| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241 | /* * 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 "../GameConstants.h"VCMI_LIB_NAMESPACE_BEGINclass CGObjectInstance;class CMap;/// Represents a map rectangle.struct DLL_LINKAGE MapRect{	MapRect();	MapRect(const int3 & pos, si32 width, si32 height);	si32 x;	si32 y;	si32 z;	si32 width;	si32 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 typetemplate<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;	/// If true, then this pattern describes decoration tiles and should be used with specified probability	bool decoration;	/// 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;	int maxPoints;};/// The terrain view pattern config loads pattern data from the filesystem.class DLL_LINKAGE CTerrainViewPatternConfig : public boost::noncopyable{public:	using TVPVector = std::vector<TerrainViewPattern>;	CTerrainViewPatternConfig();	const std::vector<TVPVector> & getTerrainViewPatterns(TerrainId terrain) const;	std::optional<const std::reference_wrapper<const TerrainViewPattern>> getTerrainViewPatternById(const std::string & patternId, const std::string & id) const;	std::optional<const std::reference_wrapper<const CTerrainViewPatternConfig::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, const int3 & pos);};VCMI_LIB_NAMESPACE_END
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