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/*
* Platformer Game Engine by Wohlstand, a free platform for game making
* Copyright (c) 2014-2023 Vitaly Novichkov <admin@wohlnet.ru>
*
* 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, either version 3 of the License, or
* any later version.
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include <QElapsedTimer>
#include <mainwindow.h>
#include <common_features/themes.h>
#include <common_features/item_rectangles.h>
#include "mode_fill.h"
#include "../lvl_item_placing.h"
#include "../lvl_history_manager.h"
LVL_ModeFill::LVL_ModeFill(QGraphicsScene *parentScene, QObject *parent)
: EditMode("Fill", parentScene, parent)
{}
LVL_ModeFill::~LVL_ModeFill()
{}
void LVL_ModeFill::set()
{
if(!scene) return;
LvlScene *s = dynamic_cast<LvlScene *>(scene);
s->clearSelection();
s->resetResizers();
s->m_eraserIsEnabled = false;
s->m_pastingMode = false;
s->m_busyMode = true;
s->m_disableMoveItems = false;
s->m_viewPort->setInteractive(true);
s->m_viewPort->setCursor(Themes::Cursor(Themes::cursor_flood_fill));
s->m_viewPort->setDragMode(QGraphicsView::NoDrag);
s->m_viewPort->setRenderHint(QPainter::Antialiasing, true);
s->m_viewPort->viewport()->setMouseTracking(true);
}
void LVL_ModeFill::mousePress(QGraphicsSceneMouseEvent *mouseEvent)
{
if(!scene) return;
LvlScene *s = dynamic_cast<LvlScene *>(scene);
if(mouseEvent->buttons() & Qt::RightButton)
{
s->m_mw->on_actionSelect_triggered();
dontCallEvent = true;
s->m_mouseIsMovedAfterKey = true;
return;
}
if(!(mouseEvent->buttons()&Qt::LeftButton))
return;
if(s->m_cursorItemImg)
{
attemptFlood(s);
s->Debugger_updateItemList();
}
}
void LVL_ModeFill::mouseMove(QGraphicsSceneMouseEvent *mouseEvent)
{
if(!scene) return;
LvlScene *s = dynamic_cast<LvlScene *>(scene);
s->clearSelection();
if((!LvlPlacingItems::layer.isEmpty() && LvlPlacingItems::layer != "Default") ||
(mouseEvent->modifiers() & Qt::ControlModifier))
s->setLabelBoxItem(true, mouseEvent->scenePos(),
((!LvlPlacingItems::layer.isEmpty() && LvlPlacingItems::layer != "Default") ?
LvlPlacingItems::layer + ", " : "") +
(s->m_cursorItemImg ?
(
QString::number(s->m_cursorItemImg->scenePos().toPoint().x()) + "x" +
QString::number(s->m_cursorItemImg->scenePos().toPoint().y())
)
: "")
);
else
s->setLabelBoxItem(false);
if(s->m_cursorItemImg)
{
s->m_cursorItemImg->setPos(QPointF(s->applyGrid(QPointF(mouseEvent->scenePos() -
QPointF(LvlPlacingItems::c_offset_x,
LvlPlacingItems::c_offset_y)).toPoint(),
LvlPlacingItems::gridSz,
LvlPlacingItems::gridOffset)));
s->m_cursorItemImg->show();
}
}
void LVL_ModeFill::mouseRelease(QGraphicsSceneMouseEvent *mouseEvent)
{
Q_UNUSED(mouseEvent)
}
void LVL_ModeFill::keyPress(QKeyEvent *keyEvent)
{
Q_UNUSED(keyEvent)
}
void LVL_ModeFill::keyRelease(QKeyEvent *keyEvent)
{
Q_UNUSED(keyEvent)
switch(keyEvent->key())
{
case(Qt::Key_Escape):
{
LvlScene *s = dynamic_cast<LvlScene *>(scene);
if(s) s->m_mw->on_actionSelect_triggered();
break;
}
default:
break;
}
}
void LVL_ModeFill::attemptFlood(LvlScene *l_scene)
{
typedef QPair<qreal, qreal> CoorPair;
//Stack overflow protection
QElapsedTimer timer;
timer.start();
qint64 timeout = 3000;
LevelData historyBuffer;
QPointF backUpPos;
backUpPos = l_scene->m_cursorItemImg->scenePos();
switch(l_scene->m_placingItemType)
{
case LvlScene::PLC_Block:
{
QList<CoorPair> blackList; //items which don't pass the test anymore
QList<CoorPair> nextList; //items to be checked next
nextList << qMakePair<qreal, qreal>(l_scene->m_cursorItemImg->x(), l_scene->m_cursorItemImg->y());
