAP_WIDTH_KEY, mapWidth)
        s.setValue(MAP_HEIGHT_KEY, mapHeight)
        s.setValue(TILE_WIDTH_KEY, tileWidth)
        s.setValue(TILE_HEIGHT_KEY, tileHeight)
        return MapDocument(map)
예제 #12
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    def addLayer(self, layerType):
        layer = None
        name = QString()
        x = layerType
        if x == Layer.TileLayerType:
            name = self.tr("Tile Layer %d" % (self.mMap.tileLayerCount() + 1))
            layer = TileLayer(name, 0, 0, self.mMap.width(),
                              self.mMap.height())
        elif x == Layer.ObjectGroupType:
            name = self.tr("Object Layer %d" %
                           (self.mMap.objectGroupCount() + 1))
            layer = ObjectGroup(name, 0, 0, self.mMap.width(),
                                self.mMap.height())
        elif x == Layer.ImageLayerType:
            name = self.tr("Image Layer %d" %
                           (self.mMap.imageLayerCount() + 1))
            layer = ImageLayer(name, 0, 0, self.mMap.width(),
                               self.mMap.height())

        index = self.mMap.layerCount()
        self.mUndoStack.push(AddLayer(self, index, layer))
        self.setCurrentLayerIndex(index)
        self.editLayerNameRequested.emit()
예제 #13
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    def setupMissingLayers(self):
        # make sure all needed layers are there:
        for name in self.mTouchedTileLayers:
            if (self.mMapWork.indexOfLayer(name, Layer.TileLayerType) != -1):
                continue
            index = self.mMapWork.layerCount()
            tilelayer = TileLayer(name, 0, 0, self.mMapWork.width(),
                                  self.mMapWork.height())
            self.mMapDocument.undoStack().push(
                AddLayer(self.mMapDocument, index, tilelayer))
            self.mAddedTileLayers.append(name)

        for name in self.mTouchedObjectGroups:
            if (self.mMapWork.indexOfLayer(name, Layer.ObjectGroupType) != -1):
                continue
            index = self.mMapWork.layerCount()
            objectGroup = ObjectGroup(name, 0, 0, self.mMapWork.width(),
                                      self.mMapWork.height())
            self.mMapDocument.undoStack().push(
                AddLayer(self.mMapDocument, index, objectGroup))
            self.mAddedTileLayers.append(name)

        return True
예제 #14
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    def read(self, fileName):
        file = QFile(fileName)
        if (not file.open (QIODevice.ReadOnly)):
            self.mError = self.tr("Could not open file for reading.")
            return None
        
        # default to values of the original flare alpha game.
        map = Map(Map.Orientation.Isometric, 256, 256, 64, 32)
        stream = QTextStream(file)
        line = QString()
        sectionName = QString()
        newsection = False
        path = QFileInfo(file).absolutePath()
        base = 10
        gidMapper = GidMapper()
        gid = 1
        tilelayer = None
        objectgroup = None
        mapobject = None
        tilesetsSectionFound = False
        headerSectionFound = False
        tilelayerSectionFound = False # tile layer or objects
        while (not stream.atEnd()):
            line = stream.readLine()
            if line == '':
                continue
            startsWith = line[0]
            if (startsWith == '['):
                sectionName = line[1:line.index(']')]
                newsection = True
                continue
            
            if (sectionName == "header"):
                headerSectionFound = True
                #get map properties
                epos = line.index('=')
                if (epos != -1):
                    key = line[:epos].strip()
                    value = line[epos + 1:].strip()
                    if (key == "width"):
                        map.setWidth(Int(value))
                    elif (key == "height"):
                        map.setHeight(Int(value))
                    elif (key == "tilewidth"):
                        map.setTileWidth(Int(value))
                    elif (key == "tileheight"):
                        map.setTileHeight(Int(value))
                    elif (key == "orientation"):
                        map.setOrientation(orientationFromString(value))
                    else:
                        map.setProperty(key, value)
                
            elif (sectionName == "tilesets"):
                tilesetsSectionFound = True
                epos = line.index('=')
                key = line[:epos].strip()
                value = line[epos + 1:].strip()
                if (key == "tileset"):
                    _list = value.split(',')
                    absoluteSource = _list[0]
                    if (QDir.isRelativePath(absoluteSource)):
                        absoluteSource = path + '/' + absoluteSource
                    tilesetwidth = 0
                    tilesetheight = 0
                    if len(_list) > 2:
                        tilesetwidth = Int(_list[1])
                        tilesetheight = Int(_list[2])
                    
                    tileset = Tileset.create(QFileInfo(absoluteSource).fileName(), tilesetwidth, tilesetheight)
                    ok = tileset.loadFromImage(absoluteSource)
                    if not ok:
                        self.mError = self.tr("Error loading tileset %s, which expands to %s. Path not found!"%(_list[0], absoluteSource))
                        return None
                    else :
                        if len(_list) > 4:
                            tileset.setTileOffset(QPoint(Int(_list[3]),Int(_list[4])))
                        gidMapper.insert(gid, tileset)
                        if len(_list) > 5:
                            gid += Int(_list[5])
                        else :
                            gid += tileset.tileCount()
                        
                        map.addTileset(tileset)

            elif (sectionName == "layer"):
                if (not tilesetsSectionFound):
                    self.mError = self.tr("No tilesets section found before layer section.")
                    return None
                
                tilelayerSectionFound = True
                epos = line.index('=')
                if (epos != -1):
                    key = line[:epos].strip()
                    value = line[epos + 1:].strip()
                    if (key == "type"):
                        tilelayer = TileLayer(value, 0, 0, map.width(),map.height())
                        map.addLayer(tilelayer)
                    elif (key == "format"):
                        if (value == "dec"):
                            base = 10
                        elif (value == "hex"):
                            base = 16
                        
                    elif (key == "data"):
                        for y in range(map.height()):
                            line = stream.readLine()
                            l = line.split(',')
                            for x in range(min(map.width(), len(l))):
                                ok = False
                                tileid = int(l[x], base)
                                c, ok = gidMapper.gidToCell(tileid)
                                if (not ok):
                                    self.mError += self.tr("Error mapping tile id %1.").arg(tileid)
                                    return None
                                
                                tilelayer.setCell(x, y, c)

                    else :
                        tilelayer.setProperty(key, value)

            else :
                if (newsection):
                    if (map.indexOfLayer(sectionName) == -1):
                        objectgroup = ObjectGroup(sectionName, 0,0,map.width(), map.height())
                        map.addLayer(objectgroup)
                    else :
                        objectgroup = map.layerAt(map.indexOfLayer(sectionName))
                    
                    mapobject = MapObject()
                    objectgroup.addObject(mapobject)
                    newsection = False
                
                if (not mapobject):
                    continue
                if (startsWith == '#'):
                    name = line[1].strip()
                    mapobject.setName(name)
                
                epos = line.index('=')
                if (epos != -1):
                    key = line[:epos].strip()
                    value = line[epos + 1:].strip()
                    if (key == "type"):
                        mapobject.setType(value)
                    elif (key == "location"):
                        loc = value.split(',')
                        x,y = 0.0, 0.0
                        w,h = 0, 0
                        if (map.orientation() == Map.Orthogonal):
                            x = loc[0].toFloat()*map.tileWidth()
                            y = loc[1].toFloat()*map.tileHeight()
                            if len(loc) > 3:
                                w = Int(loc[2])*map.tileWidth()
                                h = Int(loc[3])*map.tileHeight()
                            else :
                                w = map.tileWidth()
                                h = map.tileHeight()
                            
                        else :
                            x = loc[0].toFloat()*map.tileHeight()
                            y = loc[1].toFloat()*map.tileHeight()
                            if len(loc) > 3:
                                w = Int(loc[2])*map.tileHeight()
                                h = Int(loc[3])*map.tileHeight()
                            else :
                                w = h = map.tileHeight()

