Add reset tool button
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 3c5a6b842612e452acd380509894a25c01bb38d2..8ac0ed170ac40368bc77705a071ad8bfd7d07e61 100644 (file)
@@ -1,62 +1,69 @@
 """ Be prepared. """
 
-import pygame.display
 import pygame.locals as pgl
 
 import pymunk
 import pymunk.pygame_util
 
 from .base import BaseScene
-from ..constants import FITTINGS_CATEGORY
 from ..lights import LightManager
-from ..obstacles import BaseObstacle
+from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
 from ..utils import debug_timer
 
-CLICK_FILTER = pymunk.ShapeFilter(mask=FITTINGS_CATEGORY)
+from ..constants import SCREEN_SIZE
+from ..widgets import ImageButton
 
 
 class DayScene(BaseScene):
     def enter(self, gamestate):
         self._space = pymunk.Space()
-        self._obstacles = [
-            BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]]
-        for obs in self._obstacles:
-            obs.add(self._space)
+        self._obstacles = ObstacleManager(self._space, gamestate)
         self._lights = LightManager(self._space, gamestate)
+        # Toolbar
+        self._tools = [
+            ImageButton('32', 'seed.png', name='seed',
+                        pos=(50, SCREEN_SIZE[1] - 40)),
+            ImageButton('32', 'default_cursor.png', name='reset tool',
+                        pos=(SCREEN_SIZE[0] - 50, SCREEN_SIZE[1] - 40)),
+        ]
+
+    def exit(self, gamestate):
+        self._unset_cursor()
 
     @debug_timer("day.render")
     def render(self, surface, gamestate):
         surface.fill((0, 0, 155))
         self._lights.render_light(surface)
-        for obs in self._obstacles:
-            obs.render(surface)
+        self._obstacles.render(surface)
         self._lights.render_fittings(surface)
-
-    def left_click(self, surfpos):
-        pos = pymunk.pygame_util.from_pygame(
-            surfpos, pygame.display.get_surface())
-        point_info = self._space.point_query_nearest(pos, 1.0, CLICK_FILTER)
-        if point_info is not None:
-            point_info.shape.body.light.toggle()
-
-    def right_click(self, pos):
-        pass
+        for tool in self._tools:
+            tool.render(surface)
+        self._draw_cursor(surface)
 
     def event(self, ev, gamestate):
         if ev.type == pgl.KEYDOWN:
             if ev.key in (pgl.K_q, pgl.K_ESCAPE):
                 from .menu import MenuScene
                 SceneChangeEvent.post(scene=MenuScene())
-            elif ev.key == pgl.K_t:
-                for light in self._lights:
-                    light.toggle()
+            if ev.key == pgl.K_e:
+                from .night import NightScene
+                SceneChangeEvent.post(scene=NightScene())
         elif ev.type == pgl.MOUSEBUTTONDOWN:
             if ev.button == 1:
-                self.left_click(ev.pos)
-            elif ev.button == 3:
-                self.right_click(ev.pos)
+                # Check tools
+                for tool in self._tools:
+                    if tool.pressed(ev):
+                        print 'tool', tool.name
+                        if tool.name == 'reset tool':
+                            self._unset_cursor()
+                        else:
+                            self._set_cursor(tool.name)
+                        return
+                # Not tool, so check lights
+                self._lights.toggle_nearest(ev.pos, surfpos=True)
+                print self._lights.lit_by(ev.pos, surfpos=True)
 
     @debug_timer("day.tick")
     def tick(self, gamestate):
-        pass
+        self._lights.tick()