#include "StdInc.h" #include "scenelayer.h" #include "mainwindow.h" #include "../lib/mapping/CMapEditManager.h" #include "inspector.h" #include "mapview.h" #include "mapcontroller.h" AbstractLayer::AbstractLayer(MapScene * s): scene(s) { } void AbstractLayer::initialize(MapController & controller) { map = controller.map(); handler = controller.mapHandler(); } void AbstractLayer::show(bool show) { if(isShown == show) return; if(show) { if(pixmap) { if(item) item->setPixmap(*pixmap); else item.reset(scene->addPixmap(*pixmap)); } else { if(item) item->setPixmap(emptyPixmap); else item.reset(scene->addPixmap(emptyPixmap)); } } else { item->setPixmap(emptyPixmap); } isShown = show; } void AbstractLayer::redraw() { if(item) { if(pixmap && isShown) item->setPixmap(*pixmap); else item->setPixmap(emptyPixmap); } else { if(pixmap && isShown) item.reset(scene->addPixmap(*pixmap)); else item.reset(scene->addPixmap(emptyPixmap)); } } GridLayer::GridLayer(MapScene * s): AbstractLayer(s) { } void GridLayer::update() { if(!map) return; pixmap.reset(new QPixmap(map->width * 32, map->height * 32)); pixmap->fill(QColor(0, 0, 0, 0)); QPainter painter(pixmap.get()); painter.setPen(QColor(0, 0, 0, 190)); for(int j = 0; j < map->height; ++j) { painter.drawLine(0, j * 32, map->width * 32 - 1, j * 32); } for(int i = 0; i < map->width; ++i) { painter.drawLine(i * 32, 0, i * 32, map->height * 32 - 1); } redraw(); } PassabilityLayer::PassabilityLayer(MapScene * s): AbstractLayer(s) { } void PassabilityLayer::update() { if(!map) return; pixmap.reset(new QPixmap(map->width * 32, map->height * 32)); pixmap->fill(QColor(0, 0, 0, 0)); if(scene->level == 0 || map->twoLevel) { QPainter painter(pixmap.get()); for(int j = 0; j < map->height; ++j) { for(int i = 0; i < map->width; ++i) { auto tl = map->getTile(int3(i, j, scene->level)); if(tl.blocked || tl.visitable) { painter.fillRect(i * 32, j * 32, 31, 31, tl.visitable ? QColor(200, 200, 0, 64) : QColor(255, 0, 0, 64)); } } } } redraw(); } SelectionTerrainLayer::SelectionTerrainLayer(MapScene * s): AbstractLayer(s) { } void SelectionTerrainLayer::update() { if(!map) return; area.clear(); areaAdd.clear(); areaErase.clear(); selectionMade(); pixmap.reset(new QPixmap(map->width * 32, map->height * 32)); pixmap->fill(QColor(0, 0, 0, 0)); redraw(); } void SelectionTerrainLayer::draw() { if(!pixmap) return; QPainter painter(pixmap.get()); painter.setCompositionMode(QPainter::CompositionMode_Source); for(auto & t : areaAdd) { painter.fillRect(t.x * 32, t.y * 32, 31, 31, QColor(128, 128, 128, 96)); } for(auto & t : areaErase) { painter.fillRect(t.x * 32, t.y * 32, 31, 31, QColor(0, 0, 0, 0)); } areaAdd.clear(); areaErase.clear(); redraw(); } void SelectionTerrainLayer::select(const int3 & tile) { if(!map || !map->isInTheMap(tile)) return; if(!area.count(tile)) { area.insert(tile); areaAdd.insert(tile); areaErase.erase(tile); } selectionMade(); } void SelectionTerrainLayer::erase(const int3 & tile) { if(!map || !map->isInTheMap(tile)) return; if(area.count(tile)) { area.erase(tile); areaErase.insert(tile); areaAdd.erase(tile); } selectionMade(); } void SelectionTerrainLayer::clear() { areaErase = area; areaAdd.clear(); area.clear(); selectionMade(); } const std::set & SelectionTerrainLayer::selection() const { return area; } void SelectionTerrainLayer::selectionMade() { scene->objectSelected(!area.empty()); } TerrainLayer::TerrainLayer(MapScene * s): AbstractLayer(s) { } void TerrainLayer::update() { if(!map) return; pixmap.reset(new QPixmap(map->width * 32, map->height * 32)); draw(false); } void TerrainLayer::setDirty(const int3 & tile) { dirty.insert(tile); } void TerrainLayer::draw(bool onlyDirty) { if(!pixmap) return; if(!map) return; QPainter painter(pixmap.get()); painter.setCompositionMode(QPainter::CompositionMode_Source); if(onlyDirty) { std::set forRedrawing(dirty), neighbours; for(auto & t : dirty) { for(auto & tt : int3::getDirs()) { if(map->isInTheMap(t + tt)) neighbours.insert(t + tt); } } for(auto & t : neighbours) { for(auto & tt : int3::getDirs()) { forRedrawing.insert(t); if(map->isInTheMap(t + tt)) forRedrawing.insert(t + tt); } } for(auto & t : forRedrawing) { //TODO: fix water and roads handler->drawTerrainTile(painter, t.x, t.y, scene->level); //main->getMapHandler()->drawRiver(painter, t.x, t.y, scene->level); //main->getMapHandler()->drawRoad(painter, t.x, t.y, scene->level); } } else { for(int j = 0; j < map->height; ++j) { for(int