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Merge pull request #6230 from Opuszek/fix_editor_display_blocking_of_objects
Rework drawing objects and fix drawing locked objects
This commit is contained in:
@@ -365,49 +365,39 @@ std::vector<ObjectRect> & MapHandler::getObjects(int x, int y, int z)
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return tileObjects[index(x, y, z)];
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}
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void MapHandler::drawObjects(QPainter & painter, int x, int y, int z, QPointF offset, const std::set<const CGObjectInstance *> & locked)
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void MapHandler::drawObjects(QPainter & painter, const QRectF & section, int z, std::set<const CGObjectInstance *> & locked)
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{
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painter.setRenderHint(QPainter::Antialiasing, false);
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painter.setRenderHint(QPainter::SmoothPixmapTransform, false);
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std::map<int3, std::set<const CGObjectInstance *>> objectMap; //following the natural order of int3 we draw from north-west to south-east, in accordance with H3's perspective
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for(auto & object : getObjects(x, y, z))
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int left = static_cast<int>(std::round(section.left()))/tileSize;
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int right = static_cast<int>(std::round(section.right()))/tileSize;
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int top = static_cast<int>(std::round(section.top()))/tileSize;
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int bottom = static_cast<int>(std::round(section.bottom()))/tileSize;
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for(int x = left; x < right; ++x)
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{
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const CGObjectInstance * obj = object.obj;
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if(!obj)
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for(int y = top; y < bottom; ++y)
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{
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logGlobal->error("Stray map object that isn't fading");
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return;
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for(auto & object : getObjects(x, y, z))
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objectMap[object.obj->pos].insert(object.obj);
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}
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}
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uint8_t animationFrame = 0;
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auto objData = findObjectBitmap(obj, animationFrame, obj->ID == Obj::HERO ? 2 : 0);
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if(obj->ID == Obj::HERO && obj->tempOwner.isValidPlayer())
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objData.flagBitmap = findFlagBitmap(dynamic_cast<const CGHeroInstance*>(obj), 0, obj->tempOwner, 4);
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if(objData.objBitmap)
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{
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auto pos = obj->anchorPos();
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painter.drawImage(QPoint(x * tileSize - offset.x(), y * tileSize - offset.y()), *objData.objBitmap, object.rect, Qt::AutoColor | Qt::NoOpaqueDetection);
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if(locked.count(obj))
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{
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painter.setCompositionMode(QPainter::CompositionMode_DestinationIn);
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painter.fillRect(x * tileSize, y * tileSize, object.rect.width(), object.rect.height(), Qt::Dense4Pattern);
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painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
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}
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if(objData.flagBitmap)
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{
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if(x == pos.x && y == pos.y)
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painter.drawImage(QPoint((x - 2) * tileSize - offset.x(), (y - 1) * tileSize - offset.y()), *objData.flagBitmap);
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}
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}
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for (auto const& objectsOnTile : objectMap)
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{
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auto tile = objectsOnTile.first;
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auto objects = objectsOnTile.second;
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for (const CGObjectInstance * object : objects)
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drawObjectAt(painter, object, tile.x, tile.y, section.topLeft(), locked.count(object));
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}
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}
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void MapHandler::drawObjectAt(QPainter & painter, const CGObjectInstance * obj, int x, int y, QPointF offset)
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void MapHandler::drawObjectAt(QPainter & painter, const CGObjectInstance * obj, int x, int y, QPointF offset, bool locked)
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{
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if (!obj)
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{
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@@ -423,10 +413,19 @@ void MapHandler::drawObjectAt(QPainter & painter, const CGObjectInstance * obj,
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if (objData.objBitmap)
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{
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painter.drawImage(QPoint((x + 1) * tileSize - objData.objBitmap->width() - offset.x(), (y + 1) * tileSize - objData.objBitmap->height() - offset.y()), *objData.objBitmap);
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QPoint point((x + 1) * tileSize - (objData.objBitmap->width() + offset.x()), (y + 1) * tileSize - (objData.objBitmap->height() + offset.y()));
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QRect rect(point, QSize(objData.objBitmap->width(), objData.objBitmap->height()));
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painter.drawImage(rect, *objData.objBitmap);
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if (locked)
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{
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painter.setCompositionMode(QPainter::CompositionMode_DestinationIn);
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painter.fillRect(rect, Qt::Dense4Pattern);
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painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
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}
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if (objData.flagBitmap)
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painter.drawImage(QPoint((x + 1) * tileSize - objData.objBitmap->width() - offset.x(), (y + 1) * tileSize - objData.objBitmap->height() - offset.y()), *objData.flagBitmap);
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painter.drawImage(point, *objData.flagBitmap);
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}
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}
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@@ -111,8 +111,8 @@ public:
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std::set<int3> addObject(const CGObjectInstance * object);
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/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
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void drawObjects(QPainter & painter, int x, int y, int z, QPointF offset, const std::set<const CGObjectInstance *> & locked);
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void drawObjectAt(QPainter & painter, const CGObjectInstance * object, int x, int y, QPointF offset);
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void drawObjects(QPainter & painter, const QRectF & section, int z, std::set<const CGObjectInstance *> & locked);
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void drawObjectAt(QPainter & painter, const CGObjectInstance * object, int x, int y, QPointF offset, bool locked = false);
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void drawMinimapTile(QPainter & painter, int x, int y, int z);
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@@ -545,28 +545,13 @@ ObjectsLayer::ObjectsLayer(MapSceneBase * s): AbstractViewportLayer(s)
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QGraphicsItem * ObjectsLayer::draw(const QRectF & section)
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{
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int left = toInt(section.left());
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int right = toInt(section.right());
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int top = toInt(section.top());
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int bottom = toInt(section.bottom());
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QPixmap pixmap(toInt(section.width()), toInt(section.height()));
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pixmap.fill(Qt::transparent);
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if (isShown)
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{
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QPainter painter(&pixmap);
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QPointF offset = section.topLeft();
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int margin = 2; // margin is necessary to properly display flags on heroes on a border between two sections
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for(int x = (left - margin)/tileSize; x < (right + margin)/tileSize; ++x)
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{
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for(int y = (top - margin)/tileSize; y < (bottom + margin)/tileSize; ++y)
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{
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handler->drawObjects(painter, x, y, scene->level, offset, lockedObjects);
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}
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}
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handler->drawObjects(painter, section, scene->level, lockedObjects);
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}
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QGraphicsPixmapItem * result = scene->addPixmap(pixmap);
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@@ -586,11 +571,14 @@ void ObjectsLayer::setLockObject(const CGObjectInstance * object, bool lock)
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lockedObjects.insert(object);
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else
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lockedObjects.erase(object);
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QRectF area = getObjectArea(object);
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redraw({area});
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}
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void ObjectsLayer::unlockAll()
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{
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lockedObjects.clear();
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redraw();
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}
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SelectionObjectsLayer::SelectionObjectsLayer(MapSceneBase * s): AbstractViewportLayer(s), newObject(nullptr)
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