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vcmi/mapeditor/mapcontroller.cpp
2022-09-05 14:10:39 +04:00

235 lines
5.4 KiB
C++

#include "mapcontroller.h"
#include "../lib/GameConstants.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapping/CMapEditManager.h"
#include "../lib/Terrain.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/rmg/ObstaclePlacer.h"
#include "mapview.h"
#include "scenelayer.h"
#include "maphandler.h"
#include "mainwindow.h"
#include "inspector.h"
MapController::MapController(MainWindow * m): main(m)
{
_scenes[0].reset(new MapScene(0));
_scenes[1].reset(new MapScene(1));
_miniscenes[0].reset(new MinimapScene(0));
_miniscenes[1].reset(new MinimapScene(1));
}
MapController::~MapController()
{
}
CMap * MapController::map()
{
return _map.get();
}
MapHandler * MapController::mapHandler()
{
return _mapHandler.get();
}
MapScene * MapController::scene(int level)
{
return _scenes[level].get();
}
MinimapScene * MapController::miniScene(int level)
{
return _miniscenes[level].get();
}
void MapController::setMap(std::unique_ptr<CMap> cmap)
{
_map = std::move(cmap);
_scenes[0].reset(new MapScene(0));
_scenes[1].reset(new MapScene(1));
_miniscenes[0].reset(new MinimapScene(0));
_miniscenes[1].reset(new MinimapScene(1));
resetMapHandler();
sceneForceUpdate();
}
void MapController::sceneForceUpdate()
{
_scenes[0]->updateViews();
_miniscenes[0]->updateViews();
if(_map->twoLevel)
{
_scenes[1]->updateViews();
_miniscenes[1]->updateViews();
}
}
void MapController::sceneForceUpdate(int level)
{
_scenes[level]->updateViews();
_miniscenes[level]->updateViews();
}
void MapController::resetMapHandler()
{
_mapHandler.reset(new MapHandler(_map.get()));
_scenes[0]->initialize(*this);
_scenes[1]->initialize(*this);
_miniscenes[0]->initialize(*this);
_miniscenes[1]->initialize(*this);
}
void MapController::commitTerrainChange(int level, const Terrain & terrain)
{
std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
_scenes[level]->selectionTerrainView.selection().end());
if(v.empty())
return;
_scenes[level]->selectionTerrainView.clear();
_scenes[level]->selectionTerrainView.draw();
_map->getEditManager()->getTerrainSelection().setSelection(v);
_map->getEditManager()->drawTerrain(terrain, &CRandomGenerator::getDefault());
for(auto & t : v)
_scenes[level]->terrainView.setDirty(t);
_scenes[level]->terrainView.draw();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitObjectErase(int level)
{
for(auto * obj : _scenes[level]->selectionObjectsView.getSelection())
{
_map->getEditManager()->removeObject(obj);
delete obj;
}
_scenes[level]->selectionObjectsView.clear();
resetMapHandler();
_scenes[level]->updateViews();
_miniscenes[level]->updateViews();
main->mapChanged();
}
bool MapController::discardObject(int level) const
{
_scenes[level]->selectionObjectsView.clear();
if(_scenes[level]->selectionObjectsView.newObject)
{
delete _scenes[level]->selectionObjectsView.newObject;
_scenes[level]->selectionObjectsView.newObject = nullptr;
_scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
_scenes[level]->selectionObjectsView.selectionMode = 0;
_scenes[level]->selectionObjectsView.draw();
return true;
}
return false;
}
void MapController::createObject(int level, CGObjectInstance * obj) const
{
_scenes[level]->selectionObjectsView.newObject = obj;
_scenes[level]->selectionObjectsView.selectionMode = 2;
_scenes[level]->selectionObjectsView.draw();
}
void MapController::commitObstacleFill(int level)
{
auto selection = _scenes[level]->selectionTerrainView.selection();
if(selection.empty())
return;
//split by zones
std::map<Terrain, ObstacleProxy> terrainSelected;
for(auto & t : selection)
{
auto tl = _map->getTile(t);
if(tl.blocked || tl.visitable)
continue;
terrainSelected[tl.terType].blockedArea.add(t);
}
for(auto & sel : terrainSelected)
{
sel.second.collectPossibleObstacles(sel.first);
sel.second.placeObstacles(_map.get(), CRandomGenerator::getDefault());
}
resetMapHandler();
_scenes[level]->updateViews();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitObjectChange(int level)
{
resetMapHandler();
_scenes[level]->objectsView.draw();
_scenes[level]->selectionObjectsView.draw();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitChangeWithoutRedraw()
{
//DO NOT REDRAW
main->mapChanged();
}
void MapController::commitObjectShiftOrCreate(int level)
{
auto shift = _scenes[level]->selectionObjectsView.shift;
if(shift.isNull())
return;
for(auto * obj : _scenes[level]->selectionObjectsView.getSelection())
{
int3 pos = obj->pos;
pos.z = level;
pos.x += shift.x(); pos.y += shift.y();
if(obj == _scenes[level]->selectionObjectsView.newObject)
{
_scenes[level]->selectionObjectsView.newObject->pos = pos;
commitObjectCreate(level);
}
else
{
_map->getEditManager()->moveObject(obj, pos);
}
}
_scenes[level]->selectionObjectsView.newObject = nullptr;
_scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
_scenes[level]->selectionObjectsView.selectionMode = 0;
resetMapHandler();
_scenes[level]->updateViews();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitObjectCreate(int level)
{
auto * newObj = _scenes[level]->selectionObjectsView.newObject;
if(!newObj)
return;
_map->getEditManager()->insertObject(newObj);
Initializer init(newObj);
main->mapChanged();
}