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							- /*
 
-  * MapEditUtils.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "../int3.h"
 
- #include "../CRandomGenerator.h"
 
- #include "Terrain.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGObjectInstance;
 
- class CMap;
 
- /// Represents a map rectangle.
 
- struct DLL_LINKAGE MapRect
 
- {
 
- 	MapRect();
 
- 	MapRect(int3 pos, si32 width, si32 height);
 
- 	si32 x, y, z;
 
- 	si32 width, height;
 
- 	si32 left() const;
 
- 	si32 right() const;
 
- 	si32 top() const;
 
- 	si32 bottom() const;
 
- 	int3 topLeft() const; /// Top left corner of this rect.
 
- 	int3 topRight() const; /// Top right corner of this rect.
 
- 	int3 bottomLeft() const; /// Bottom left corner of this rect.
 
- 	int3 bottomRight() const; /// Bottom right corner of this rect.
 
- 	/// Returns a MapRect of the intersection of this rectangle and the given one.
 
- 	MapRect operator&(const MapRect& rect) const;
 
- 	template<typename Func>
 
- 	void forEach(Func f) const
 
- 	{
 
- 		for(int j = y; j < bottom(); ++j)
 
- 		{
 
- 			for(int i = x; i < right(); ++i)
 
- 			{
 
- 				f(int3(i, j, z));
 
- 			}
 
- 		}
 
- 	}
 
- };
 
- /// Generic selection class to select any type
 
- template<typename T>
 
- class DLL_LINKAGE CMapSelection
 
- {
 
- public:
 
- 	explicit CMapSelection(CMap* map) : map(map) { }
 
- 	virtual ~CMapSelection() = default;
 
- 	void select(const T & item)
 
- 	{
 
- 		selectedItems.insert(item);
 
- 	}
 
- 	void deselect(const T & item)
 
- 	{
 
- 		selectedItems.erase(item);
 
- 	}
 
- 	std::set<T> getSelectedItems()
 
- 	{
 
- 		return selectedItems;
 
- 	}
 
- 	CMap* getMap() { return map; }
 
- 	virtual void selectRange(const MapRect & rect) { }
 
- 	virtual void deselectRange(const MapRect & rect) { }
 
- 	virtual void selectAll() { }
 
- 	virtual void clearSelection() { }
 
- private:
 
- 	std::set<T> selectedItems;
 
- 	CMap* map;
 
- };
 
- /// Selection class to select terrain.
 
- class DLL_LINKAGE CTerrainSelection : public CMapSelection<int3>
 
- {
 
- public:
 
- 	explicit CTerrainSelection(CMap * map);
 
- 	void selectRange(const MapRect & rect) override;
 
- 	void deselectRange(const MapRect & rect) override;
 
- 	void selectAll() override;
 
- 	void clearSelection() override;
 
- 	void setSelection(const std::vector<int3> & vec);
 
- };
 
- /// Selection class to select objects.
 
- class DLL_LINKAGE CObjectSelection : public CMapSelection<CGObjectInstance *>
 
- {
 
- public:
 
- 	explicit CObjectSelection(CMap * map);
 
- };
 
- /// The terrain view pattern describes a specific composition of terrain tiles
 
- /// in a 3x3 matrix and notes which terrain view frame numbers can be used.
 
- struct DLL_LINKAGE TerrainViewPattern
 
- {
 
- 	struct WeightedRule
 
- 	{
 
- 		WeightedRule(std::string& Name);
 
- 		/// Gets true if this rule is a standard rule which means that it has a value of one of the RULE_* constants.
 
- 		inline bool isStandardRule() const
 
- 		{
 
- 			return standardRule;
 
- 		}
 
- 		inline bool isAnyRule() const
 
- 		{
 
- 			return anyRule;
 
- 		}
 
- 		inline bool isDirtRule() const
 
- 		{
 
- 			return dirtRule;
 
- 		}
 
- 		inline bool isSandRule() const
 
- 		{
 
- 			return sandRule;
 
- 		}
 
- 		inline bool isTransition() const
 
- 		{
 
- 			return transitionRule;
 
- 		}
 
- 		inline bool isNativeStrong() const
 
- 		{
 
- 			return nativeStrongRule;
 
- 		}
 
- 		inline bool isNativeRule() const
 
- 		{
 
- 			return nativeRule;
 
- 		}
 
- 		void setNative();
 
- 		/// The name of the rule. Can be any value of the RULE_* constants or a ID of a another pattern.
 
