/* * scenelayer.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../lib/int3.h" class MapSceneBase; class MapScene; class MapController; class MapHandler; VCMI_LIB_NAMESPACE_BEGIN class CMap; class CGObjectInstance; VCMI_LIB_NAMESPACE_END class AbstractLayer : public QObject { Q_OBJECT public: AbstractLayer(MapSceneBase * s); virtual void update() = 0; void show(bool show); void redraw(); void initialize(MapController & controller); protected: MapSceneBase * scene; CMap * map = nullptr; MapHandler * handler = nullptr; bool isShown = false; std::unique_ptr pixmap; QPixmap emptyPixmap; private: std::unique_ptr item; }; class GridLayer: public AbstractLayer { Q_OBJECT public: GridLayer(MapSceneBase * s); void update() override; }; class PassabilityLayer: public AbstractLayer { Q_OBJECT public: PassabilityLayer(MapSceneBase * s); void update() override; }; class SelectionTerrainLayer: public AbstractLayer { Q_OBJECT public: SelectionTerrainLayer(MapSceneBase* s); void update() override; void draw(); void select(const int3 & tile); void erase(const int3 & tile); void clear(); const std::set & selection() const; signals: void selectionMade(bool anythingSlected); private: std::set area; std::set areaAdd; std::set areaErase; void onSelection(); }; class TerrainLayer: public AbstractLayer { Q_OBJECT public: TerrainLayer(MapSceneBase * s); void update() override; void draw(bool onlyDirty = true); void setDirty(const int3 & tile); private: std::set dirty; }; class ObjectsLayer: public AbstractLayer { Q_OBJECT public: ObjectsLayer(MapSceneBase * s); void update() override; void draw(bool onlyDirty = true); void setDirty(int x, int y); void setDirty(const CGObjectInstance * object); void setLockObject(const CGObjectInstance * object, bool lock); void unlockAll(); private: std::set objDirty; std::set lockedObjects; std::set dirty; }; class ObjectPickerLayer: public AbstractLayer { Q_OBJECT public: ObjectPickerLayer(MapSceneBase * s); void update() override; bool isVisible() const; template void highlight() { highlight([](const CGObjectInstance * o){ return dynamic_cast(o); }); } void highlight(std::function predicate); void clear(); void select(const CGObjectInstance *); void discard(); signals: void selectionMade(const CGObjectInstance *); private: bool isActive = false; std::set possibleObjects; }; class SelectionObjectsLayer: public AbstractLayer { Q_OBJECT public: enum SelectionMode { NOTHING, SELECTION, MOVEMENT }; SelectionObjectsLayer(MapSceneBase* s); void update() override; void draw(); CGObjectInstance * selectObjectAt(int x, int y, const CGObjectInstance * ignore = nullptr) const; void selectObjects(int x1, int y1, int x2, int y2); void selectObject(CGObjectInstance *, bool inform = true); void deselectObject(CGObjectInstance *); bool isSelected(const CGObjectInstance *) const; std::set getSelection() const; void clear(); void setLockObject(const CGObjectInstance * object, bool lock); void unlockAll(); QPoint shift; CGObjectInstance * newObject; //FIXME: magic number SelectionMode selectionMode = SelectionMode::NOTHING; signals: void selectionMade(bool anythingSlected); private: std::set selectedObjects; std::set lockedObjects; void onSelection(); }; class MinimapLayer: public AbstractLayer { public: MinimapLayer(MapSceneBase * s); void update() override; }; class MinimapViewLayer: public AbstractLayer { public: MinimapViewLayer(MapSceneBase * s); void setViewport(int x, int y, int w, int h); void draw(); void update() override; int viewportX() const {return x;} int viewportY() const {return y;} int viewportWidth() const {return w;} int viewportHeight() const {return h;} private: int x = 0; int y = 0; int w = 1; int h = 1; };