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Diffstat (limited to 'src/qt3support/canvas/q3canvas.cpp')
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diff --git a/src/qt3support/canvas/q3canvas.cpp b/src/qt3support/canvas/q3canvas.cpp new file mode 100644 index 0000000..89e1289 --- /dev/null +++ b/src/qt3support/canvas/q3canvas.cpp @@ -0,0 +1,5165 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the Qt3Support module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "q3canvas.h" +#include "qapplication.h" +#include "qbitmap.h" +#include "qdesktopwidget.h" +#include "qimage.h" +#include "q3ptrdict.h" +#include "qpainter.h" +#include "q3polygonscanner.h" +#include "qtimer.h" +#include "q3tl.h" + +#include <stdlib.h> + +QT_BEGIN_NAMESPACE + +using namespace Qt; + +class Q3CanvasData { +public: + Q3CanvasData() : + itemDict(1013), animDict(503) + { + } + + Q3PtrList<Q3CanvasView> viewList; + Q3PtrDict<void> itemDict; + Q3PtrDict<void> animDict; +}; + +class Q3CanvasViewData { +public: + Q3CanvasViewData() {} +#ifndef QT_NO_TRANSFORMATIONS + QMatrix xform; + QMatrix ixform; +#endif + QRegion eraseRegion; +}; + +// clusterizer + +class Q3CanvasClusterizer { +public: + Q3CanvasClusterizer(int maxclusters); + ~Q3CanvasClusterizer(); + + void add(int x, int y); // 1x1 rectangle (point) + void add(int x, int y, int w, int h); + void add(const QRect& rect); + + void clear(); + int clusters() const { return count; } + const QRect& operator[](int i) const; + +private: + QRect* cluster; + int count; + const int maxcl; +}; + +static +void include(QRect& r, const QRect& rect) +{ + if (rect.left()<r.left()) { + r.setLeft(rect.left()); + } + if (rect.right()>r.right()) { + r.setRight(rect.right()); + } + if (rect.top()<r.top()) { + r.setTop(rect.top()); + } + if (rect.bottom()>r.bottom()) { + r.setBottom(rect.bottom()); + } +} + +/* +A Q3CanvasClusterizer groups rectangles (QRects) into non-overlapping rectangles +by a merging heuristic. +*/ +Q3CanvasClusterizer::Q3CanvasClusterizer(int maxclusters) : + cluster(new QRect[maxclusters]), + count(0), + maxcl(maxclusters) +{ } + +Q3CanvasClusterizer::~Q3CanvasClusterizer() +{ + delete [] cluster; +} + +void Q3CanvasClusterizer::clear() +{ + count=0; +} + +void Q3CanvasClusterizer::add(int x, int y) +{ + add(QRect(x,y,1,1)); +} + +void Q3CanvasClusterizer::add(int x, int y, int w, int h) +{ + add(QRect(x,y,w,h)); +} + +void Q3CanvasClusterizer::add(const QRect& rect) +{ + QRect biggerrect(rect.x()-1,rect.y()-1,rect.width()+2,rect.height()+2); + + //Q_ASSERT(rect.width()>0 && rect.height()>0); + + int cursor; + + for (cursor=0; cursor<count; cursor++) { + if (cluster[cursor].contains(rect)) { + // Wholly contained already. + return; + } + } + + int lowestcost=9999999; + int cheapest=-1; + cursor = 0; + while(cursor<count) { + if (cluster[cursor].intersects(biggerrect)) { + QRect larger=cluster[cursor]; + include(larger,rect); + int cost = larger.width()*larger.height() - + cluster[cursor].width()*cluster[cursor].height(); + + if (cost < lowestcost) { + bool bad=false; + for (int c=0; c<count && !bad; c++) { + bad=cluster[c].intersects(larger) && c!=cursor; + } + if (!bad) { + cheapest=cursor; + lowestcost=cost; + } + } + } + cursor++; + } + + if (cheapest>=0) { + include(cluster[cheapest],rect); + return; + } + + if (count < maxcl) { + cluster[count++]=rect; + return; + } + + // Do cheapest of: + // add to closest cluster + // do cheapest cluster merge, add to new cluster + + lowestcost=9999999; + cheapest=-1; + cursor=0; + while(cursor<count) { + QRect larger=cluster[cursor]; + include(larger,rect); + int cost=larger.width()*larger.height() + - cluster[cursor].width()*cluster[cursor].height(); + if (cost < lowestcost) { + bool bad=false; + for (int c=0; c<count && !bad; c++) { + bad=cluster[c].intersects(larger) && c!=cursor; + } + if (!bad) { + cheapest=cursor; + lowestcost=cost; + } + } + cursor++; + } + + // ### + // could make an heuristic guess as to whether we need to bother + // looking for a cheap merge. + + int cheapestmerge1 = -1; + int cheapestmerge2 = -1; + + int merge1 = 0; + while(merge1 < count) { + int merge2=0; + while(merge2 < count) { + if(merge1!=merge2) { + QRect larger=cluster[merge1]; + include(larger,cluster[merge2]); + int cost=larger.width()*larger.height() + - cluster[merge1].width()*cluster[merge1].height() + - cluster[merge2].width()*cluster[merge2].height(); + if (cost < lowestcost) { + bool bad=false; + for (int c=0; c<count && !bad; c++) { + bad=cluster[c].intersects(larger) && c!