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	To all - please, avoid #include's in headers as much as possible This kills incremental build compile times
		
			
				
	
	
		
			59 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * CDrawRoadsOperation.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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|  
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| #pragma once
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|  
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| #include "../CRandomGenerator.h"
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| #include "CMapEditManager.h"
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| 
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| struct TerrainTile;
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| 
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| class CDrawRoadsOperation : public CMapOperation
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| {
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| public:
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| 	CDrawRoadsOperation(CMap * map, const CTerrainSelection & terrainSel, ERoadType::ERoadType roadType, CRandomGenerator * gen);
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| 	void execute() override;
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| 	void undo() override;
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| 	void redo() override;
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| 	std::string getLabel() const override;	
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| private:
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| 	
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| 	struct RoadPattern
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| 	{
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| 		std::string data[9];
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| 		std::pair<int, int> roadMapping, riverMapping;
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| 		bool hasHFlip, hasVFlip;
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| 	};
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| 	
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| 	struct ValidationResult
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| 	{
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| 		ValidationResult(bool result): result(result), flip(0){};
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| 		bool result;
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| 		int flip;
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| 	};
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| 	
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| 	static const std::vector<RoadPattern> patterns;
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| 	
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| 	void flipPattern(RoadPattern & pattern, int flip) const;
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| 	
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| 	void updateTiles(std::set<int3> & invalidated);
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| 	
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| 	ValidationResult validateTile(const RoadPattern & pattern, const int3 & pos);
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| 	void updateTile(TerrainTile & tile, const RoadPattern & pattern, const int flip);
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| 	
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| 	bool canApplyPattern(const RoadPattern & pattern) const;
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| 	bool needUpdateTile(const TerrainTile & tile) const;
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| 	bool tileHasSomething(const int3 & pos) const;
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| 	
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| 	CTerrainSelection terrainSel;
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| 	ERoadType::ERoadType roadType;
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| 	CRandomGenerator * gen;	
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| };
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