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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00
vcmi/mapeditor/scenelayer.cpp

691 lines
13 KiB
C++

/*
* scenelayer.cpp, 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
*
*/
#include "StdInc.h"
#include "scenelayer.h"
#include "mainwindow.h"
#include "../lib/mapping/CMapEditManager.h"
#include "../lib/mapping/CMap.h"
#include "inspector/inspector.h"
#include "mapview.h"
#include "mapcontroller.h"
AbstractLayer::AbstractLayer(MapSceneBase * s): scene(s)
{
}
void AbstractLayer::initialize(MapController & controller)
{
map = controller.map();
handler = controller.mapHandler();
}
void AbstractLayer::show(bool show)
{
if(isShown == show)
return;
isShown = show;
redraw();
}
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(MapSceneBase * s): AbstractLayer(s)
{
}
void GridLayer::update()
{
if(!map)
return;
pixmap.reset(new QPixmap(map->width * 32, map->height * 32));
pixmap->fill(Qt::transparent);
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(MapSceneBase * s): AbstractLayer(s)
{
}
void PassabilityLayer::update()
{
if(!map)
return;
pixmap.reset(new QPixmap(map->width * 32, map->height * 32));
pixmap->fill(Qt::transparent);
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();
}
ObjectPickerLayer::ObjectPickerLayer(MapSceneBase * s): AbstractLayer(s)
{
}
void ObjectPickerLayer::highlight(std::function<bool(const CGObjectInstance *)> predicate)
{
if(!map)
return;
if(scene->level == 0 || map->twoLevel)
{
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));
auto * obj = tl.topVisitableObj();
if(!obj && !tl.blockingObjects.empty())
obj = tl.blockingObjects.front();
if(obj && predicate(obj))
possibleObjects.insert(obj);
}
}
}
isActive = true;
}
bool ObjectPickerLayer::isVisible() const
{
return isShown && isActive;
}
void ObjectPickerLayer::clear()
{
possibleObjects.clear();
isActive = false;
}
void ObjectPickerLayer::update()
{
if(!map)
return;
pixmap.reset(new QPixmap(map->width * 32, map->height * 32));
pixmap->fill(Qt::transparent);
if(isActive)
pixmap->fill(QColor(255, 255, 255, 128));
QPainter painter(pixmap.get());
painter.setCompositionMode(QPainter::CompositionMode_Source);
for(auto * obj : possibleObjects)
{
if(obj->pos.z != scene->level)
continue;
for(auto & pos : obj->getBlockedPos())
painter.fillRect(pos.x * 32, pos.y * 32, 32, 32, QColor(255, 211, 0, 64));
}
painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
redraw();
}
void ObjectPickerLayer::select(const CGObjectInstance * obj)
{
if(obj && possibleObjects.count(obj))
{
clear();
emit selectionMade(obj);
}
}
void ObjectPickerLayer::discard()
{
clear();
emit selectionMade(nullptr);
}
SelectionTerrainLayer::SelectionTerrainLayer(MapSceneBase * s): AbstractLayer(s)
{
}
void SelectionTerrainLayer::update()
{
if(!map)
return;
area.clear();
areaAdd.clear();
areaErase.clear();
onSelection();
pixmap.reset(new QPixmap(map->width * 32, map->height * 32));
pixmap->fill(Qt::transparent);
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);
}
onSelection();
}
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);
}
onSelection();
}
void SelectionTerrainLayer::clear()
{
areaErase = area;
areaAdd.clear();
area.clear();
onSelection();
}
const std::set<int3> & SelectionTerrainLayer::selection() const
{
return area;
}
void SelectionTerrainLayer::onSelection()
{
emit selectionMade(!area.empty());
}
TerrainLayer::TerrainLayer(MapSceneBase * 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<int3> forRedrawing(dirty);
std::set<int3> 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)
{
handler->drawTerrainTile(painter, t.x, t.y, scene->level);
handler->drawRiver(painter, t.x, t.y, scene->level);
handler->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)
{
handler->drawTerrainTile(painter, i, j, scene->level);
handler->drawRiver(painter, i, j, scene->level);
handler->drawRoad(painter, i, j, scene->level);
}
}
}
dirty.clear();
redraw();
}
ObjectsLayer::ObjectsLayer(MapSceneBase * s): AbstractLayer(s)
{
}
void ObjectsLayer::update()
{
if(!map)
return;
pixmap.reset(new QPixmap(map->width * 32, map->height * 32));
pixmap->fill(Qt::transparent);
draw(false);
}
void ObjectsLayer::draw(bool onlyDirty)
{
if(!pixmap)
return;
if(!map)
return;
QPainter painter(pixmap.get());
if(onlyDirty)
{
//objects could be modified
for(auto * obj : objDirty)
setDirty(obj);
//clear tiles which will be redrawn. It's needed because some object could be replaced
painter.setCompositionMode(QPainter::CompositionMode_Source);
for(auto & p : dirty)
painter.fillRect(p.x * 32, p.y * 32, 32, 32, Qt::transparent);
painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
for(auto & p : dirty)
