Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
#ifndef DRAWMAPWIDGET_H
#define DRAWMAPWIDGET_H
#include <QWidget>
#include <QHBoxLayout>
#include <QPushButton>
#include <QGraphicsView>
#include <QApplication>
#include "qaspectratiolayout.h"
#include "drawmapscene.h"
namespace Ui {
class Ui_DrawMapWidget
{
public:
QGraphicsView *graphicsView;
QPushButton *pbUndo;
void setupUi(QWidget *drawMapWidget)
{
QAspectRatioLayout * arLayout = new QAspectRatioLayout(drawMapWidget);
arLayout->setMargin(0);
graphicsView = new QGraphicsView(drawMapWidget);
arLayout->addWidget(graphicsView);
retranslateUi(drawMapWidget);
QMetaObject::connectSlotsByName(drawMapWidget);
} // setupUi
void retranslateUi(QWidget *drawMapWidget)
{
Q_UNUSED(drawMapWidget);
} // retranslateUi
};
class DrawMapWidget: public Ui_DrawMapWidget {};
}
class DrawMapWidget : public QWidget
{
Q_OBJECT
public:
explicit DrawMapWidget(QWidget *parent = 0);
~DrawMapWidget();
void setScene(DrawMapScene * scene);
protected:
void changeEvent(QEvent *e);
virtual void resizeEvent(QResizeEvent * event);
private:
Ui::DrawMapWidget *ui;
};
#endif // DRAWMAPWIDGET_H