                        mapobject.setPosition(QPointF(x, y))
                        mapobject.setSize(w, h)
                    else :
                        mapobject.setProperty(key, value)


        if (not headerSectionFound or not tilesetsSectionFound or not tilelayerSectionFound):
            self.mError = self.tr("This seems to be no valid flare map. "
                        "A Flare map consists of at least a header "
                        "section, a tileset section and one tile layer.")
            return None
        
        return map
예제 #15
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    def toTileLayer(self, variantMap):
        name = variantMap.get("name",'')
        width = variantMap.get("width",0)
        height = variantMap.get("height",0)
        dataVariant = variantMap["data"]
        
        tileLayer = TileLayer(name,
                             variantMap.get("x",0),
                             variantMap.get("y",0),
                             width, height)
        opacity = variantMap.get("opacity", 0.0)
        visible = variantMap.get("visible", True)
        tileLayer.setOpacity(opacity)
        tileLayer.setVisible(visible)

        encoding = variantMap.get("encoding", '')
        compression = variantMap.get("compression", '')

        if encoding=='' or encoding == "csv":
            layerDataFormat = Map.LayerDataFormat.CSV
        elif (encoding == "base64"):
            if compression=='':
                layerDataFormat = Map.LayerDataFormat.Base64
            elif (compression == "gzip"):
                layerDataFormat = Map.LayerDataFormat.Base64Gzip
            elif (compression == "zlib"):
                layerDataFormat = Map.LayerDataFormat.Base64Zlib
            else:
                self.mError = self.tr("Compression method '%s' not supported"%compression)
                return None
        else:
            self.mError = self.tr("Unknown encoding: %1"%encoding)
            return None

        self.mMap.setLayerDataFormat(layerDataFormat)

        if layerDataFormat==Map.LayerDataFormat.XML or layerDataFormat==Map.LayerDataFormat.CSV:
            dataVariantList = dataVariant

            if len(dataVariantList) != width * height:
                self.mError = self.tr("Corrupt layer data for layer '%s'"%name)
                return None
            x = 0
            y = 0
            ok = False
            
            if (len(dataVariantList) != width * height):
                self.mError = self.tr("Corrupt layer data for layer '%s'"%name)
                return None
            for gidVariant in dataVariantList:
                gid, ok = Int2(gidVariant)
                if (not ok):
                    self.mError = self.tr("Unable to parse tile at (%d,%d) on layer '%s'"%(x, y, tileLayer.name()))
                    return None
                
                cell = self.mGidMapper.gidToCell(gid, ok)
                tileLayer.setCell(x, y, cell)
                x += 1
                if (x >= tileLayer.width()):
                    x = 0
                    y += 1
        elif layerDataFormat==Map.LayerDataFormat.Base64 \
            or layerDataFormat==Map.LayerDataFormat.Base64Zlib \
            or layerDataFormat==Map.LayerDataFormat.Base64Gzip:
            data = QByteArray(dataVariant)
            error = self.mGidMapper.decodeLayerData(tileLayer, data, layerDataFormat)

            if error==DecodeError.CorruptLayerData:
                self.mError = self.tr("Corrupt layer data for layer '%s'"%name)
                return None
            elif error==DecodeError.TileButNoTilesets:
                self.mError = self.tr("Tile used but no tilesets specified")
                return None
            elif error==DecodeError.InvalidTile:
                self.mError = self.tr("Invalid tile: %d"%self.mGidMapper.invalidTile())
                return None
            elif error==DecodeError.NoError:
                pass
            
        return tileLayer
예제 #16
0
    def updateBrush(self, cursorPos, _list = None):
        # get the current tile layer
        currentLayer = self.currentTileLayer()
        layerWidth = currentLayer.width()
        layerHeight = currentLayer.height()
        numTiles = layerWidth * layerHeight
        paintCorner = 0
        # if we are in vertex paint mode, the bottom right corner on the map will appear as an invalid tile offset...
        if (self.mBrushMode == BrushMode.PaintVertex):
            if (cursorPos.x() == layerWidth):
                cursorPos.setX(cursorPos.x() - 1)
                paintCorner |= 1

            if (cursorPos.y() == layerHeight):
                cursorPos.setY(cursorPos.y() - 1)
                paintCorner |= 2

        # if the cursor is outside of the map, bail out
        if (not currentLayer.bounds().contains(cursorPos)):
            return
        terrainTileset = None
        terrainId = -1
        if (self.mTerrain):
            terrainTileset = self.mTerrain.tileset()
            terrainId = self.mTerrain.id()

        # allocate a buffer to build the terrain tilemap (TODO: this could be retained per layer to save regular allocation)
        newTerrain = []
        for i in range(numTiles):
            newTerrain.append(0)
            
        # allocate a buffer of flags for each tile that may be considered (TODO: this could be retained per layer to save regular allocation)
        checked = array('B')
        for i in range(numTiles):
            checked.append(0)
        # create a consideration list, and push the start points
        transitionList = QList()
        initialTiles = 0
        if (_list):
            # if we were supplied a list of start points
            for p in _list:
                transitionList.append(p)
                initialTiles += 1

        else:
            transitionList.append(cursorPos)
            initialTiles = 1

        brushRect = QRect(cursorPos, cursorPos)
        # produce terrain with transitions using a simple, relative naive approach (considers each tile once, and doesn't allow re-consideration if selection was bad)
        while (not transitionList.isEmpty()):
            # get the next point in the consideration list
            p = transitionList.takeFirst()
            x = p.x()
            y = p.y()
            i = y*layerWidth + x
            # if we have already considered this point, skip to the next
            # TODO: we might want to allow re-consideration if prior tiles... but not for now, this would risk infinite loops
            if (checked[i]):
                continue
            tile = currentLayer.cellAt(p).tile
            currentTerrain = terrain(tile)
            # get the tileset for this tile
            tileset = None
            if (terrainTileset):
                # if we are painting a terrain, then we'll use the terrains tileset
                tileset = terrainTileset
            elif (tile):
                # if we're erasing terrain, use the individual tiles tileset (to search for transitions)
                tileset = tile.tileset()
            else:
                # no tile here and we're erasing terrain, not much we can do
                continue

            # calculate the ideal tile for this position
            preferredTerrain = 0xFFFFFFFF
            mask = 0
            if (initialTiles):
                # for the initial tiles, we will insert the selected terrain and add the surroundings for consideration
                if (self.mBrushMode == BrushMode.PaintTile):
                    # set the whole tile to the selected terrain
                    preferredTerrain = makeTerrain(terrainId)
                    mask = 0xFFFFFFFF
                else:
                    # Bail out if encountering a tile from a different tileset
                    if (tile and tile.tileset() != tileset):
                        continue
                    # calculate the corner mask
                    mask = 0xFF << (3 - paintCorner)*8
                    # mask in the selected terrain
                    preferredTerrain = (currentTerrain & ~mask) | (terrainId << (3 - paintCorner)*8)

                initialTiles -= 1
                # if there's nothing to paint... skip this tile
                if (preferredTerrain == currentTerrain and (not tile or tile.tileset() == tileset)):
                    continue
            else:
                # Bail out if encountering a tile from a different tileset
                if (tile and tile.tileset() != tileset):
                    continue
                # following tiles each need consideration against their surroundings
                preferredTerrain = currentTerrain
                mask = 0
                # depending which connections have been set, we update the preferred terrain of the tile accordingly
                if (y > 0 and checked[i - layerWidth]):
                    preferredTerrain = ((terrain(newTerrain[i - layerWidth]) << 16) | (preferredTerrain & 0x0000FFFF))&0xFFFFFFFF
                    mask |= 0xFFFF0000

                if (y < layerHeight - 1 and checked[i + layerWidth]):
                    preferredTerrain = ((terrain(newTerrain[i + layerWidth]) >> 16) | (preferredTerrain & 0xFFFF0000))&0xFFFFFFFF
                    mask |= 0x0000FFFF

                if (x > 0 and checked[i - 1]):
                    preferredTerrain = (((terrain(newTerrain[i - 1]) << 8) & 0xFF00FF00) | (preferredTerrain & 0x00FF00FF))&0xFFFFFFFF
                    mask |= 0xFF00FF00

                if (x < layerWidth - 1 and checked[i + 1]):
                    preferredTerrain = (((terrain(newTerrain[i + 1]) >> 8) & 0x00FF00FF) | (preferredTerrain & 0xFF00FF00))&0xFFFFFFFF
                    mask |= 0x00FF00FF

            # find the most appropriate tile in the tileset
            paste = None
            if (preferredTerrain != 0xFFFFFFFF):
                paste = findBestTile(tileset, preferredTerrain, mask)
                if (not paste):
                    continue

            # add tile to the brush
            newTerrain[i] = paste
            checked[i] = True
            # expand the brush rect to fit the edit set
            brushRect |= QRect(p, p)
            # consider surrounding tiles if terrain constraints were not satisfied
            if (y > 0 and not checked[i - layerWidth]):
                above = currentLayer.cellAt(x, y - 1).tile
                if (topEdge(paste) != bottomEdge(above)):
                    transitionList.append(QPoint(x, y - 1))

            if (y < layerHeight - 1 and not checked[i + layerWidth]):
                below = currentLayer.cellAt(x, y + 1).tile
                if (bottomEdge(paste) != topEdge(below)):
                    transitionList.append(QPoint(x, y + 1))

            if (x > 0 and not checked[i - 1]):
                left = currentLayer.cellAt(x - 1, y).tile
                if (leftEdge(paste) != rightEdge(left)):
                    transitionList.append(QPoint(x - 1, y))

            if (x < layerWidth - 1 and not checked[i + 1]):
                right = currentLayer.cellAt(x + 1, y).tile
                if (rightEdge(paste) != leftEdge(right)):
                    transitionList.append(QPoint(x + 1, y))

