#include "StdInc.h" #include "mapview.h" #include "mainwindow.h" #include #include "mapcontroller.h" MinimapView::MinimapView(QWidget * parent): QGraphicsView(parent) { // Disable scrollbars setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); } void MinimapView::dimensions() { fitInView(0, 0, controller->map()->width, controller->map()->height, Qt::KeepAspectRatio); } void MinimapView::setController(MapController * ctrl) { controller = ctrl; } void MinimapView::mouseMoveEvent(QMouseEvent *mouseEvent) { this->update(); auto * sc = static_cast(scene()); if(!sc) return; int w = sc->viewport.viewportWidth(); int h = sc->viewport.viewportHeight(); auto pos = mapToScene(mouseEvent->pos()); pos.setX(pos.x() - w / 2); pos.setY(pos.y() - h / 2); QPointF point = pos * 32; emit cameraPositionChanged(point); } void MinimapView::mousePressEvent(QMouseEvent* event) { mouseMoveEvent(event); } MapView::MapView(QWidget * parent): QGraphicsView(parent), selectionTool(MapView::SelectionTool::None) { } void MapView::cameraChanged(const QPointF & pos) { //ui->mapView->translate(pos.x(), pos.y()); horizontalScrollBar()->setValue(pos.x()); verticalScrollBar()->setValue(pos.y()); } void MapView::setController(MapController * ctrl) { controller = ctrl; } void MapView::mouseMoveEvent(QMouseEvent *mouseEvent) { this->update(); auto * sc = static_cast(scene()); if(!sc || !controller->map()) return; auto pos = mapToScene(mouseEvent->pos()); //TODO: do we need to check size? int3 tile(pos.x() / 32, pos.y() / 32, sc->level); if(tile == tilePrev) //do not redraw return; tilePrev = tile; //TODO: cast parent->parent to MainWindow in order to show coordinates or another way to do it? //main->setStatusMessage(QString("x: %1 y: %2").arg(tile.x, tile.y)); switch(selectionTool) { case MapView::SelectionTool::Brush: if(mouseEvent->buttons() & Qt::RightButton) sc->selectionTerrainView.erase(tile); else if(mouseEvent->buttons() == Qt::LeftButton) sc->selectionTerrainView.select(tile); sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::Brush2: { std::array extra{ int3{0, 0, 0}, int3{1, 0, 0}, int3{0, 1, 0}, int3{1, 1, 0} }; for(auto & e : extra) { if(mouseEvent->buttons() & Qt::RightButton) sc->selectionTerrainView.erase(tile + e); else if(mouseEvent->buttons() == Qt::LeftButton) sc->selectionTerrainView.select(tile + e); } } sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::Brush4: { std::array extra{ int3{-1, -1, 0}, int3{0, -1, 0}, int3{1, -1, 0}, int3{2, -1, 0}, int3{-1, 0, 0}, int3{0, 0, 0}, int3{1, 0, 0}, int3{2, 0, 0}, int3{-1, 1, 0}, int3{0, 1, 0}, int3{1, 1, 0}, int3{2, 1, 0}, int3{-1, 2, 0}, int3{0, 2, 0}, int3{1, 2, 0}, int3{2, 2, 0} }; for(auto & e : extra) { if(mouseEvent->buttons() & Qt::RightButton) sc->selectionTerrainView.erase(tile + e); else if(mouseEvent->buttons() == Qt::LeftButton) sc->selectionTerrainView.select(tile + e); } } sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::Area: if(mouseEvent->buttons() & Qt::RightButton || !