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flexlay/flexlay/object_layer.py at develop · Karkus476/flexlay · GitHub
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Karkus476
/
flexlay
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flexlay
/
flexlay
/
object_layer.py
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flexlay
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flexlay
/
object_layer.py
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# Flexlay - A Generic 2D Game Editor
# Copyright (C) 2014 Ingo Ruhnke <grumbel@gmail.com>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
from
.
layer
import
Layer
class
ObjectLayer
(
Layer
):
def
__init__
(
self
):
super
().
__init__
()
self
.
objects
=
[]
self
.
control_points
=
[]
def
has_bounding_rect
(
self
):
return
False
def
draw
(
self
,
gc
):
for
obj
in
self
.
objects
:
if
obj
.
to_draw
and
gc
.
get_clip_rect
().
is_overlapped
(
obj
.
get_bound_rect
()):
obj
.
draw
(
gc
)
for
cp
in
self
.
control_points
:
cp
.
draw
(
gc
)
def
find_control_point
(
self
,
click_pos
):
for
cp
in
reversed
(
self
.
control_points
):
rect
=
cp
.
get_bound_rect
()
if
rect
.
is_inside
(
click_pos
):
return
cp
return
None
def
find_object
(
self
,
click_pos
):
for
obj
in
reversed
(
self
.
objects
):
if
obj
.
is_inside
(
click_pos
):
return
obj
return
None
def
delete_object
(
self
,
obj
):
self
.
objects
.
remove
(
obj
)
def
delete_objects
(
self
,
objs
):
for
obj
in
objs
:
self
.
objects
.
remove
(
obj
)
def
get_selection
(
self
,
rect
):
selection
=
[]
for
obj
in
self
.
objects
:
if
rect
.
is_inside
(
obj
.
get_pos
()):
selection
.
append
(
obj
)
return
selection
def
get_objects
(
self
):
return
self
.
objects
def
add_object
(
self
,
obj
):
self
.
objects
.
append
(
obj
)
def
add_control_point
(
self
,
obj
):
self
.
control_points
.
append
(
obj
)
def
delete_control_points
(
self
):
self
.
control_points
.
clear
()
def
get_object_index
(
self
,
needle
):
for
idx
,
obj
in
enumerate
(
self
.
objects
):
if
obj
==
needle
:
return
idx
return
-
1
def
move_to
(
self
,
obj
,
height
):
# FIXME: Implement me
pass
def
raise_objects_to_top
(
self
,
objs
):
self
.
delete_objects
(
objs
)
self
.
objects
.
extend
(
objs
)
def
lower_objects_to_bottom
(
self
,
objs
):
self
.
delete_objects
(
objs
)
self
.
objects
=
objs
+
self
.
objects
def
raise_object
(
self
,
obj
):
i
=
self
.
get_object_index
(
obj
)
if
i
!=
-
1
and
len
(
self
.
objects
)
>
1
and
i
<
len
(
self
.
objects
)
-
1
:
self
.
objects
[
i
],
self
.
objects
[
i
+
1
]
=
self
.
objects
[
i
+
1
],
self
.
objects
[
i
]
def
lower_object
(
self
,
obj
):
i
=
self
.
get_object_index
(
obj
)
if
i
!=
-
1
and
i
>
0
:
self
.
objects
[
i
],
self
.
objects
[
i
-
1
]
=
self
.
objects
[
i
-
1
],
self
.
objects
[
i
]
# EOF #
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