        # create a stamp for the terrain block
        stamp = TileLayer(QString(), brushRect.left(), brushRect.top(), brushRect.width(), brushRect.height())
        for y in range(brushRect.top(), brushRect.bottom()+1):
            for x in range(brushRect.left(), brushRect.right()+1):
                i = y*layerWidth + x
                if (not checked[i]):
                    continue
                tile = newTerrain[i]
                if (tile):
                    stamp.setCell(x - brushRect.left(), y - brushRect.top(), Cell(tile))
                else:
                    # TODO: we need to do something to erase tiles where checked[i] is True, and newTerrain[i] is NULL
                    # is there an eraser stamp? investigate how the eraser works...
                    pass

        # set the new tile layer as the brush
        self.brushItem().setTileLayer(stamp)
        del checked
        del newTerrain
        self.mPaintX = cursorPos.x()
        self.mPaintY = cursorPos.y()
        self.mOffsetX = cursorPos.x() - brushRect.left()
        self.mOffsetY = cursorPos.y() - brushRect.top()
예제 #17
0
class BucketFillTool(AbstractTileTool):
    def tr(self, sourceText, disambiguation = '', n = -1):
        return QCoreApplication.translate('BucketFillTool', sourceText, disambiguation, n)

    def __init__(self, parent = None):
        super().__init__(self.tr("Bucket Fill Tool"),
                           QIcon(":images/22x22/stock-tool-bucket-fill.png"),
                           QKeySequence(self.tr("F")),
                           parent)
        self.mStamp = TileStamp()
        self.mFillOverlay = None
        self.mFillRegion = QRegion()
        self.mMissingTilesets = QVector()
        self.mIsActive = False
        self.mLastShiftStatus = False
        ##
        # Indicates if the tool is using the random mode.
        ##
        self.mIsRandom = False
        ##
        # Contains the value of mIsRandom at that time, when the latest call of
        # tilePositionChanged() took place.
        # This variable is needed to detect if the random mode was changed during
        # mFillOverlay being brushed at an area.
        ##
        self.mLastRandomStatus = False
        ##
        # Contains all used random cells to use in random mode.
        # The same cell can be in the list multiple times to make different
        # random weights possible.
        ##
        self.mRandomCellPicker = RandomPicker()

    def __del__(self):
        pass

    def activate(self, scene):
        super().activate(scene)
        self.mIsActive = True
        self.tilePositionChanged(self.tilePosition())

    def deactivate(self, scene):
        super().deactivate(scene)
        self.mFillRegion = QRegion()
        self.mIsActive = False

    def mousePressed(self, event):
        if (event.button() != Qt.LeftButton or self.mFillRegion.isEmpty()):
            return
        if (not self.brushItem().isVisible()):
            return
        
        preview = self.mFillOverlay
        if not preview:
            return

        paint = PaintTileLayer(self.mapDocument(),
                                       self.currentTileLayer(),
                                       preview.x(),
                                       preview.y(),
                                       preview)

        paint.setText(QCoreApplication.translate("Undo Commands", "Fill Area"))

        if not self.mMissingTilesets.isEmpty():
            for tileset in self.mMissingTilesets:
                AddTileset(self.mapDocument(), tileset, paint)

            self.mMissingTilesets.clear()
            
        fillRegion = QRegion(self.mFillRegion)
        self.mapDocument().undoStack().push(paint)
        self.mapDocument().emitRegionEdited(fillRegion, self.currentTileLayer())

    def mouseReleased(self, event):
        pass

    def modifiersChanged(self, modifiers):
        # Don't need to recalculate fill region if there was no fill region
        if (not self.mFillOverlay):
            return
        self.tilePositionChanged(self.tilePosition())

    def languageChanged(self):
        self.setName(self.tr("Bucket Fill Tool"))
        self.setShortcut(QKeySequence(self.tr("F")))

    ##
    # Sets the stamp that is drawn when filling. The BucketFillTool takes
    # ownership over the stamp layer.
    ##
    def setStamp(self, stamp):
        # Clear any overlay that we presently have with an old stamp
        self.clearOverlay()
        self.mStamp = stamp
        self.updateRandomListAndMissingTilesets()
        if (self.mIsActive and self.brushItem().isVisible()):
            self.tilePositionChanged(self.tilePosition())

    ##
    # This returns the actual tile layer which is used to define the current
    # state.
    ##
    def stamp(self):
        return TileStamp(self.mStamp)

    def setRandom(self, value):
        if (self.mIsRandom == value):
            return
        self.mIsRandom = value
        self.updateRandomListAndMissingTilesets()
        
        # Don't need to recalculate fill region if there was no fill region
        if (not self.mFillOverlay):
            return
        self.tilePositionChanged(self.tilePosition())

    def tilePositionChanged(self, tilePos):
        # Skip filling if the stamp is empty
        if  self.mStamp.isEmpty():
            return
            
        # Make sure that a tile layer is selected
        tileLayer = self.currentTileLayer()
        if (not tileLayer):
            return
        
        shiftPressed = QApplication.keyboardModifiers() & Qt.ShiftModifier
        fillRegionChanged = False
        
        regionComputer = TilePainter(self.mapDocument(), tileLayer)
        # If the stamp is a single tile, ignore it when making the region
        if (not shiftPressed and self.mStamp.variations().size() == 1):
            variation = self.mStamp.variations().first()
            stampLayer = variation.tileLayer()
            if (stampLayer.size() == QSize(1, 1) and stampLayer.cellAt(0, 0) == regionComputer.cellAt(tilePos)):
                return
            
        # This clears the connections so we don't get callbacks
        self.clearConnections(self.mapDocument())
        # Optimization: we don't need to recalculate the fill area
        # if the new mouse position is still over the filled region
        # and the shift modifier hasn't changed.
        if (not self.mFillRegion.contains(tilePos) or shiftPressed != self.mLastShiftStatus):
            # Clear overlay to make way for a new one
            self.clearOverlay()
            # Cache information about how the fill region was created
            self.mLastShiftStatus = shiftPressed
            # Get the new fill region
            if (not shiftPressed):
                # If not holding shift, a region is generated from the current pos
                self.mFillRegion = regionComputer.computePaintableFillRegion(tilePos)
            else:
                # If holding shift, the region is the selection bounds
                self.mFillRegion = self.mapDocument().selectedArea()
                # Fill region is the whole map if there is no selection
                if (self.mFillRegion.isEmpty()):
                    self.mFillRegion = tileLayer.bounds()
                # The mouse needs to be in the region
                if (not self.mFillRegion.contains(tilePos)):
                    self.mFillRegion = QRegion()

            fillRegionChanged = True

        # Ensure that a fill region was created before making an overlay layer
        if (self.mFillRegion.isEmpty()):
            return
        if (self.mLastRandomStatus != self.mIsRandom):
            self.mLastRandomStatus = self.mIsRandom
            fillRegionChanged = True

        if (not self.mFillOverlay):
            # Create a new overlay region
            fillBounds = self.mFillRegion.boundingRect()
            self.mFillOverlay = TileLayer(QString(),
                                         fillBounds.x(),
                                         fillBounds.y(),
                                         fillBounds.width(),
                                         fillBounds.height())

        # Paint the new overlay
        if (not self.mIsRandom):
            if (fillRegionChanged or self.mStamp.variations().size() > 1):
                fillWithStamp(self.mFillOverlay, self.mStamp, self.mFillRegion.translated(-self.mFillOverlay.position()))
                fillRegionChanged = True
        else:
            self.randomFill(self.mFillOverlay, self.mFillRegion)
            fillRegionChanged = True

        if (fillRegionChanged):
            # Update the brush item to draw the overlay
            self.brushItem().setTileLayer(self.mFillOverlay)

        # Create connections to know when the overlay should be cleared
        self.makeConnections()

    def mapDocumentChanged(self, oldDocument, newDocument):
        super().mapDocumentChanged(oldDocument, newDocument)
        self.clearConnections(oldDocument)
        # Reset things that are probably invalid now
        if newDocument:
            self.updateRandomListAndMissingTilesets()

        self.clearOverlay()

    def clearOverlay(self):
        # Clear connections before clearing overlay so there is no
        # risk of getting a callback and causing an infinite loop
        self.clearConnections(self.mapDocument())
        self.brushItem().clear()
        self.mFillOverlay = None

        self.mFillRegion = QRegion()

    def makeConnections(self):
        if (not self.mapDocument()):
            return
        # Overlay may need to be cleared if a region changed
        self.mapDocument().regionChanged.connect(self.clearOverlay)
        # Overlay needs to be cleared if we switch to another layer
        self.mapDocument().currentLayerIndexChanged.connect(self.clearOverlay)
        # Overlay needs be cleared if the selection changes, since
        # the overlay may be bound or may need to be bound to the selection
        self.mapDocument().selectedAreaChanged.connect(self.clearOverlay)

    def clearConnections(self, mapDocument):
        if (not mapDocument):
            return
        try:
            mapDocument.regionChanged.disconnect(self.clearOverlay)
            mapDocument.currentLayerIndexChanged.disconnect(self.clearOverlay)
            mapDocument.selectedAreaChanged.disconnect(self.clearOverlay)
        except:
            pass

