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vcmi/mapeditor/scenelayer.h
2024-01-10 00:22:23 +00:00

238 lines
4.2 KiB
C++

/*
* 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<QPixmap> pixmap;
QPixmap emptyPixmap;
private:
std::unique_ptr<QGraphicsPixmapItem> 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<int3> & selection() const;
signals:
void selectionMade(bool anythingSlected);
private:
std::set<int3> area;
std::set<int3> areaAdd;
std::set<int3> 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<int3> 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<const CGObjectInstance *> objDirty;
std::set<const CGObjectInstance *> lockedObjects;
std::set<int3> dirty;
};
class ObjectPickerLayer: public AbstractLayer
{
Q_OBJECT
public:
ObjectPickerLayer(MapSceneBase * s);
void update() override;
bool isVisible() const;
template<class T>
void highlight()
{
highlight([](const CGObjectInstance * o){ return dynamic_cast<T*>(o); });
}
void highlight(std::function<bool(const CGObjectInstance *)> predicate);
void clear();
void select(const CGObjectInstance *);
void discard();
signals:
void selectionMade(const CGObjectInstance *);
private:
bool isActive = false;
std::set<const CGObjectInstance *> 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<CGObjectInstance*> 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<CGObjectInstance *> selectedObjects;
std::set<const CGObjectInstance *> 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;
};