=cursor; + } + if (!bad) { + cheapestmerge1=merge1; + cheapestmerge2=merge2; + lowestcost=cost; + } + } + } + merge2++; + } + merge1++; + } + + if (cheapestmerge1>=0) { + include(cluster[cheapestmerge1],cluster[cheapestmerge2]); + cluster[cheapestmerge2]=cluster[count--]; + } else { + // if (!cheapest) debugRectangles(rect); + include(cluster[cheapest],rect); + } + + // NB: clusters do not intersect (or intersection will + // overwrite). This is a result of the above algorithm, + // given the assumption that (x,y) are ordered topleft + // to bottomright. + + // ### + // + // add explicit x/y ordering to that comment, move it to the top + // and rephrase it as pre-/post-conditions. +} + +const QRect& Q3CanvasClusterizer::operator[](int i) const +{ + return cluster[i]; +} + +// end of clusterizer + +// there's no more device coordinate clipping done, so introduce these +// clip setting compat functions + +static void qt_setclipregion(QPainter *p, const QRegion &r) +{ + QMatrix matrix = p->worldMatrix(); + p->setWorldMatrix(QMatrix()); + p->setClipRegion(r); + p->setWorldMatrix(matrix); +} + +static void qt_setcliprect(QPainter *p, const QRect &r) +{ + qt_setclipregion(p, QRegion(r)); +} + + +class Q_COMPAT_EXPORT Q3CanvasItemPtr { +public: + Q3CanvasItemPtr() : ptr(0) { } + Q3CanvasItemPtr(Q3CanvasItem* p) : ptr(p) { } + + bool operator<=(const Q3CanvasItemPtr& that) const + { + // Order same-z objects by identity. + if (that.ptr->z()==ptr->z()) + return that.ptr <= ptr; + return that.ptr->z() <= ptr->z(); + } + bool operator<(const Q3CanvasItemPtr& that) const + { + // Order same-z objects by identity. + if (that.ptr->z()==ptr->z()) + return that.ptr < ptr; + return that.ptr->z() < ptr->z(); + } + bool operator>(const Q3CanvasItemPtr& that) const + { + // Order same-z objects by identity. + if (that.ptr->z()==ptr->z()) + return that.ptr > ptr; + return that.ptr->z() > ptr->z(); + } + bool operator==(const Q3CanvasItemPtr& that) const + { + return that.ptr == ptr; + } + operator Q3CanvasItem*() const { return ptr; } + +private: + Q3CanvasItem* ptr; +}; + + +/*! + \class Q3CanvasItemList + \compat + \brief The Q3CanvasItemList class is a list of Q3CanvasItems. + + Q3CanvasItemList is a Q3ValueList of pointers to \l{Q3CanvasItem}s. + This class is used by some methods in Q3Canvas that need to return + a list of canvas items. + + The \l Q3ValueList documentation describes how to use this list. + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + \internal +*/ +void Q3CanvasItemList::sort() +{ + qHeapSort(*((Q3ValueList<Q3CanvasItemPtr>*)this)); +} + +/*! + \internal +*/ +void Q3CanvasItemList::drawUnique(QPainter& painter) +{ + Q3CanvasItem* prev=0; + for (Iterator it=fromLast(); it!=end(); --it) { + Q3CanvasItem *g=*it; + if (g!=prev) { + g->draw(painter); + prev=g; + } + } +} + +/*! + Returns the concatenation of this list and list \a l. +*/ +Q3CanvasItemList Q3CanvasItemList::operator+(const Q3CanvasItemList &l) const +{ + Q3CanvasItemList l2(*this); + for(const_iterator it = l.begin(); it != l.end(); ++it) + l2.append(*it); + return l2; +} + +class Q3CanvasChunk { +public: + Q3CanvasChunk() : changed(true) { } + // Other code assumes lists are not deleted. Assignment is also + // done on ChunkRecs. So don't add that sort of thing here. + + void sort() + { + list.sort(); + } + + const Q3CanvasItemList* listPtr() const + { + return &list; + } + + void add(Q3CanvasItem* item) + { + list.prepend(item); + changed = true; + } + + void remove(Q3CanvasItem* item) + { + list.remove(item); + changed = true; + } + + void change() + { + changed = true; + } + + bool hasChanged() const + { + return changed; + } + + bool takeChange() + { + bool y = changed; + changed = false; + return y; + } + +private: + Q3CanvasItemList list; + bool changed; +}; + + +static int gcd(int a, int b) +{ + int r; + while ((r = a%b)) { + a=b; + b=r; + } + return b; +} + +static int scm(int a, int b) +{ + int g = gcd(a,b); + return a/g*b; +} + + + +/*! + \class Q3Canvas + \compat + \brief The Q3Canvas class provides a 2D area that can contain Q3CanvasItem objects. + + The Q3Canvas class manages its 2D graphic area and all the canvas + items the area contains. The canvas has no visual appearance of + its own. Instead, it is displayed on screen using a Q3CanvasView. + Multiple Q3CanvasView widgets may be associated with a canvas to + provide multiple views of the same canvas. + + The canvas is optimized for large numbers of items, particularly + where only a small percentage of the items change at any + one time. If the entire display changes very frequently, you should + consider using your own custom Q3ScrollView subclass. + + Qt provides a rich + set of canvas item