    ##
    # Updates the list of random cells.
    # This is done by taking all non-null tiles from the original stamp mStamp.
    ##
    def updateRandomListAndMissingTilesets(self):
        self.mRandomCellPicker.clear()
        self.mMissingTilesets.clear()
        
        for variation in self.mStamp.variations():
            self.mapDocument().unifyTilesets(variation.map, self.mMissingTilesets)

            if self.mIsRandom:
                for cell in variation.tileLayer():
                    if not cell.isEmpty():
                        self.mRandomCellPicker.add(cell, cell.tile.probability())

    ##
    # Fills the given \a region in the given \a tileLayer with random tiles.
    ##
    def randomFill(self, tileLayer, region):
        if (region.isEmpty() or self.mRandomList.empty()):
            return
        for rect in region.translated(-tileLayer.position()).rects():
            for _x in range(rect.left(), rect.right()+1):
                for _y in range(rect.top(), rect.bottom()+1):
                    tileLayer.setCell(_x, _y, self.mRandomCellPicker.pick())
예제 #18
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    def tilePositionChanged(self, tilePos):
        # Skip filling if the stamp is empty
        if  self.mStamp.isEmpty():
            return
            
        # Make sure that a tile layer is selected
        tileLayer = self.currentTileLayer()
        if (not tileLayer):
            return
        
        shiftPressed = QApplication.keyboardModifiers() & Qt.ShiftModifier
        fillRegionChanged = False
        
        regionComputer = TilePainter(self.mapDocument(), tileLayer)
        # If the stamp is a single tile, ignore it when making the region
        if (not shiftPressed and self.mStamp.variations().size() == 1):
            variation = self.mStamp.variations().first()
            stampLayer = variation.tileLayer()
            if (stampLayer.size() == QSize(1, 1) and stampLayer.cellAt(0, 0) == regionComputer.cellAt(tilePos)):
                return
            
        # This clears the connections so we don't get callbacks
        self.clearConnections(self.mapDocument())
        # Optimization: we don't need to recalculate the fill area
        # if the new mouse position is still over the filled region
        # and the shift modifier hasn't changed.
        if (not self.mFillRegion.contains(tilePos) or shiftPressed != self.mLastShiftStatus):
            # Clear overlay to make way for a new one
            self.clearOverlay()
            # Cache information about how the fill region was created
            self.mLastShiftStatus = shiftPressed
            # Get the new fill region
            if (not shiftPressed):
                # If not holding shift, a region is generated from the current pos
                self.mFillRegion = regionComputer.computePaintableFillRegion(tilePos)
            else:
                # If holding shift, the region is the selection bounds
                self.mFillRegion = self.mapDocument().selectedArea()
                # Fill region is the whole map if there is no selection
                if (self.mFillRegion.isEmpty()):
                    self.mFillRegion = tileLayer.bounds()
                # The mouse needs to be in the region
                if (not self.mFillRegion.contains(tilePos)):
                    self.mFillRegion = QRegion()

            fillRegionChanged = True

        # Ensure that a fill region was created before making an overlay layer
        if (self.mFillRegion.isEmpty()):
            return
        if (self.mLastRandomStatus != self.mIsRandom):
            self.mLastRandomStatus = self.mIsRandom
            fillRegionChanged = True

        if (not self.mFillOverlay):
            # Create a new overlay region
            fillBounds = self.mFillRegion.boundingRect()
            self.mFillOverlay = TileLayer(QString(),
                                         fillBounds.x(),
                                         fillBounds.y(),
                                         fillBounds.width(),
                                         fillBounds.height())

        # Paint the new overlay
        if (not self.mIsRandom):
            if (fillRegionChanged or self.mStamp.variations().size() > 1):
                fillWithStamp(self.mFillOverlay, self.mStamp, self.mFillRegion.translated(-self.mFillOverlay.position()))
                fillRegionChanged = True
        else:
            self.randomFill(self.mFillOverlay, self.mFillRegion)
            fillRegionChanged = True

        if (fillRegionChanged):
            # Update the brush item to draw the overlay
            self.brushItem().setTileLayer(self.mFillOverlay)

        # Create connections to know when the overlay should be cleared
        self.makeConnections()
예제 #19
0
    def updateBrush(self, cursorPos, _list=None):
        # get the current tile layer
        currentLayer = self.currentTileLayer()
        layerWidth = currentLayer.width()
        layerHeight = currentLayer.height()
        numTiles = layerWidth * layerHeight
        paintCorner = 0
        # if we are in vertex paint mode, the bottom right corner on the map will appear as an invalid tile offset...
        if (self.mBrushMode == BrushMode.PaintVertex):
            if (cursorPos.x() == layerWidth):
                cursorPos.setX(cursorPos.x() - 1)
                paintCorner |= 1

            if (cursorPos.y() == layerHeight):
                cursorPos.setY(cursorPos.y() - 1)
                paintCorner |= 2

        # if the cursor is outside of the map, bail out
        if (not currentLayer.bounds().contains(cursorPos)):
            return
        terrainTileset = None
        terrainId = -1
        if (self.mTerrain):
            terrainTileset = self.mTerrain.tileset()
            terrainId = self.mTerrain.id()

        # allocate a buffer to build the terrain tilemap (TODO: this could be retained per layer to save regular allocation)
        newTerrain = []
        for i in range(numTiles):
            newTerrain.append(0)

        # allocate a buffer of flags for each tile that may be considered (TODO: this could be retained per layer to save regular allocation)
        checked = array('B')
        for i in range(numTiles):
            checked.append(0)
        # create a consideration list, and push the start points
        transitionList = QList()
        initialTiles = 0
        if (_list):
            # if we were supplied a list of start points
            for p in _list:
                transitionList.append(p)
                initialTiles += 1

        else:
            transitionList.append(cursorPos)
            initialTiles = 1

        brushRect = QRect(cursorPos, cursorPos)
        # produce terrain with transitions using a simple, relative naive approach (considers each tile once, and doesn't allow re-consideration if selection was bad)
        while (not transitionList.isEmpty()):
            # get the next point in the consideration list
            p = transitionList.takeFirst()
            x = p.x()
            y = p.y()
            i = y * layerWidth + x
            # if we have already considered this point, skip to the next
            # TODO: we might want to allow re-consideration if prior tiles... but not for now, this would risk infinite loops
            if (checked[i]):
                continue
            tile = currentLayer.cellAt(p).tile
            currentTerrain = terrain(tile)
            # get the tileset for this tile
            tileset = None
            if (terrainTileset):
                # if we are painting a terrain, then we'll use the terrains tileset
                tileset = terrainTileset
            elif (tile):
                # if we're erasing terrain, use the individual tiles tileset (to search for transitions)
                tileset = tile.tileset()
            else:
                # no tile here and we're erasing terrain, not much we can do
                continue

            # calculate the ideal tile for this position
            preferredTerrain = 0xFFFFFFFF
            mask = 0
            if (initialTiles):
                # for the initial tiles, we will insert the selected terrain and add the surroundings for consideration
                if (self.mBrushMode == BrushMode.PaintTile):
                    # set the whole tile to the selected terrain
                    preferredTerrain = makeTerrain(terrainId)
                    mask = 0xFFFFFFFF
                else:
                    # Bail out if encountering a tile from a different tileset
                    if (tile and tile.tileset() != tileset):
                        continue
                    # calculate the corner mask
                    mask = 0xFF << (3 - paintCorner) * 8
                    # mask in the selected terrain
                    preferredTerrain = (currentTerrain
                                        & ~mask) | (terrainId <<
                                                    (3 - paintCorner) * 8)

                initialTiles -= 1
                # if there's nothing to paint... skip this tile
                if (preferredTerrain == currentTerrain
                        and (not tile or tile.tileset() == tileset)):
                    continue
            else:
                # Bail out if encountering a tile from a different tileset
                if (tile and tile.tileset() != tileset):
                    continue
                # following tiles each need consideration against their surroundings
                preferredTerrain = currentTerrain
                mask = 0
                # depending which connections have been set, we update the preferred terrain of the tile accordingly
                if (y > 0 and checked[i - layerWidth]):
                    preferredTerrain = (
                        (terrain(newTerrain[i - layerWidth]) << 16) |
                        (preferredTerrain & 0x0000FFFF)) & 0xFFFFFFFF
                    mask |= 0xFFFF0000

                if (y < layerHeight - 1 and checked[i + layerWidth]):
                    preferredTerrain = (
                        (terrain(newTerrain[i + layerWidth]) >> 16) |
                        (preferredTerrain & 0xFFFF0000)) & 0xFFFFFFFF
                    mask |= 0x0000FFFF

                if (x > 0 and checked[i - 1]):
                    preferredTerrain = (
                        ((terrain(newTerrain[i - 1]) << 8) & 0xFF00FF00) |
                        (preferredTerrain & 0x00FF00FF)) & 0xFFFFFFFF
                    mask |= 0xFF00FF00

                if (x < layerWidth - 1 and checked[i + 1]):
                    preferredTerrain = (
                        ((terrain(newTerrain[i + 1]) >> 8) & 0x00FF00FF) |
                        (preferredTerrain & 0xFF00FF00)) & 0xFFFFFFFF
                    mask |= 0x00FF00FF