- 		//FIXME: remove string variable altogether, use only in constructor
 
- 		std::string name;
 
- 		/// Optional. A rule can have points. Patterns may have a minimum count of points to reach to be successful.
 
- 		int points;
 
- 	private:
 
- 		bool standardRule;
 
- 		bool anyRule;
 
- 		bool dirtRule;
 
- 		bool sandRule;
 
- 		bool transitionRule;
 
- 		bool nativeStrongRule;
 
- 		bool nativeRule;
 
- 		WeightedRule(); //only allow string constructor
 
- 	};
 
- 	static const int PATTERN_DATA_SIZE = 9;
 
- 	/// Constant for the flip mode different images. Pattern will be flipped and different images will be used(mapping area is divided into 4 parts)
 
- 	static const std::string FLIP_MODE_DIFF_IMAGES;
 
- 	/// Constant for the rule dirt, meaning a dirty border is required.
 
- 	static const std::string RULE_DIRT;
 
- 	/// Constant for the rule sand, meaning a sandy border is required.
 
- 	static const std::string RULE_SAND;
 
- 	/// Constant for the rule transition, meaning a dirty OR sandy border is required.
 
- 	static const std::string RULE_TRANSITION;
 
- 	/// Constant for the rule native, meaning a native border is required.
 
- 	static const std::string RULE_NATIVE;
 
- 	/// Constant for the rule native strong, meaning a native type is required.
 
- 	static const std::string RULE_NATIVE_STRONG;
 
- 	/// Constant for the rule any, meaning a native type, dirty OR sandy border is required.
 
- 	static const std::string RULE_ANY;
 
- 	TerrainViewPattern();
 
- 	/// The pattern data can be visualized as a 3x3 matrix:
 
- 	/// [ ][ ][ ]
 
- 	/// [ ][ ][ ]
 
- 	/// [ ][ ][ ]
 
- 	///
 
- 	/// The box in the center belongs always to the native terrain type and
 
- 	/// is the point of origin. Depending on the terrain type different rules
 
- 	/// can be used. Their meaning differs also from type to type.
 
- 	///
 
- 	/// std::vector -> several rules can be used in one cell
 
- 	std::array<std::vector<WeightedRule>, PATTERN_DATA_SIZE> data;
 
- 	/// The identifier of the pattern, if it's referenced from a another pattern.
 
- 	std::string id;
 
- 	/// This describes the mapping between this pattern and the corresponding range of frames
 
- 	/// which should be used for the ter view.
 
- 	///
 
- 	/// std::vector -> size=1: typical, size=2: if this pattern should map to two different types of borders
 
- 	/// std::pair   -> 1st value: lower range, 2nd value: upper range
 
- 	std::vector<std::pair<int, int> > mapping;
 
- 	/// If diffImages is true, different images/frames are used to place a rotated terrain view. If it's false
 
- 	/// the same frame will be used and rotated.
 
- 	bool diffImages;
 
- 	/// The rotationTypesCount is only used if diffImages is true and holds the number how many rotation types(horizontal, etc...)
 
- 	/// are supported.
 
- 	int rotationTypesCount;
 
- 	/// The minimum and maximum points to reach to validate the pattern successfully.
 
- 	int minPoints, maxPoints;
 
- };
 
- /// The terrain view pattern config loads pattern data from the filesystem.
 
- class DLL_LINKAGE CTerrainViewPatternConfig : public boost::noncopyable
 
- {
 
- public:
 
- 	typedef std::vector<TerrainViewPattern> TVPVector;
 
- 	CTerrainViewPatternConfig();
 
- 	~CTerrainViewPatternConfig();
 
- 	const std::vector<TVPVector> & getTerrainViewPatterns(TerrainId terrain) const;
 
- 	boost::optional<const TerrainViewPattern &> getTerrainViewPatternById(std::string patternId, const std::string & id) const;
 
- 	boost::optional<const TVPVector &> getTerrainViewPatternsById(TerrainId terrain, const std::string & id) const;
 
- 	const TVPVector * getTerrainTypePatternById(const std::string & id) const;
 
- 	void flipPattern(TerrainViewPattern & pattern, int flip) const;
 
- private:
 
- 	std::map<std::string, std::vector<TVPVector> > terrainViewPatterns;
 
- 	std::map<std::string, TVPVector> terrainTypePatterns;
 
- };
 
- class DLL_LINKAGE CTerrainViewPatternUtils
 
- {
 
- public:
 
- 	static void printDebuggingInfoAboutTile(const CMap * map, int3 pos);
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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