i = 0; i < map->width; ++i) { //TODO: fix water and roads handler->drawTerrainTile(painter, i, j, scene->level); //main->getMapHandler()->drawRiver(painter, i, j, scene->level); //main->getMapHandler()->drawRoad(painter, i, j, scene->level); } } } dirty.clear(); redraw(); } ObjectsLayer::ObjectsLayer(MapScene * s): AbstractLayer(s) { } void ObjectsLayer::update() { if(!map) return; pixmap.reset(new QPixmap(map->width * 32, map->height * 32)); pixmap->fill(QColor(0, 0, 0, 0)); draw(false); } void ObjectsLayer::draw(bool onlyDirty) { if(!pixmap) return; if(!map) return; pixmap->fill(QColor(0, 0, 0, 0)); QPainter painter(pixmap.get()); //painter.setCompositionMode(QPainter::CompositionMode_SourceOver); std::set drawen; for(int j = 0; j < map->height; ++j) { for(int i = 0; i < map->width; ++i) { handler->drawObjects(painter, i, j, scene->level); /*auto & objects = main->getMapHandler()->getObjects(i, j, scene->level); for(auto & object : objects) { if(!object.obj || drawen.count(object.obj)) continue; if(!onlyDirty || dirty.count(object.obj)) { main->getMapHandler()->drawObject(painter, object); drawen.insert(object.obj); } }*/ } } dirty.clear(); redraw(); } void ObjectsLayer::setDirty(int x, int y) { /*auto & objects = main->getMapHandler()->getObjects(x, y, scene->level); for(auto & object : objects) { if(object.obj) dirty.insert(object.obj); }*/ } void ObjectsLayer::setDirty(const CGObjectInstance * object) { dirty.insert(object); } SelectionObjectsLayer::SelectionObjectsLayer(MapScene * s): AbstractLayer(s), newObject(nullptr) { } void SelectionObjectsLayer::update() { if(!map) return; selectedObjects.clear(); selectionMade(); shift = QPoint(); if(newObject) delete newObject; newObject = nullptr; pixmap.reset(new QPixmap(map->width * 32, map->height * 32)); //pixmap->fill(QColor(0, 0, 0, 0)); draw(); } void SelectionObjectsLayer::draw() { if(!pixmap) return; pixmap->fill(QColor(0, 0, 0, 0)); QPainter painter(pixmap.get()); painter.setCompositionMode(QPainter::CompositionMode_Source); painter.setPen(QColor(255, 255, 255)); for(auto * obj : selectedObjects) { if(obj != newObject) { QRect bbox(obj->getPosition().x, obj->getPosition().y, 1, 1); for(auto & t : obj->getBlockedPos()) { QPoint topLeft(std::min(t.x, bbox.topLeft().x()), std::min(t.y, bbox.topLeft().y())); bbox.setTopLeft(topLeft); QPoint bottomRight(std::max(t.x, bbox.bottomRight().x()), std::max(t.y, bbox.bottomRight().y())); bbox.setBottomRight(bottomRight); } painter.setOpacity(1.0); painter.drawRect(bbox.x() * 32, bbox.y() * 32, bbox.width() * 32, bbox.height() * 32); } //show translation if(selectionMode == 2 && (shift.x() || shift.y())) { painter.setOpacity(0.5); auto newPos = QPoint(obj->getPosition().x, obj->getPosition().y) + shift; handler->drawObjectAt(painter, obj, newPos.x(), newPos.y()); } } redraw(); } CGObjectInstance * SelectionObjectsLayer::selectObjectAt(int x, int y) const { if(!map || !map->isInTheMap(int3(x, y, scene->level))) return nullptr; auto & objects = handler->getObjects(x, y, scene->level); //visitable is most important for(auto & object : objects) { if(!object.obj) continue; if(object.obj->visitableAt(x, y)) { return object.obj; } } //if not visitable tile - try to get blocked for(auto & object : objects) { if(!object.obj) continue; if(object.obj->blockingAt(x, y)) { return object.obj; } } //finally, we can take any object for(auto & object : objects) { if(!object.obj) continue; if(object.obj->coveringAt(x, y)) { return object.obj; } } return nullptr; } void SelectionObjectsLayer::selectObjects(int x1, int y1, int x2, int y2) { if(!map) return; if(x1 > x2) std::swap(x1, x2); if(y1 > y2) std::swap(y1, y2); for(int j = y1; j < y2; ++j) { for(int i = x1; i < x2; ++i) { for(auto & o : handler->getObjects(i, j, scene->level)) selectObject(o.obj, false); //do not inform about each object added } } selectionMade(); } void SelectionObjectsLayer::selectObject(CGObjectInstance * obj, bool inform /* = true */) { selectedObjects.insert(obj); if (inform) { selectionMade(); } } bool SelectionObjectsLayer::isSelected(const CGObjectInstance * obj) const { return selectedObjects.count(const_cast(obj)); } std::set SelectionObjectsLayer::getSelection() const { return selectedObjects; } void SelectionObjectsLayer::clear() { selectedObjects.clear(); selectionMade(); shift.setX(0); shift.setY(0); } void SelectionObjectsLayer::selectionMade() { scene->objectSelected(!selectedObjects.empty()); }