            # find the most appropriate tile in the tileset
            paste = None
            if (preferredTerrain != 0xFFFFFFFF):
                paste = findBestTile(tileset, preferredTerrain, mask)
                if (not paste):
                    continue

            # add tile to the brush
            newTerrain[i] = paste
            checked[i] = True
            # expand the brush rect to fit the edit set
            brushRect |= QRect(p, p)
            # consider surrounding tiles if terrain constraints were not satisfied
            if (y > 0 and not checked[i - layerWidth]):
                above = currentLayer.cellAt(x, y - 1).tile
                if (topEdge(paste) != bottomEdge(above)):
                    transitionList.append(QPoint(x, y - 1))

            if (y < layerHeight - 1 and not checked[i + layerWidth]):
                below = currentLayer.cellAt(x, y + 1).tile
                if (bottomEdge(paste) != topEdge(below)):
                    transitionList.append(QPoint(x, y + 1))

            if (x > 0 and not checked[i - 1]):
                left = currentLayer.cellAt(x - 1, y).tile
                if (leftEdge(paste) != rightEdge(left)):
                    transitionList.append(QPoint(x - 1, y))

            if (x < layerWidth - 1 and not checked[i + 1]):
                right = currentLayer.cellAt(x + 1, y).tile
                if (rightEdge(paste) != leftEdge(right)):
                    transitionList.append(QPoint(x + 1, y))

        # create a stamp for the terrain block
        stamp = TileLayer(QString(), brushRect.left(), brushRect.top(),
                          brushRect.width(), brushRect.height())
        for y in range(brushRect.top(), brushRect.bottom() + 1):
            for x in range(brushRect.left(), brushRect.right() + 1):
                i = y * layerWidth + x
                if (not checked[i]):
                    continue
                tile = newTerrain[i]
                if (tile):
                    stamp.setCell(x - brushRect.left(), y - brushRect.top(),
                                  Cell(tile))
                else:
                    # TODO: we need to do something to erase tiles where checked[i] is True, and newTerrain[i] is NULL
                    # is there an eraser stamp? investigate how the eraser works...
                    pass

        # set the new tile layer as the brush
        self.brushItem().setTileLayer(stamp)
        del checked
        del newTerrain
        self.mPaintX = cursorPos.x()
        self.mPaintY = cursorPos.y()
        self.mOffsetX = cursorPos.x() - brushRect.left()
        self.mOffsetY = cursorPos.y() - brushRect.top()
예제 #20
0
    def toTileLayer(self, variantMap):
        name = variantMap.get("name", '')
        width = variantMap.get("width", 0)
        height = variantMap.get("height", 0)
        dataVariant = variantMap["data"]

        tileLayer = TileLayer(name, variantMap.get("x", 0),
                              variantMap.get("y", 0), width, height)
        opacity = variantMap.get("opacity", 0.0)
        visible = variantMap.get("visible", True)
        tileLayer.setOpacity(opacity)
        tileLayer.setVisible(visible)

        encoding = variantMap.get("encoding", '')
        compression = variantMap.get("compression", '')

        if encoding == '' or encoding == "csv":
            layerDataFormat = Map.LayerDataFormat.CSV
        elif (encoding == "base64"):
            if compression == '':
                layerDataFormat = Map.LayerDataFormat.Base64
            elif (compression == "gzip"):
                layerDataFormat = Map.LayerDataFormat.Base64Gzip
            elif (compression == "zlib"):
                layerDataFormat = Map.LayerDataFormat.Base64Zlib
            else:
                self.mError = self.tr("Compression method '%s' not supported" %
                                      compression)
                return None
        else:
            self.mError = self.tr("Unknown encoding: %1" % encoding)
            return None

        self.mMap.setLayerDataFormat(layerDataFormat)

        if layerDataFormat == Map.LayerDataFormat.XML or layerDataFormat == Map.LayerDataFormat.CSV:
            dataVariantList = dataVariant

            if len(dataVariantList) != width * height:
                self.mError = self.tr("Corrupt layer data for layer '%s'" %
                                      name)
                return None
            x = 0
            y = 0
            ok = False

            if (len(dataVariantList) != width * height):
                self.mError = self.tr("Corrupt layer data for layer '%s'" %
                                      name)
                return None
            for gidVariant in dataVariantList:
                gid, ok = Int2(gidVariant)
                if (not ok):
                    self.mError = self.tr(
                        "Unable to parse tile at (%d,%d) on layer '%s'" %
                        (x, y, tileLayer.name()))
                    return None

                cell = self.mGidMapper.gidToCell(gid, ok)
                tileLayer.setCell(x, y, cell)
                x += 1
                if (x >= tileLayer.width()):
                    x = 0
                    y += 1
        elif layerDataFormat==Map.LayerDataFormat.Base64 \
            or layerDataFormat==Map.LayerDataFormat.Base64Zlib \
            or layerDataFormat==Map.LayerDataFormat.Base64Gzip:
            data = QByteArray(dataVariant)
            error = self.mGidMapper.decodeLayerData(tileLayer, data,
                                                    layerDataFormat)

            if error == DecodeError.CorruptLayerData:
                self.mError = self.tr("Corrupt layer data for layer '%s'" %
                                      name)
                return None
            elif error == DecodeError.TileButNoTilesets:
                self.mError = self.tr("Tile used but no tilesets specified")
                return None
            elif error == DecodeError.InvalidTile:
                self.mError = self.tr("Invalid tile: %d" %
                                      self.mGidMapper.invalidTile())
                return None
            elif error == DecodeError.NoError:
                pass

        return tileLayer
예제 #21
0
    def read(self, fileName):
        file = QFile(fileName)
        if (not file.open(QIODevice.ReadOnly)):
            self.mError = self.tr("Could not open file for reading.")
            return None

        # default to values of the original flare alpha game.
        map = Map(Map.Orientation.Isometric, 256, 256, 64, 32)
        stream = QTextStream(file)
        line = QString()
        sectionName = QString()
        newsection = False
        path = QFileInfo(file).absolutePath()
        base = 10
        gidMapper = GidMapper()
        gid = 1
        tilelayer = None
        objectgroup = None
        mapobject = None
        tilesetsSectionFound = False
        headerSectionFound = False
        tilelayerSectionFound = False  # tile layer or objects
        while (not stream.atEnd()):
            line = stream.readLine()
            if line == '':
                continue
            startsWith = line[0]
            if (startsWith == '['):
                sectionName = line[1:line.index(']')]
                newsection = True
                continue

            if (sectionName == "header"):
                headerSectionFound = True
                #get map properties
                epos = line.index('=')
                if (epos != -1):
                    key = line[:epos].strip()
                    value = line[epos + 1:].strip()
                    if (key == "width"):
                        map.setWidth(Int(value))
                    elif (key == "height"):
                        map.setHeight(Int(value))
                    elif (key == "tilewidth"):
                        map.setTileWidth(Int(value))
                    elif (key == "tileheight"):
                        map.setTileHeight(Int(value))
                    elif (key == "orientation"):
                        map.setOrientation(orientationFromString(value))
                    else:
                        map.setProperty(key, value)

            elif (sectionName == "tilesets"):
                tilesetsSectionFound = True
                epos = line.index('=')
                key = line[:epos].strip()
                value = line[epos + 1:].strip()
                if (key == "tileset"):
                    _list = value.split(',')
                    absoluteSource = _list[0]
                    if (QDir.isRelativePath(absoluteSource)):
                        absoluteSource = path + '/' + absoluteSource
                    tilesetwidth = 0
                    tilesetheight = 0
                    if len(_list) > 2:
                        tilesetwidth = Int(_list[1])
                        tilesetheight = Int(_list[2])

                    tileset = Tileset.create(
                        QFileInfo(absoluteSource).fileName(), tilesetwidth,
                        tilesetheight)
                    ok = tileset.loadFromImage(absoluteSource)
                    if not ok:
                        self.mError = self.tr(
                            "Error loading tileset %s, which expands to %s. Path not found!"
                            % (_list[0], absoluteSource))
                        return None
                    else:
                        if len(_list) > 4:
                            tileset.setTileOffset(
                                QPoint(Int(_list[3]), Int(_list[4])))
                        gidMapper.insert(gid, tileset)
                        if len(_list) > 5:
                            gid += Int(_list[5])
                        else:
                            gid += tileset.tileCount()

