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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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class MapHandler
{
public:
enum class EMapCacheType : char
{
TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
};
void initObjectRects();
void initTerrainGraphics();
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, const TerrainTile & tinfo);
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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