Rework display code to avoid Scatter widget
[erdslangetjie.git] / erdslangetjie / editor / editor.py
index 2d635d57d2701e599991db1833044234b547859d..c2d2745559801cada06ce3fe2f042c4edfbf9ca9 100644 (file)
@@ -1,23 +1,80 @@
+import sys
+import os
 import kivy
 
 kivy.require('1.6.0')
 
 from kivy.app import App
+from kivy.logger import Logger, LoggerHistory
 from kivy.uix.widget import Widget
+from kivy.uix.floatlayout import FloatLayout
+from kivy.graphics import Color, Rectangle
 
+from erdslangetjie.data import filepath, load
+from erdslangetjie.level import Level
 
-class EditorWindow(Widget):
-    pass
+
+class EditorWindow(FloatLayout):
+
+    def __init__(self, level):
+        super(EditorWindow, self).__init__(size=(960, 960))
+        if os.path.exists(filepath(level)):
+            level_data = load(level)
+            self.level = level
+        elif os.path.exists(filepath('levels/' + level)):
+            level_data = load('levels/' + level)
+            self.level = 'levels/' + level
+        else:
+            print 'Unable to find %s - treating this as a new level' % level
+            level_data = load('levels/blank.txt')
+            if 'levels/' in level:
+                self.level = level
+            else:
+                self.level = 'levels/' + level
+        self.level_obj = Level()
+        self.level_obj.load(level_data)
+        level_data.close()
+
+    def build(self):
+        self.clear_widgets()
+        tiles = self.level_obj.get_tiles()
+        tile_size = 24
+        bx, by = 0, 0
+        for tile_line in tiles:
+            bx = 0
+            for tile in tile_line:
+                node = Widget(size=(tile_size, tile_size), pos=(bx, by))
+                with node.canvas:
+                    Color(1, 1, 1)
+                    Rectangle(pos=node.pos, size=node.size,
+                            texture=tile.texture)
+                self.add_widget(node)
+                bx += tile_size
+            by += tile_size
 
 
 class EditorApp(App):
 
+    def __init__(self, level):
+        self.level = level
+        super(EditorApp, self).__init__()
+
     def build(self):
-        return EditorWindow()
+        editor = EditorWindow(self.level)
+        editor.build()
+        return editor
 
 
 def main():
-    EditorApp().run()
+    if len(sys.argv) > 1:
+        level = sys.argv[1]
+    else:
+        level = 'level1.txt'
+    # Uncomment to silence excessive logging
+    #for hdlr in Logger.handlers[:]:
+    #    if not isinstance(hdlr, LoggerHistory):
+    #        Logger.removeHandler(hdlr)
+    EditorApp(level).run()
 
 
 if __name__ == '__main__':