                        map.addTileset(tileset)

            elif (sectionName == "layer"):
                if (not tilesetsSectionFound):
                    self.mError = self.tr(
                        "No tilesets section found before layer section.")
                    return None

                tilelayerSectionFound = True
                epos = line.index('=')
                if (epos != -1):
                    key = line[:epos].strip()
                    value = line[epos + 1:].strip()
                    if (key == "type"):
                        tilelayer = TileLayer(value, 0, 0, map.width(),
                                              map.height())
                        map.addLayer(tilelayer)
                    elif (key == "format"):
                        if (value == "dec"):
                            base = 10
                        elif (value == "hex"):
                            base = 16

                    elif (key == "data"):
                        for y in range(map.height()):
                            line = stream.readLine()
                            l = line.split(',')
                            for x in range(min(map.width(), len(l))):
                                ok = False
                                tileid = int(l[x], base)
                                c, ok = gidMapper.gidToCell(tileid)
                                if (not ok):
                                    self.mError += self.tr(
                                        "Error mapping tile id %1.").arg(
                                            tileid)
                                    return None

                                tilelayer.setCell(x, y, c)

                    else:
                        tilelayer.setProperty(key, value)

            else:
                if (newsection):
                    if (map.indexOfLayer(sectionName) == -1):
                        objectgroup = ObjectGroup(sectionName, 0, 0,
                                                  map.width(), map.height())
                        map.addLayer(objectgroup)
                    else:
                        objectgroup = map.layerAt(
                            map.indexOfLayer(sectionName))

                    mapobject = MapObject()
                    objectgroup.addObject(mapobject)
                    newsection = False

                if (not mapobject):
                    continue
                if (startsWith == '#'):
                    name = line[1].strip()
                    mapobject.setName(name)

                epos = line.index('=')
                if (epos != -1):
                    key = line[:epos].strip()
                    value = line[epos + 1:].strip()
                    if (key == "type"):
                        mapobject.setType(value)
                    elif (key == "location"):
                        loc = value.split(',')
                        x, y = 0.0, 0.0
                        w, h = 0, 0
                        if (map.orientation() == Map.Orthogonal):
                            x = loc[0].toFloat() * map.tileWidth()
                            y = loc[1].toFloat() * map.tileHeight()
                            if len(loc) > 3:
                                w = Int(loc[2]) * map.tileWidth()
                                h = Int(loc[3]) * map.tileHeight()
                            else:
                                w = map.tileWidth()
                                h = map.tileHeight()

                        else:
                            x = loc[0].toFloat() * map.tileHeight()
                            y = loc[1].toFloat() * map.tileHeight()
                            if len(loc) > 3:
                                w = Int(loc[2]) * map.tileHeight()
                                h = Int(loc[3]) * map.tileHeight()
                            else:
                                w = h = map.tileHeight()

                        mapobject.setPosition(QPointF(x, y))
                        mapobject.setSize(w, h)
                    else:
                        mapobject.setProperty(key, value)

        if (not headerSectionFound or not tilesetsSectionFound
                or not tilelayerSectionFound):
            self.mError = self.tr(
                "This seems to be no valid flare map. "
                "A Flare map consists of at least a header "
                "section, a tileset section and one tile layer.")
            return None

        return map
예제 #22
0
    def read(self, fileName):
        # Read data.
        file = QFile(fileName)
        if (not file.open(QIODevice.ReadOnly)):
            self.mError = self.tr("Cannot open Replica Island map file!")
            return 0

        _in = QDataStream(file)
        _in.setByteOrder(QDataStream.LittleEndian)
        _in.setFloatingPointPrecision(QDataStream.SinglePrecision)
        # Parse file header.
        mapSignature = _in.readUInt8()
        layerCount = _in.readUInt8()
        backgroundIndex = _in.readUInt8()
        if (_in.status() == QDataStream.ReadPastEnd or mapSignature != 96):
            self.mError = self.tr("Can't parse file header!")
            return 0

        # Create our map, setting width and height to 0 until we load a layer.
        map = Map(Map.Orientation.Orthogonal, 0, 0, 32, 32)
        map.setProperty("background_index", QString.number(backgroundIndex))
        # Load our Tilesets.
        typeTilesets = QVector()
        tileIndexTilesets = QVector()

        self.loadTilesetsFromResources(map, typeTilesets, tileIndexTilesets)
        # Load each of our layers.
        for i in range(layerCount):
            # Parse layer header.
            _type = _in.readUInt8()
            tileIndex = _in.readUInt8()
            scrollSpeed = _in.readFloat()
            levelSignature = _in.readUInt8()
            width = _in.readUInt32()
            height = _in.readUInt32()
            if (_in.status() == QDataStream.ReadPastEnd
                    or levelSignature != 42):
                self.mError = self.tr("Can't parse layer header!")
                return 0

            # Make sure our width and height are consistent.
            if (map.width() == 0):
                map.setWidth(width)
            if (map.height() == 0):
                map.setHeight(height)
            if (map.width() != width or map.height() != height):
                self.mError = self.tr("Inconsistent layer sizes!")
                return 0

            # Create a layer object.
            layer = TileLayer(self.layerTypeToName(_type), 0, 0, width, height)
            layer.setProperty("type", QString.number(_type))
            layer.setProperty("tile_index", QString.number(tileIndex))
            layer.setProperty("scroll_speed", QString.number(scrollSpeed, 'f'))
            map.addLayer(layer)
            # Look up the tileset for this layer.
            tileset = tilesetForLayer(_type, tileIndex, typeTilesets,
                                      tileIndexTilesets)
            # Read our tile data all at once.
            #tileData = QByteArray(width*height, b'\x00')
            bytesNeeded = width * height
            tileData = _in.readRawData(bytesNeeded)
            bytesRead = len(tileData)
            if (bytesRead != bytesNeeded):
                self.mError = self.tr("File ended in middle of layer!")
                return 0

            i = 0
            # Add the tiles to our layer.
            for y in range(0, height):
                for x in range(0, width):
                    tile_id = tileData[i] & 0xff
                    i += 1
                    if (tile_id != 255):
                        tile = tileset.tileAt(tile_id)
                        layer.setCell(x, y, Cell(tile))

        # Make sure we read the entire *.bin file.
        if (_in.status() != QDataStream.Ok or not _in.atEnd()):
            self.mError = self.tr("Unexpected data at end of file!")
            return 0

        return map
예제 #23
0
class BucketFillTool(AbstractTileTool):
    def tr(self, sourceText, disambiguation='', n=-1):
        return QCoreApplication.translate('BucketFillTool', sourceText,
                                          disambiguation, n)

    def __init__(self, parent=None):
        super().__init__(self.tr("Bucket Fill Tool"),
                         QIcon(":images/22x22/stock-tool-bucket-fill.png"),
                         QKeySequence(self.tr("F")), parent)
        self.mStamp = TileStamp()
        self.mFillOverlay = None
        self.mFillRegion = QRegion()
        self.mMissingTilesets = QVector()
        self.mIsActive = False
        self.mLastShiftStatus = False
        ##
        # Indicates if the tool is using the random mode.
        ##
        self.mIsRandom = False
        ##
        # Contains the value of mIsRandom at that time, when the latest call of
        # tilePositionChanged() took place.
        # This variable is needed to detect if the random mode was changed during
        # mFillOverlay being brushed at an area.
        ##
        self.mLastRandomStatus = False
        ##
        # Contains all used random cells to use in random mode.
        # The same cell can be in the list multiple times to make different
        # random weights possible.
        ##
        self.mRandomCellPicker = RandomPicker()

    def __del__(self):
        pass

    def activate(self, scene):
        super().activate(scene)
        self.mIsActive = True
        self.tilePositionChanged(self.tilePosition())

    def deactivate(self, scene):
        super().deactivate(scene)
        self.mFillRegion = QRegion()
        self.mIsActive = False

    def mousePressed(self, event):
        if (event.button() != Qt.LeftButton or self.mFillRegion.isEmpty()):
            return
        if (not self.brushItem().isVisible()):
            return

        preview = self.mFillOverlay
        if not preview:
            return

        paint = PaintTileLayer(self.mapDocument(), self.currentTileLayer(),
                               preview.x(), preview.y(), preview)

        paint.setText(QCoreApplication.translate("Undo Commands", "Fill Area"))

        if not self.mMissingTilesets.isEmpty():
            for tileset in self.mMissingTilesets:
                AddTileset(self.mapDocument(), tileset, paint)

            self.mMissingTilesets.clear()

        fillRegion = QRegion(self.mFillRegion)
        self.mapDocument().undoStack().push(paint)
        self.mapDocument().emitRegionEdited(fillRegion,
                                            self.currentTileLayer())

    def mouseReleased(self, event):
        pass

    def modifiersChanged(self, modifiers):
        # Don't need to recalculate fill region if there was no fill region
        if (not self.mFillOverlay):
            return
        self.tilePositionChanged(self.tilePosition())

    def languageChanged(self):
        self.setName(self.tr("Bucket Fill Tool"))
        self.setShortcut(QKeySequence(self.tr("F")))

