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vcmi/mapeditor/maphandler.h

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#ifndef MAPHANDLER_H
#define MAPHANDLER_H
#include "StdInc.h"
#include "../lib/mapping/CMap.h"
#include "Animation.h"
#include <QImage>
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#include <QPixmap>
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#include <QRect>
class CGObjectInstance;
class CGBoat;
struct PlayerColor;
struct TerrainTileObject
{
const CGObjectInstance *obj;
QRect rect;
bool real;
TerrainTileObject(const CGObjectInstance *obj_, QRect rect_, bool visitablePos = false);
~TerrainTileObject();
};
struct TerrainTile2
{
std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
};
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class MapHandler
{
public:
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struct AnimBitmapHolder
{
std::shared_ptr<QImage> objBitmap; // main object bitmap
std::shared_ptr<QImage> flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
AnimBitmapHolder(std::shared_ptr<QImage> objBitmap_ = nullptr, std::shared_ptr<QImage> flagBitmap_ = nullptr)
: objBitmap(objBitmap_),
flagBitmap(flagBitmap_)
{}
};
private:
ui8 getHeroFrameGroup(ui8 dir, bool isMoving) const;
ui8 getPhaseShift(const CGObjectInstance *object) const;
// internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
std::shared_ptr<QImage> findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
std::shared_ptr<QImage> findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
std::shared_ptr<QImage> findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
std::shared_ptr<QImage> findFlagBitmapInternal(std::shared_ptr<Animation> animation, int anim, int group, ui8 dir, bool moving) const;
public:
AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
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enum class EMapCacheType : char
{
TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
};
void initObjectRects();
void initTerrainGraphics();
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std::vector<TerrainTile2> ttiles; //informations about map tiles
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int3 sizes; //map size (x = width, y = height, z = number of levels)
const CMap * map;
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QPixmap surface;
QPainter painter;
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//terrain graphics
//FIXME: unique_ptr should be enough, but fails to compile in MSVS 2013
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typedef std::map<std::string, std::shared_ptr<Animation>> TFlippedAnimations; //[type, rotation]
typedef std::map<std::string, std::vector<std::shared_ptr<QImage>>> TFlippedCache;//[type, view type, rotation]
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TFlippedAnimations terrainAnimations;//[terrain type, rotation]
TFlippedCache terrainImages;//[terrain type, view type, rotation]
TFlippedAnimations roadAnimations;//[road type, rotation]
TFlippedCache roadImages;//[road type, view type, rotation]
TFlippedAnimations riverAnimations;//[river type, rotation]
TFlippedCache riverImages;//[river type, view type, rotation]
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void drawTerrainTile(int x, int y, int z);
/// draws a river segment on current tile
//void drawRiver(const TerrainTile & tinfo) const;
/// draws a road segment on current tile
//void drawRoad(const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
void drawObjects(int x, int y, int z);
//void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, bool moving) const;
//void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
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mutable std::map<const CGObjectInstance*, ui8> animationPhase;
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MapHandler(const CMap * Map);
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~MapHandler() = default;
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void init();
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//void getTerrainDescr(const int3 & pos, std::string & out, bool isRMB) const; // isRMB = whether Right Mouse Button is clicked
//bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, so obj will be visible on map
//bool hideObject(const CGObjectInstance * obj, bool fadeout = false); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
//bool hasObjectHole(const int3 & pos) const; // Checks if TerrainTile2 tile has a pit remained after digging.
//EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
void updateWater();
/// determines if the map is ready to handle new hero movement (not available during fading animations)
//bool canStartHeroMovement();
//void discardWorldViewCache();
static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
};
#endif // MAPHANDLER_H