(mouseEvent->buttons() & Qt::LeftButton)) break; sc->selectionTerrainView.clear(); for(int j = std::min(tile.y, tileStart.y); j < std::max(tile.y, tileStart.y); ++j) { for(int i = std::min(tile.x, tileStart.x); i < std::max(tile.x, tileStart.x); ++i) { sc->selectionTerrainView.select(int3(i, j, sc->level)); } } sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::None: if(mouseEvent->buttons() & Qt::RightButton) break; auto sh = tile - tileStart; sc->selectionObjectsView.shift = QPoint(sh.x, sh.y); if(sh.x || sh.y) { if(sc->selectionObjectsView.newObject) { sc->selectionObjectsView.shift = QPoint(tile.x, tile.y); sc->selectionObjectsView.selectObject(sc->selectionObjectsView.newObject); sc->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT; } else if(mouseEvent->buttons() & Qt::LeftButton) { if(sc->selectionObjectsView.selectionMode == SelectionObjectsLayer::SELECTION) { sc->selectionObjectsView.clear(); sc->selectionObjectsView.selectObjects(tileStart.x, tileStart.y, tile.x, tile.y); } } } sc->selectionObjectsView.draw(); break; } } void MapView::mousePressEvent(QMouseEvent *event) { this->update(); auto * sc = static_cast(scene()); if(!sc || !controller->map()) return; mouseStart = mapToScene(event->pos()); tileStart = tilePrev = int3(mouseStart.x() / 32, mouseStart.y() / 32, sc->level); if(sc->selectionTerrainView.selection().count(tileStart)) pressedOnSelected = true; else pressedOnSelected = false; switch(selectionTool) { case MapView::SelectionTool::Brush: sc->selectionObjectsView.clear(); sc->selectionObjectsView.draw(); if(event->button() == Qt::RightButton) sc->selectionTerrainView.erase(tileStart); else if(event->button() == Qt::LeftButton) sc->selectionTerrainView.select(tileStart); sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::Brush2: sc->selectionObjectsView.clear(); sc->selectionObjectsView.draw(); { std::array extra{ int3{0, 0, 0}, int3{1, 0, 0}, int3{0, 1, 0}, int3{1, 1, 0} }; for(auto & e : extra) { if(event->button() == Qt::RightButton) sc->selectionTerrainView.erase(tileStart + e); else if(event->button() == Qt::LeftButton) sc->selectionTerrainView.select(tileStart + e); } } sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::Brush4: sc->selectionObjectsView.clear(); sc->selectionObjectsView.draw(); { std::array extra{ int3{-1, -1, 0}, int3{0, -1, 0}, int3{1, -1, 0}, int3{2, -1, 0}, int3{-1, 0, 0}, int3{0, 0, 0}, int3{1, 0, 0}, int3{2, 0, 0}, int3{-1, 1, 0}, int3{0, 1, 0}, int3{1, 1, 0}, int3{2, 1, 0}, int3{-1, 2, 0}, int3{0, 2, 0}, int3{1, 2, 0}, int3{2, 2, 0} }; for(auto & e : extra) { if(event->button() == Qt::RightButton) sc->selectionTerrainView.erase(tileStart + e); else if(event->button() == Qt::LeftButton) sc->selectionTerrainView.select(tileStart + e); } } sc->selectionTerrainView.draw(); break; case MapView::SelectionTool::Area: if(event->button() == Qt::RightButton) break; sc->selectionTerrainView.clear(); sc->selectionTerrainView.draw(); sc->selectionObjectsView.clear(); sc->selectionObjectsView.draw(); break; case MapView::SelectionTool::None: sc->selectionTerrainView.clear(); sc->selectionTerrainView.draw(); if(sc->selectionObjectsView.newObject && sc->selectionObjectsView.isSelected(sc->selectionObjectsView.newObject)) { if(event->button() == Qt::RightButton) controller->discardObject(sc->level); } else { if(event->button() == Qt::LeftButton) { auto * obj = sc->selectionObjectsView.selectObjectAt(tileStart.x, tileStart.y); if(obj) { if(sc->selectionObjectsView.isSelected(obj)) { if(qApp->keyboardModifiers() & Qt::ControlModifier) { sc->selectionObjectsView.deselectObject(obj); sc->selectionObjectsView.selectionMode = SelectionObjectsLayer::SELECTION; } else sc->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT; } else { if(!