    ##
    # Sets the stamp that is drawn when filling. The BucketFillTool takes
    # ownership over the stamp layer.
    ##
    def setStamp(self, stamp):
        # Clear any overlay that we presently have with an old stamp
        self.clearOverlay()
        self.mStamp = stamp
        self.updateRandomListAndMissingTilesets()
        if (self.mIsActive and self.brushItem().isVisible()):
            self.tilePositionChanged(self.tilePosition())

    ##
    # This returns the actual tile layer which is used to define the current
    # state.
    ##
    def stamp(self):
        return TileStamp(self.mStamp)

    def setRandom(self, value):
        if (self.mIsRandom == value):
            return
        self.mIsRandom = value
        self.updateRandomListAndMissingTilesets()

        # Don't need to recalculate fill region if there was no fill region
        if (not self.mFillOverlay):
            return
        self.tilePositionChanged(self.tilePosition())

    def tilePositionChanged(self, tilePos):
        # Skip filling if the stamp is empty
        if self.mStamp.isEmpty():
            return

        # Make sure that a tile layer is selected
        tileLayer = self.currentTileLayer()
        if (not tileLayer):
            return

        shiftPressed = QApplication.keyboardModifiers() & Qt.ShiftModifier
        fillRegionChanged = False

        regionComputer = TilePainter(self.mapDocument(), tileLayer)
        # If the stamp is a single tile, ignore it when making the region
        if (not shiftPressed and self.mStamp.variations().size() == 1):
            variation = self.mStamp.variations().first()
            stampLayer = variation.tileLayer()
            if (stampLayer.size() == QSize(1, 1) and stampLayer.cellAt(0, 0)
                    == regionComputer.cellAt(tilePos)):
                return

        # This clears the connections so we don't get callbacks
        self.clearConnections(self.mapDocument())
        # Optimization: we don't need to recalculate the fill area
        # if the new mouse position is still over the filled region
        # and the shift modifier hasn't changed.
        if (not self.mFillRegion.contains(tilePos)
                or shiftPressed != self.mLastShiftStatus):
            # Clear overlay to make way for a new one
            self.clearOverlay()
            # Cache information about how the fill region was created
            self.mLastShiftStatus = shiftPressed
            # Get the new fill region
            if (not shiftPressed):
                # If not holding shift, a region is generated from the current pos
                self.mFillRegion = regionComputer.computePaintableFillRegion(
                    tilePos)
            else:
                # If holding shift, the region is the selection bounds
                self.mFillRegion = self.mapDocument().selectedArea()
                # Fill region is the whole map if there is no selection
                if (self.mFillRegion.isEmpty()):
                    self.mFillRegion = tileLayer.bounds()
                # The mouse needs to be in the region
                if (not self.mFillRegion.contains(tilePos)):
                    self.mFillRegion = QRegion()

            fillRegionChanged = True

        # Ensure that a fill region was created before making an overlay layer
        if (self.mFillRegion.isEmpty()):
            return
        if (self.mLastRandomStatus != self.mIsRandom):
            self.mLastRandomStatus = self.mIsRandom
            fillRegionChanged = True

        if (not self.mFillOverlay):
            # Create a new overlay region
            fillBounds = self.mFillRegion.boundingRect()
            self.mFillOverlay = TileLayer(QString(), fillBounds.x(),
                                          fillBounds.y(), fillBounds.width(),
                                          fillBounds.height())

        # Paint the new overlay
        if (not self.mIsRandom):
            if (fillRegionChanged or self.mStamp.variations().size() > 1):
                fillWithStamp(
                    self.mFillOverlay, self.mStamp,
                    self.mFillRegion.translated(-self.mFillOverlay.position()))
                fillRegionChanged = True
        else:
            self.randomFill(self.mFillOverlay, self.mFillRegion)
            fillRegionChanged = True

        if (fillRegionChanged):
            # Update the brush item to draw the overlay
            self.brushItem().setTileLayer(self.mFillOverlay)

        # Create connections to know when the overlay should be cleared
        self.makeConnections()

    def mapDocumentChanged(self, oldDocument, newDocument):
        super().mapDocumentChanged(oldDocument, newDocument)
        self.clearConnections(oldDocument)
        # Reset things that are probably invalid now
        if newDocument:
            self.updateRandomListAndMissingTilesets()

        self.clearOverlay()

    def clearOverlay(self):
        # Clear connections before clearing overlay so there is no
        # risk of getting a callback and causing an infinite loop
        self.clearConnections(self.mapDocument())
        self.brushItem().clear()
        self.mFillOverlay = None

        self.mFillRegion = QRegion()

    def makeConnections(self):
        if (not self.mapDocument()):
            return
        # Overlay may need to be cleared if a region changed
        self.mapDocument().regionChanged.connect(self.clearOverlay)
        # Overlay needs to be cleared if we switch to another layer
        self.mapDocument().currentLayerIndexChanged.connect(self.clearOverlay)
        # Overlay needs be cleared if the selection changes, since
        # the overlay may be bound or may need to be bound to the selection
        self.mapDocument().selectedAreaChanged.connect(self.clearOverlay)

    def clearConnections(self, mapDocument):
        if (not mapDocument):
            return
        try:
            mapDocument.regionChanged.disconnect(self.clearOverlay)
            mapDocument.currentLayerIndexChanged.disconnect(self.clearOverlay)
            mapDocument.selectedAreaChanged.disconnect(self.clearOverlay)
        except:
            pass

    ##
    # Updates the list of random cells.
    # This is done by taking all non-null tiles from the original stamp mStamp.
    ##
    def updateRandomListAndMissingTilesets(self):
        self.mRandomCellPicker.clear()
        self.mMissingTilesets.clear()

        for variation in self.mStamp.variations():
            self.mapDocument().unifyTilesets(variation.map,
                                             self.mMissingTilesets)

            if self.mIsRandom:
                for cell in variation.tileLayer():
                    if not cell.isEmpty():
                        self.mRandomCellPicker.add(cell,
                                                   cell.tile.probability())

    ##
    # Fills the given \a region in the given \a tileLayer with random tiles.
    ##
    def randomFill(self, tileLayer, region):
        if (region.isEmpty() or self.mRandomList.empty()):
            return
        for rect in region.translated(-tileLayer.position()).rects():
            for _x in range(rect.left(), rect.right() + 1):
                for _y in range(rect.top(), rect.bottom() + 1):
                    tileLayer.setCell(_x, _y, self.mRandomCellPicker.pick())
예제 #24
0
    def tilePositionChanged(self, tilePos):
        # Skip filling if the stamp is empty
        if self.mStamp.isEmpty():
            return

        # Make sure that a tile layer is selected
        tileLayer = self.currentTileLayer()
        if (not tileLayer):
            return

        shiftPressed = QApplication.keyboardModifiers() & Qt.ShiftModifier
        fillRegionChanged = False

        regionComputer = TilePainter(self.mapDocument(), tileLayer)
        # If the stamp is a single tile, ignore it when making the region
        if (not shiftPressed and self.mStamp.variations().size() == 1):
            variation = self.mStamp.variations().first()
            stampLayer = variation.tileLayer()
            if (stampLayer.size() == QSize(1, 1) and stampLayer.cellAt(0, 0)
                    == regionComputer.cellAt(tilePos)):
                return