handler->drawObjects(painter, p.x, p.y, p.z, lockedObjects);
}
else
{
pixmap->fill(Qt::transparent);
for(int j = 0; j < map->height; ++j)
{
for(int i = 0; i < map->width; ++i)
{
handler->drawObjects(painter, i, j, scene->level, lockedObjects);
}
}
}
dirty.clear();
redraw();
}
void ObjectsLayer::setDirty(int x, int y)
{
int3 pos(x, y, scene->level);
if(map->isInTheMap(pos))
dirty.insert(pos);
}
void ObjectsLayer::setDirty(const CGObjectInstance * object)
{
objDirty.insert(object);
//mark tiles under object as dirty
for(int j = 0; j < object->getHeight(); ++j)
{
for(int i = 0; i < object->getWidth(); ++i)
{
setDirty(object->anchorPos().x - i, object->anchorPos().y - j);
}
}
}
void ObjectsLayer::setLockObject(const CGObjectInstance * object, bool lock)
{
if(lock)
lockedObjects.insert(object);
else
lockedObjects.erase(object);
}
void ObjectsLayer::unlockAll()
{
lockedObjects.clear();
}
SelectionObjectsLayer::SelectionObjectsLayer(MapSceneBase * s): AbstractLayer(s), newObject(nullptr)
{
}
void SelectionObjectsLayer::update()
{
if(!map)
return;
selectedObjects.clear();
onSelection();
shift = QPoint();
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(Qt::transparent);
QPainter painter(pixmap.get());
painter.setCompositionMode(QPainter::CompositionMode_Source);
painter.setPen(Qt::white);
for(auto * obj : selectedObjects)
{
if(obj != newObject)
{
QRect bbox(obj->anchorPos().x, obj->anchorPos().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 == SelectionMode::MOVEMENT && (shift.x() || shift.y()))
{
painter.setOpacity(0.7);
auto newPos = QPoint(obj->anchorPos().x, obj->anchorPos().y) + shift;
handler->drawObjectAt(painter, obj, newPos.x(), newPos.y());
}
}
redraw();
}
CGObjectInstance * SelectionObjectsLayer::selectObjectAt(int x, int y, const CGObjectInstance * ignore) 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 || object.obj == ignore || lockedObjects.count(object.obj))
continue;
if(object.obj->visitableAt(int3(x, y, scene->level)))
{
return const_cast<CGObjectInstance*>(object.obj);
}
}
//if not visitable tile - try to get blocked
for(auto & object : objects)
{
if(!object.obj || object.obj == ignore || lockedObjects.count(object.obj))
continue;
if(object.obj->blockingAt(int3(x, y, scene->level)))
{
return const_cast<CGObjectInstance*>(object.obj);
}
}
//finally, we can take any object
for(auto & object : objects)
{
if(!object.obj || object.obj == ignore || lockedObjects.count(object.obj))
continue;
if(object.obj->coveringAt(int3(x, y, scene->level)))
{
return const_cast<CGObjectInstance*>(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)
{
if(map->isInTheMap(int3(i, j, scene->level)))
{
for(auto & o : handler->getObjects(i, j, scene->level))
if(!lockedObjects.count(o.obj))
selectObject(const_cast<CGObjectInstance*>(o.obj), false); //do not inform about each object added
}
}
}
onSelection();
}
void SelectionObjectsLayer::selectObject(CGObjectInstance * obj, bool inform /* = true */)
{
selectedObjects.insert(obj);
if (inform)
{
onSelection();
}
}
void SelectionObjectsLayer::deselectObject(CGObjectInstance * obj)
{
selectedObjects.erase(obj);
}
bool SelectionObjectsLayer::isSelected(const CGObjectInstance * obj) const
{
return selectedObjects.count(const_cast<CGObjectInstance*>(obj));
}
std::set<CGObjectInstance*> SelectionObjectsLayer::getSelection() const
{
return selectedObjects;
}
void SelectionObjectsLayer::clear()
{
selectedObjects.clear();
onSelection();
shift.setX(0);
shift.setY(0);
}
void SelectionObjectsLayer::onSelection()
{
emit selectionMade(!selectedObjects.empty());
}
void SelectionObjectsLayer::setLockObject(const CGObjectInstance * object, bool lock)
{
if(lock)
lockedObjects.insert(object);
else
lockedObjects.erase(object);
}
void SelectionObjectsLayer::unlockAll()
{
lockedObjects.clear();
}
MinimapLayer::MinimapLayer(MapSceneBase * s): AbstractLayer(s)
{
}
void MinimapLayer::update()
{
if(!map)
return;
pixmap.reset(new QPixmap(map->width, map->height));
QPainter painter(pixmap.get());
//coordinate transformation
for(int j = 0; j < map->height; ++j)
{
for(int i = 0; i < map->width; ++i)
{
handler->drawMinimapTile(painter, i, j, scene->level);
}
}
redraw();
}
MinimapViewLayer::MinimapViewLayer(MapSceneBase * s): AbstractLayer(s)
{
}
void MinimapViewLayer::update()
{
if(!map)
return;
pixmap.reset(new QPixmap(map->width, map->height));
draw();
}
void MinimapViewLayer::draw()
{
if(!map)
return;
pixmap->fill(Qt::transparent);
//maybe not optimal but ok
QPainter painter(pixmap.get());
painter.setPen(Qt::white);
painter.drawRect(x, y, w, h);
redraw();
}
void MinimapViewLayer::setViewport(int _x, int _y, int _w, int _h)
{
x = _x;
y = _y;
w = _w;
h = _h;
draw();
}