mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
450 lines
11 KiB
C++
450 lines
11 KiB
C++
#include "StdInc.h"
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#include "mapview.h"
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#include "mainwindow.h"
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#include <QGraphicsSceneMouseEvent>
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#include "mapcontroller.h"
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MinimapView::MinimapView(QWidget * parent):
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QGraphicsView(parent)
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{
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// Disable scrollbars
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setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
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setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
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}
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void MinimapView::dimensions()
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{
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fitInView(0, 0, controller->map()->width, controller->map()->height, Qt::KeepAspectRatio);
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}
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void MinimapView::setController(MapController * ctrl)
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{
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controller = ctrl;
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}
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void MinimapView::mouseMoveEvent(QMouseEvent *mouseEvent)
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{
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this->update();
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auto * sc = static_cast<MinimapScene*>(scene());
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if(!sc)
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return;
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int w = sc->viewport.viewportWidth();
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int h = sc->viewport.viewportHeight();
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auto pos = mapToScene(mouseEvent->pos());
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pos.setX(pos.x() - w / 2);
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pos.setY(pos.y() - h / 2);
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QPointF point = pos * 32;
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emit cameraPositionChanged(point);
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}
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void MinimapView::mousePressEvent(QMouseEvent* event)
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{
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mouseMoveEvent(event);
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}
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MapView::MapView(QWidget * parent):
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QGraphicsView(parent),
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selectionTool(MapView::SelectionTool::None)
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{
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}
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void MapView::cameraChanged(const QPointF & pos)
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{
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//ui->mapView->translate(pos.x(), pos.y());
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horizontalScrollBar()->setValue(pos.x());
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verticalScrollBar()->setValue(pos.y());
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}
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void MapView::setController(MapController * ctrl)
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{
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controller = ctrl;
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}
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void MapView::mouseMoveEvent(QMouseEvent *mouseEvent)
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{
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this->update();
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auto * sc = static_cast<MapScene*>(scene());
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if(!sc || !controller->map())
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return;
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auto pos = mapToScene(mouseEvent->pos()); //TODO: do we need to check size?
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int3 tile(pos.x() / 32, pos.y() / 32, sc->level);
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if(tile == tilePrev) //do not redraw
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return;
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tilePrev = tile;
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//TODO: cast parent->parent to MainWindow in order to show coordinates or another way to do it?
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//main->setStatusMessage(QString("x: %1 y: %2").arg(tile.x, tile.y));
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switch(selectionTool)
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{
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case MapView::SelectionTool::Brush:
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if(mouseEvent->buttons() & Qt::RightButton)
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sc->selectionTerrainView.erase(tile);
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else if(mouseEvent->buttons() == Qt::LeftButton)
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sc->selectionTerrainView.select(tile);
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::Brush2:
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{
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std::array<int3, 4> extra{ int3{0, 0, 0}, int3{1, 0, 0}, int3{0, 1, 0}, int3{1, 1, 0} };
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for(auto & e : extra)
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{
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if(mouseEvent->buttons() & Qt::RightButton)
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sc->selectionTerrainView.erase(tile + e);
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else if(mouseEvent->buttons() == Qt::LeftButton)
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sc->selectionTerrainView.select(tile + e);
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}
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}
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::Brush4:
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{
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std::array<int3, 16> extra{
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int3{-1, -1, 0}, int3{0, -1, 0}, int3{1, -1, 0}, int3{2, -1, 0},
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int3{-1, 0, 0}, int3{0, 0, 0}, int3{1, 0, 0}, int3{2, 0, 0},
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int3{-1, 1, 0}, int3{0, 1, 0}, int3{1, 1, 0}, int3{2, 1, 0},
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int3{-1, 2, 0}, int3{0, 2, 0}, int3{1, 2, 0}, int3{2, 2, 0}
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};
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for(auto & e : extra)
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{
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if(mouseEvent->buttons() & Qt::RightButton)
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sc->selectionTerrainView.erase(tile + e);
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else if(mouseEvent->buttons() == Qt::LeftButton)
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sc->selectionTerrainView.select(tile + e);
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}
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}
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::Area:
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if(mouseEvent->buttons() & Qt::RightButton || !mouseEvent->buttons() & Qt::LeftButton)
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break;
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sc->selectionTerrainView.clear();
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for(int j = std::min(tile.y, tileStart.y); j < std::max(tile.y, tileStart.y); ++j)
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{
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for(int i = std::min(tile.x, tileStart.x); i < std::max(tile.x, tileStart.x); ++i)
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{
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sc->selectionTerrainView.select(int3(i, j, sc->level));
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}
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}
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::None:
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if(mouseEvent->buttons() & Qt::RightButton)
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break;
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auto sh = tile - tileStart;
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sc->selectionObjectsView.shift = QPoint(sh.x, sh.y);
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if(sh.x || sh.y)
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{
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if(sc->selectionObjectsView.newObject)
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{
