Rewrote the Ammomenu:
Added landscape ammomenu
At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it
Draw to texture once
uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos
Slot/Cellsize is dependent on uConsts.AMSlotSize
this should make it easier to scale the ammo menu on smaller screens
AmmoRect
AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point
needs testing on the iphone (and other systems as well ofcourse..)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <QGraphicsSceneMouseEvent>
#include <QGraphicsPathItem>
#include <QtEndian>
#include <QDebug>
#include "drawmapscene.h"
template <class T> T sqr(const T & x)
{
return x*x;
}
DrawMapScene::DrawMapScene(QObject *parent) :
QGraphicsScene(parent),
m_pen(Qt::yellow),
m_brush(Qt::yellow)
{
setSceneRect(0, 0, 4096, 2048);
QLinearGradient gradient(0, 0, 0, 2048);
gradient.setColorAt(0, QColor(60, 60, 155));
gradient.setColorAt(1, QColor(155, 155, 60));
setBackgroundBrush(QBrush(gradient));
m_pen.setWidth(67);
m_pen.setJoinStyle(Qt::RoundJoin);
m_pen.setCapStyle(Qt::RoundCap);
m_currPath = 0;
}
void DrawMapScene::mouseMoveEvent(QGraphicsSceneMouseEvent * mouseEvent)
{
if(m_currPath && (mouseEvent->buttons() & Qt::LeftButton))
{
QPainterPath path = m_currPath->path();
if(mouseEvent->modifiers() & Qt::ControlModifier)
{
int c = path.elementCount();
QPointF pos = mouseEvent->scenePos();
path.setElementPositionAt(c - 1, pos.x(), pos.y());
}
else
{
path.lineTo(mouseEvent->scenePos());
paths.first().append(mouseEvent->scenePos().toPoint());
}
m_currPath->setPath(path);
emit pathChanged();
}
}
void DrawMapScene::mousePressEvent(QGraphicsSceneMouseEvent * mouseEvent)
{
m_currPath = addPath(QPainterPath(), m_pen);
QPainterPath path = m_currPath->path();
QPointF p = mouseEvent->scenePos();
p += QPointF(0.01, 0.01);
path.moveTo(p);
path.lineTo(mouseEvent->scenePos());
paths.prepend(QList<QPoint>() << mouseEvent->scenePos().toPoint());
m_currPath->setPath(path);
emit pathChanged();
}
void DrawMapScene::mouseReleaseEvent(QGraphicsSceneMouseEvent * mouseEvent)
{
if (m_currPath)
{
QPainterPath path = m_currPath->path();
path.lineTo(mouseEvent->scenePos());
paths.first().append(mouseEvent->scenePos().toPoint());
m_currPath->setPath(path);
simplifyLast();
m_currPath = 0;
}
}
void DrawMapScene::undo()
{
if(items().size())
{
removeItem(items().first());
paths.removeFirst();
emit pathChanged();
}
else if(oldItems.size())
{
while(oldItems.size())
addItem(oldItems.takeFirst());
paths = oldPaths;
emit pathChanged();
}
}
void DrawMapScene::clearMap()
{
// don't clear if already cleared
if(!items().size())
return;
oldItems.clear();
// do this since clear() would _destroy_ all items
while(items().size())
{
oldItems.push_front(items().first());
removeItem(items().first());
}
oldPaths = paths;
paths.clear();
emit pathChanged();
}
QByteArray DrawMapScene::encode()
{
QByteArray b;
for(int i = paths.size() - 1; i >= 0; --i)
{
int cnt = 0;
QList<QPoint> points = paths.at(i);
foreach(QPoint point, points)
{
qint16 px = qToBigEndian((qint16)point.x());
qint16 py = qToBigEndian((qint16)point.y());
quint8 flags = 2;
if(!cnt) flags |= 0x80;
b.append((const char *)&px, 2);
b.append((const char *)&py, 2);
b.append((const char *)&flags, 1);
++cnt;
}
}
return b;
}
void DrawMapScene::decode(QByteArray data)
{
oldItems.clear();
oldPaths.clear();
clear();
paths.clear();
QList<QPoint> points;
while(data.size() >= 5)
{
qint16 px = qFromBigEndian(*(qint16 *)data.data());
data.remove(0, 2);
qint16 py = qFromBigEndian(*(qint16 *)data.data());
data.remove(0, 2);
quint8 flags = *(quint8 *)data.data();
data.remove(0, 1);
if((flags & 0x80) && points.size())
{
addPath(pointsToPath(points), m_pen);
paths.prepend(points);
points.clear();
}
points.append(QPoint(px, py));
}
if(points.size())
{
addPath(pointsToPath(points), m_pen);
paths.prepend(points);
}
emit pathChanged();
}
void DrawMapScene::simplifyLast()
{
if(!paths.size()) return;
QList<QPoint> points = paths.at(0);
QPoint prevPoint = points.first();
int i = 1;
while(i < points.size())
{
if( (i != points.size() - 1)
&& (sqr(prevPoint.x() - points[i].x()) + sqr(prevPoint.y() - points[i].y()) < 1000)
)
points.removeAt(i);
else
{
prevPoint = points[i];
++i;
}
}
paths[0] = points;
// redraw path
{
QGraphicsPathItem * pathItem = static_cast<QGraphicsPathItem *>(items()[0]);
pathItem->setPath(pointsToPath(paths[0]));
}
emit pathChanged();
}
QPainterPath DrawMapScene::pointsToPath(const QList<QPoint> points)
{
QPainterPath path;
if(points.size())
{
QPointF p = points[0] + QPointF(0.01, 0.01);
path.moveTo(p);
foreach(QPoint p, points)
path.lineTo(p);
}
return path;
}