while(true)
{
QList<CoorPair> newList; //items to be checked next in the next loop
foreach(CoorPair coor, nextList)
{
if(blackList.contains(coor)) //don't check block in blacklist
continue;
l_scene->m_cursorItemImg->setPos(coor.first, coor.second);
if(!l_scene->itemCollidesWith(l_scene->m_cursorItemImg))
{
if(LvlPlacingItems::noOutSectionFlood)
{
if(!l_scene->isInSection(coor.first,
coor.second,
LvlPlacingItems::blockSet.w,
LvlPlacingItems::blockSet.h,
l_scene->m_data->CurSection, -1))
{
blackList << coor;
continue;
}
}
//place block if collision test
LvlPlacingItems::blockSet.x = coor.first;
LvlPlacingItems::blockSet.y = coor.second;
l_scene->m_data->blocks_array_id++;
LvlPlacingItems::blockSet.meta.array_id = l_scene->m_data->blocks_array_id;
l_scene->m_data->blocks.push_back(LvlPlacingItems::blockSet);
l_scene->placeBlock(LvlPlacingItems::blockSet, true);
historyBuffer.blocks.push_back(LvlPlacingItems::blockSet);
//expand on all sides
newList << qMakePair<qreal, qreal>(coor.first - LvlPlacingItems::blockSet.w, coor.second);
newList << qMakePair<qreal, qreal>(coor.first, coor.second - LvlPlacingItems::blockSet.h);
newList << qMakePair<qreal, qreal>(coor.first, coor.second + LvlPlacingItems::blockSet.h);
newList << qMakePair<qreal, qreal>(coor.first + LvlPlacingItems::blockSet.w, coor.second);
}
blackList << coor; //add current item to black list as it passed the test.
}
if(timer.elapsed() > timeout) break; //abort loop on time out
if(newList.empty()) //if no blocks to add then break;
break;
nextList = newList; //update next list
}
}
break;
case LvlScene::PLC_BGO:
{
QList<CoorPair> blackList; //items which don't pass the test anymore
QList<CoorPair> nextList; //items to be checked next
nextList << qMakePair<qreal, qreal>(l_scene->m_cursorItemImg->x(), l_scene->m_cursorItemImg->y());
while(true)
{
QList<CoorPair> newList; //items to be checked next in the next loop
foreach(CoorPair coor, nextList)
{
if(blackList.contains(coor)) //don't check block in blacklist
continue;
l_scene->m_cursorItemImg->setPos(coor.first, coor.second);
if(!l_scene->itemCollidesWith(l_scene->m_cursorItemImg))
{
if(LvlPlacingItems::noOutSectionFlood)
{
if(!l_scene->isInSection(coor.first, coor.second, LvlPlacingItems::itemW, LvlPlacingItems::itemH, l_scene->m_data->CurSection))
{
blackList << coor;
continue;
}
}
//place BGO if collision test
LvlPlacingItems::bgoSet.x = coor.first;
LvlPlacingItems::bgoSet.y = coor.second;
l_scene->m_data->bgo_array_id++;
LvlPlacingItems::bgoSet.meta.array_id = l_scene->m_data->bgo_array_id;
l_scene->m_data->bgo.push_back(LvlPlacingItems::bgoSet);
l_scene->placeBGO(LvlPlacingItems::bgoSet);
historyBuffer.bgo.push_back(LvlPlacingItems::bgoSet);
//expand on all sides
newList << qMakePair<qreal, qreal>(coor.first - LvlPlacingItems::itemW, coor.second);
newList << qMakePair<qreal, qreal>(coor.first, coor.second - LvlPlacingItems::itemH);
newList << qMakePair<qreal, qreal>(coor.first, coor.second + LvlPlacingItems::itemH);
newList << qMakePair<qreal, qreal>(coor.first + LvlPlacingItems::itemW, coor.second);
}
blackList << coor; //add current item to black list as it passed the test.
}
if(timer.elapsed() > timeout) break; //abort loop on time out
if(newList.empty()) //if no blocks to add then break;
break;
nextList = newList; //update next list
}
}
break;
default:
break;
}
l_scene->m_cursorItemImg->setPos(backUpPos);
if(
historyBuffer.blocks.size() > 0 ||
historyBuffer.bgo.size() > 0
)
l_scene->m_history->addPlace(historyBuffer);
}