(qApp->keyboardModifiers() & Qt::ControlModifier)) sc->selectionObjectsView.clear(); sc->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT; sc->selectionObjectsView.selectObject(obj); } } else { sc->selectionObjectsView.clear(); sc->selectionObjectsView.selectionMode = SelectionObjectsLayer::SELECTION; } } sc->selectionObjectsView.shift = QPoint(0, 0); sc->selectionObjectsView.draw(); } break; } //main->setStatusMessage(QString("x: %1 y: %2").arg(QString::number(event->pos().x()), QString::number(event->pos().y()))); } void MapView::mouseReleaseEvent(QMouseEvent *event) { this->update(); auto * sc = static_cast(scene()); if(!sc || !controller->map()) return; switch(selectionTool) { case MapView::SelectionTool::None: if(event->button() == Qt::RightButton) break; //switch position bool tab = false; if(sc->selectionObjectsView.selectionMode == SelectionObjectsLayer::MOVEMENT) { if(sc->selectionObjectsView.newObject) { QString errorMsg; if(controller->canPlaceObject(sc->level, sc->selectionObjectsView.newObject, errorMsg)) controller->commitObjectCreate(sc->level); else { QMessageBox::information(this, "Can't place object", errorMsg); break; } } else controller->commitObjectShift(sc->level); } else { sc->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING; sc->selectionObjectsView.shift = QPoint(0, 0); sc->selectionObjectsView.draw(); tab = true; //check if we have only one object } auto selection = sc->selectionObjectsView.getSelection(); if(selection.size() == 1) { emit openObjectProperties(*selection.begin(), tab); } break; } } bool MapView::viewportEvent(QEvent *event) { if(auto * sc = static_cast(scene())) { //auto rect = sceneRect(); auto rect = mapToScene(viewport()->geometry()).boundingRect(); controller->miniScene(sc->level)->viewport.setViewport(rect.x() / 32, rect.y() / 32, rect.width() / 32, rect.height() / 32); } return QGraphicsView::viewportEvent(event); } MapSceneBase::MapSceneBase(int lvl): QGraphicsScene(nullptr), level(lvl) { } void MapSceneBase::initialize(MapController & controller) { for(auto * layer : getAbstractLayers()) layer->initialize(controller); } void MapSceneBase::updateViews() { for(auto * layer : getAbstractLayers()) layer->update(); } MapScene::MapScene(int lvl): MapSceneBase(lvl), gridView(this), passabilityView(this), selectionTerrainView(this), terrainView(this), objectsView(this), selectionObjectsView(this), isTerrainSelected(false), isObjectSelected(false) { connect(&selectionTerrainView, &SelectionTerrainLayer::selectionMade, this, &MapScene::terrainSelected); connect(&selectionObjectsView, &SelectionObjectsLayer::selectionMade, this, &MapScene::objectSelected); } std::list MapScene::getAbstractLayers() { //sequence is important because it defines rendering order return { &terrainView, &objectsView, &gridView, &passabilityView, &selectionTerrainView, &selectionObjectsView }; } void MapScene::updateViews() { MapSceneBase::updateViews(); terrainView.show(true); objectsView.show(true); selectionTerrainView.show(true); selectionObjectsView.show(true); } void MapScene::terrainSelected(bool anythingSelected) { isTerrainSelected = anythingSelected; emit selected(isTerrainSelected || isObjectSelected); } void MapScene::objectSelected(bool anythingSelected) { isObjectSelected = anythingSelected; emit selected(isTerrainSelected || isObjectSelected); } MinimapScene::MinimapScene(int lvl): MapSceneBase(lvl), minimapView(this), viewport(this) { } std::list MinimapScene::getAbstractLayers() { //sequence is important because it defines rendering order return { &minimapView, &viewport }; } void MinimapScene::updateViews() { MapSceneBase::updateViews(); minimapView.show(true); viewport.show(true); }