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sc->selectionObjectsView.shift = QPoint(tile.x, tile.y);
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sc->selectionObjectsView.selectObject(sc->selectionObjectsView.newObject);
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sc->selectionObjectsView.selectionMode = 2;
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}
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else if(mouseEvent->buttons() & Qt::LeftButton)
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{
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if(sc->selectionObjectsView.selectionMode == 1)
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{
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.selectObjects(tileStart.x, tileStart.y, tile.x, tile.y);
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}
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}
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}
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sc->selectionObjectsView.draw();
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break;
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}
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}
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void MapView::mousePressEvent(QMouseEvent *event)
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{
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this->update();
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auto * sc = static_cast<MapScene*>(scene());
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if(!sc || !controller->map())
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return;
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mouseStart = mapToScene(event->pos());
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tileStart = tilePrev = int3(mouseStart.x() / 32, mouseStart.y() / 32, sc->level);
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if(sc->selectionTerrainView.selection().count(tileStart))
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pressedOnSelected = true;
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else
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pressedOnSelected = false;
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switch(selectionTool)
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{
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case MapView::SelectionTool::Brush:
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.draw();
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if(event->button() == Qt::RightButton)
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sc->selectionTerrainView.erase(tileStart);
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else if(event->button() == Qt::LeftButton)
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sc->selectionTerrainView.select(tileStart);
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::Brush2:
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.draw();
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{
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std::array<int3, 4> extra{ int3{0, 0, 0}, int3{1, 0, 0}, int3{0, 1, 0}, int3{1, 1, 0} };
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for(auto & e : extra)
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{
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if(event->button() == Qt::RightButton)
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sc->selectionTerrainView.erase(tileStart + e);
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else if(event->button() == Qt::LeftButton)
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sc->selectionTerrainView.select(tileStart + e);
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}
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}
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::Brush4:
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.draw();
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{
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std::array<int3, 16> extra{
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int3{-1, -1, 0}, int3{0, -1, 0}, int3{1, -1, 0}, int3{2, -1, 0},
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int3{-1, 0, 0}, int3{0, 0, 0}, int3{1, 0, 0}, int3{2, 0, 0},
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int3{-1, 1, 0}, int3{0, 1, 0}, int3{1, 1, 0}, int3{2, 1, 0},
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int3{-1, 2, 0}, int3{0, 2, 0}, int3{1, 2, 0}, int3{2, 2, 0}
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};
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for(auto & e : extra)
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{
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if(event->button() == Qt::RightButton)
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sc->selectionTerrainView.erase(tileStart + e);
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else if(event->button() == Qt::LeftButton)
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sc->selectionTerrainView.select(tileStart + e);
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}
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}
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sc->selectionTerrainView.draw();
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break;
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case MapView::SelectionTool::Area:
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if(event->button() == Qt::RightButton)
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break;
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sc->selectionTerrainView.clear();
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sc->selectionTerrainView.draw();
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.draw();
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break;
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case MapView::SelectionTool::None:
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sc->selectionTerrainView.clear();
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sc->selectionTerrainView.draw();
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if(sc->selectionObjectsView.newObject && sc->selectionObjectsView.isSelected(sc->selectionObjectsView.newObject))
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{
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if(event->button() == Qt::RightButton)
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controller->discardObject(sc->level);
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}
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else
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{
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if(event->button() == Qt::LeftButton)
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{
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auto * obj = sc->selectionObjectsView.selectObjectAt(tileStart.x, tileStart.y);
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if(obj)
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{
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if(sc->selectionObjectsView.isSelected(obj))
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{
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if(qApp->keyboardModifiers() & Qt::ControlModifier)
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{
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sc->selectionObjectsView.deselectObject(obj);
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sc->selectionObjectsView.selectionMode = 1;
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}
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else
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sc->selectionObjectsView.selectionMode = 2;
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}
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else
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{
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if(!(qApp->keyboardModifiers() & Qt::ControlModifier))
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.selectionMode = 2;
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sc->selectionObjectsView.selectObject(obj);
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}
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}
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else
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{
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sc->selectionObjectsView.clear();
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sc->selectionObjectsView.selectionMode = 1;
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}
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}
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sc->selectionObjectsView.shift = QPoint(0, 0);
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sc->selectionObjectsView.draw();
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}
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break;
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}
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//main->setStatusMessage(QString("x: %1 y: %2").arg(QString::number(event->pos().x()), QString::number(event->pos().y())));
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}
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void MapView::mouseReleaseEvent(QMouseEvent *event)
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{
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this->update();
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auto * sc = static_cast<MapScene*>(scene());
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if(!sc || !controller->map())
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return;