        # This clears the connections so we don't get callbacks
        self.clearConnections(self.mapDocument())
        # Optimization: we don't need to recalculate the fill area
        # if the new mouse position is still over the filled region
        # and the shift modifier hasn't changed.
        if (not self.mFillRegion.contains(tilePos)
                or shiftPressed != self.mLastShiftStatus):
            # Clear overlay to make way for a new one
            self.clearOverlay()
            # Cache information about how the fill region was created
            self.mLastShiftStatus = shiftPressed
            # Get the new fill region
            if (not shiftPressed):
                # If not holding shift, a region is generated from the current pos
                self.mFillRegion = regionComputer.computePaintableFillRegion(
                    tilePos)
            else:
                # If holding shift, the region is the selection bounds
                self.mFillRegion = self.mapDocument().selectedArea()
                # Fill region is the whole map if there is no selection
                if (self.mFillRegion.isEmpty()):
                    self.mFillRegion = tileLayer.bounds()
                # The mouse needs to be in the region
                if (not self.mFillRegion.contains(tilePos)):
                    self.mFillRegion = QRegion()

            fillRegionChanged = True

        # Ensure that a fill region was created before making an overlay layer
        if (self.mFillRegion.isEmpty()):
            return
        if (self.mLastRandomStatus != self.mIsRandom):
            self.mLastRandomStatus = self.mIsRandom
            fillRegionChanged = True

        if (not self.mFillOverlay):
            # Create a new overlay region
            fillBounds = self.mFillRegion.boundingRect()
            self.mFillOverlay = TileLayer(QString(), fillBounds.x(),
                                          fillBounds.y(), fillBounds.width(),
                                          fillBounds.height())

        # Paint the new overlay
        if (not self.mIsRandom):
            if (fillRegionChanged or self.mStamp.variations().size() > 1):
                fillWithStamp(
                    self.mFillOverlay, self.mStamp,
                    self.mFillRegion.translated(-self.mFillOverlay.position()))
                fillRegionChanged = True
        else:
            self.randomFill(self.mFillOverlay, self.mFillRegion)
            fillRegionChanged = True

        if (fillRegionChanged):
            # Update the brush item to draw the overlay
            self.brushItem().setTileLayer(self.mFillOverlay)

        # Create connections to know when the overlay should be cleared
        self.makeConnections()
예제 #25
0
    def drawPreviewLayer(self, _list):
        self.mPreviewLayer = None

        if self.mStamp.isEmpty():
            return

        if self.mIsRandom:
            if self.mRandomCellPicker.isEmpty():
                return

            paintedRegion = QRegion()
            for p in _list:
                paintedRegion += QRect(p, QSize(1, 1))

            bounds = paintedRegion.boundingRect()
            preview = TileLayer(QString(),
                                  bounds.x(), bounds.y(),
                                  bounds.width(), bounds.height())

            for p in _list:
                cell = self.mRandomCellPicker.pick()
                preview.setCell(p.x() - bounds.left(),
                                 p.y() - bounds.top(),
                                 cell)

            self.mPreviewLayer = preview
        else:
            self.mMissingTilesets.clear()

            paintedRegion = QRegion()
            operations = QVector()
            regionCache = QHash()

            for p in _list:
                variation = self.mStamp.randomVariation()
                self.mapDocument().unifyTilesets(variation.map, self.mMissingTilesets)

                stamp = variation.tileLayer()

                stampRegion = QRegion()
                if regionCache.contains(stamp):
                    stampRegion = regionCache.value(stamp)
                else:
                    stampRegion = stamp.region()
                    regionCache.insert(stamp, stampRegion)

                centered = QPoint(p.x() - int(stamp.width() / 2), p.y() - int(stamp.height() / 2))

                region = stampRegion.translated(centered.x(), centered.y())
                if not paintedRegion.intersects(region):
                    paintedRegion += region

                    op = PaintOperation(centered, stamp)
                    operations.append(op)

            bounds = paintedRegion.boundingRect()
            preview = TileLayer(QString(),
                                      bounds.x(), bounds.y(),
                                      bounds.width(), bounds.height())

            for op in operations:
                preview.merge(op.pos - bounds.topLeft(), op.stamp)
            
            self.mPreviewLayer = preview
예제 #26
0
    def drawPreviewLayer(self, _list):
        self.mPreviewLayer = None

        if self.mStamp.isEmpty():
            return

        if self.mIsRandom:
            if self.mRandomCellPicker.isEmpty():
                return

            paintedRegion = QRegion()
            for p in _list:
                paintedRegion += QRect(p, QSize(1, 1))

            bounds = paintedRegion.boundingRect()
            preview = TileLayer(QString(), bounds.x(), bounds.y(),
                                bounds.width(), bounds.height())

            for p in _list:
                cell = self.mRandomCellPicker.pick()
                preview.setCell(p.x() - bounds.left(),
                                p.y() - bounds.top(), cell)

            self.mPreviewLayer = preview
        else:
            self.mMissingTilesets.clear()

            paintedRegion = QRegion()
            operations = QVector()
            regionCache = QHash()

            for p in _list:
                variation = self.mStamp.randomVariation()
                self.mapDocument().unifyTilesets(variation.map,
                                                 self.mMissingTilesets)

                stamp = variation.tileLayer()

                stampRegion = QRegion()
                if regionCache.contains(stamp):
                    stampRegion = regionCache.value(stamp)
                else:
                    stampRegion = stamp.region()
                    regionCache.insert(stamp, stampRegion)

                centered = QPoint(p.x() - int(stamp.width() / 2),
                                  p.y() - int(stamp.height() / 2))

                region = stampRegion.translated(centered.x(), centered.y())
                if not paintedRegion.intersects(region):
                    paintedRegion += region

                    op = PaintOperation(centered, stamp)
                    operations.append(op)

            bounds = paintedRegion.boundingRect()
            preview = TileLayer(QString(), bounds.x(), bounds.y(),
                                bounds.width(), bounds.height())

            for op in operations:
                preview.merge(op.pos - bounds.topLeft(), op.stamp)

            self.mPreviewLayer = preview
예제 #27
0
    def read(self, fileName):
        # Read data.
        file = QFile(fileName)
        if (not file.open(QIODevice.ReadOnly)):
            self.mError = self.tr("Cannot open Replica Island map file!")
            return 0
        
        _in = QDataStream(file)
        _in.setByteOrder(QDataStream.LittleEndian)
        _in.setFloatingPointPrecision(QDataStream.SinglePrecision)
        # Parse file header.
        mapSignature = _in.readUInt8()
        layerCount = _in.readUInt8()
        backgroundIndex = _in.readUInt8()
        if (_in.status() == QDataStream.ReadPastEnd or mapSignature != 96):
            self.mError = self.tr("Can't parse file header!")
            return 0
        
        # Create our map, setting width and height to 0 until we load a layer.
        map = Map(Map.Orientation.Orthogonal, 0, 0, 32, 32)
        map.setProperty("background_index", QString.number(backgroundIndex))
        # Load our Tilesets.
        typeTilesets = QVector()
        tileIndexTilesets = QVector()
        
        self.loadTilesetsFromResources(map, typeTilesets, tileIndexTilesets)
        # Load each of our layers.
        for i in range(layerCount):
            # Parse layer header.
            _type = _in.readUInt8()
            tileIndex = _in.readUInt8()
            scrollSpeed = _in.readFloat()
            levelSignature = _in.readUInt8()
            width = _in.readUInt32()
            height = _in.readUInt32()
            if (_in.status() == QDataStream.ReadPastEnd or levelSignature != 42):
                self.mError = self.tr("Can't parse layer header!")
                return 0
            
            # Make sure our width and height are consistent.
            if (map.width() == 0):
                map.setWidth(width)
            if (map.height() == 0):
                map.setHeight(height)
            if (map.width() != width or map.height() != height):
                self.mError = self.tr("Inconsistent layer sizes!")
                return 0
            
            # Create a layer object.
            layer = TileLayer(self.layerTypeToName(_type), 0, 0, width, height)
            layer.setProperty("type", QString.number(_type))
            layer.setProperty("tile_index", QString.number(tileIndex))
            layer.setProperty("scroll_speed", QString.number(scrollSpeed, 'f'))
            map.addLayer(layer)
            # Look up the tileset for this layer.
            tileset = tilesetForLayer(_type, tileIndex, typeTilesets, tileIndexTilesets)
            # Read our tile data all at once.
            #tileData = QByteArray(width*height, b'\x00')
            bytesNeeded = width*height
            tileData = _in.readRawData(bytesNeeded)
            bytesRead = len(tileData)
            if (bytesRead != bytesNeeded):
                self.mError = self.tr("File ended in middle of layer!")
                return 0
            
            i = 0
            # Add the tiles to our layer.
            for y in range(0, height):
                for x in range(0, width):
                    tile_id = tileData[i]&0xff
                    i += 1
                    if (tile_id != 255):
                        tile = tileset.tileAt(tile_id)
                        layer.setCell(x, y, Cell(tile))

        # Make sure we read the entire *.bin file.
        if (_in.status() != QDataStream.Ok or not _in.atEnd()):
            self.mError = self.tr("Unexpected data at end of file!")
            return 0
        
        return map