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