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switch(selectionTool)
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{
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case MapView::SelectionTool::None:
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if(event->button() == Qt::RightButton)
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break;
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//switch position
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bool tab = false;
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if(sc->selectionObjectsView.selectionMode == 2)
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{
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if(sc->selectionObjectsView.newObject)
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{
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QString errorMsg;
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if(controller->canPlaceObject(sc->level, sc->selectionObjectsView.newObject, errorMsg))
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controller->commitObjectCreate(sc->level);
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else
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{
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QMessageBox::information(this, "Can't place object", errorMsg);
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break;
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}
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}
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else
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controller->commitObjectShift(sc->level);
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}
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else
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{
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sc->selectionObjectsView.selectionMode = 0;
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sc->selectionObjectsView.shift = QPoint(0, 0);
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sc->selectionObjectsView.draw();
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tab = true;
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//check if we have only one object
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}
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auto selection = sc->selectionObjectsView.getSelection();
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if(selection.size() == 1)
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{
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emit openObjectProperties(*selection.begin(), tab);
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}
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break;
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}
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}
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bool MapView::viewportEvent(QEvent *event)
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{
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if(auto * sc = static_cast<MapScene*>(scene()))
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{
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//auto rect = sceneRect();
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auto rect = mapToScene(viewport()->geometry()).boundingRect();
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controller->miniScene(sc->level)->viewport.setViewport(rect.x() / 32, rect.y() / 32, rect.width() / 32, rect.height() / 32);
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}
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return QGraphicsView::viewportEvent(event);
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}
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MapSceneBase::MapSceneBase(int lvl):
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QGraphicsScene(nullptr),
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level(lvl)
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{
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}
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void MapSceneBase::initialize(MapController & controller)
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{
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for(auto * layer : getAbstractLayers())
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layer->initialize(controller);
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}
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void MapSceneBase::updateViews()
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{
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for(auto * layer : getAbstractLayers())
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layer->update();
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}
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MapScene::MapScene(int lvl):
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MapSceneBase(lvl),
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gridView(this),
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passabilityView(this),
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selectionTerrainView(this),
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terrainView(this),
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objectsView(this),
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selectionObjectsView(this),
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isTerrainSelected(false),
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isObjectSelected(false)
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{
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connect(&selectionTerrainView, &SelectionTerrainLayer::selectionMade, this, &MapScene::terrainSelected);
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connect(&selectionObjectsView, &SelectionObjectsLayer::selectionMade, this, &MapScene::objectSelected);
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}
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std::list<AbstractLayer *> MapScene::getAbstractLayers()
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{
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//sequence is important because it defines rendering order
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return {
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&terrainView,
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&objectsView,
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&gridView,
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&passabilityView,
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&selectionTerrainView,
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&selectionObjectsView
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};
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}
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void MapScene::updateViews()
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{
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MapSceneBase::updateViews();
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terrainView.show(true);
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objectsView.show(true);
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selectionTerrainView.show(true);
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selectionObjectsView.show(true);
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}
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void MapScene::terrainSelected(bool anythingSelected)
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{
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isTerrainSelected = anythingSelected;
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emit selected(isTerrainSelected || isObjectSelected);
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}
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void MapScene::objectSelected(bool anythingSelected)
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{
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isObjectSelected = anythingSelected;
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emit selected(isTerrainSelected || isObjectSelected);
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}
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MinimapScene::MinimapScene(int lvl):
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MapSceneBase(lvl),
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minimapView(this),
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viewport(this)
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{
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}
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std::list<AbstractLayer *> MinimapScene::getAbstractLayers()
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{
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//sequence is important because it defines rendering order
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return {
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&minimapView,
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&viewport
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};
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}
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void MinimapScene::updateViews()
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{
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MapSceneBase::updateViews();
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minimapView.show(true);
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viewport.show(true);
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}
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