classes, e.g. Q3CanvasEllipse, Q3CanvasLine, + Q3CanvasPolygon, Q3CanvasPolygonalItem, Q3CanvasRectangle, Q3CanvasSpline, + Q3CanvasSprite and Q3CanvasText. You can subclass to create your own + canvas items; Q3CanvasPolygonalItem is the most common base class used + for this purpose. + + Items appear on the canvas after their \link Q3CanvasItem::show() + show()\endlink function has been called (or \link + Q3CanvasItem::setVisible() setVisible(true)\endlink), and \e after + update() has been called. The canvas only shows items that are + \link Q3CanvasItem::setVisible() visible\endlink, and then only if + \l update() is called. (By default the canvas is white and so are + canvas items, so if nothing appears try changing colors.) + + If you created the canvas without passing a width and height to + the constructor you must also call resize(). + + Although a canvas may appear to be similar to a widget with child + widgets, there are several notable differences: + + \list + \i Canvas items are usually much faster to manipulate and redraw than + child widgets, with the speed advantage becoming especially great when + there are \e many canvas items and non-rectangular items. In most + situations canvas items are also a lot more memory efficient than child + widgets. + + \i It's easy to detect overlapping items (collision detection). + + \i The canvas can be larger than a widget. A million-by-million canvas + is perfectly possible. At such a size a widget might be very + inefficient, and some window systems might not support it at all, + whereas Q3Canvas scales well. Even with a billion pixels and a million + items, finding a particular canvas item, detecting collisions, etc., + is still fast (though the memory consumption may be prohibitive + at such extremes). + + \i Two or more Q3CanvasView objects can view the same canvas. + + \i An arbitrary transformation matrix can be set on each Q3CanvasView + which makes it easy to zoom, rotate or shear the viewed canvas. + + \i Widgets provide a lot more functionality, such as input (QKeyEvent, + QMouseEvent etc.) and layout management (QGridLayout etc.). + + \endlist + + A canvas consists of a background, a number of canvas items organized by + x, y and z coordinates, and a foreground. A canvas item's z coordinate + can be treated as a layer number -- canvas items with a higher z + coordinate appear in front of canvas items with a lower z coordinate. + + The background is white by default, but can be set to a different color + using setBackgroundColor(), or to a repeated pixmap using + setBackgroundPixmap() or to a mosaic of smaller pixmaps using + setTiles(). Individual tiles can be set with setTile(). There + are corresponding get functions, e.g. backgroundColor() and + backgroundPixmap(). + + Note that Q3Canvas does not inherit from QWidget, even though it has some + functions which provide the same functionality as those in QWidget. One + of these is setBackgroundPixmap(); some others are resize(), size(), + width() and height(). \l Q3CanvasView is the widget used to display a + canvas on the screen. + + Canvas items are added to a canvas by constructing them and passing the + canvas to the canvas item's constructor. An item can be moved to a + different canvas using Q3CanvasItem::setCanvas(). + + Canvas items are movable (and in the case of Q3CanvasSprites, animated) + objects that inherit Q3CanvasItem. Each canvas item has a position on the + canvas (x, y coordinates) and a height (z coordinate), all of which are + held as floating-point numbers. Moving canvas items also have x and y + velocities. It's possible for a canvas item to be outside the canvas + (for example Q3CanvasItem::x() is greater than width()). When a canvas + item is off the canvas, onCanvas() returns false and the canvas + disregards the item. (Canvas items off the canvas do not slow down any + of the common operations on the canvas.) + + Canvas items can be moved with Q3CanvasItem::move(). The advance() + function moves all Q3CanvasItem::animated() canvas items and + setAdvancePeriod() makes Q3Canvas move them automatically on a periodic + basis. In the context of the Q3Canvas classes, to `animate' a canvas item + is to set it in motion, i.e. using Q3CanvasItem::setVelocity(). Animation + of a canvas item itself, i.e. items which change over time, is enabled + by calling Q3CanvasSprite::setFrameAnimation(), or more generally by + subclassing and reimplementing Q3CanvasItem::advance(). To detect collisions + use one of the Q3CanvasItem::collisions() functions. + + The changed parts of the canvas are redrawn (if they are visible in a + canvas view) whenever update() is called. You can either call update() + manually after having changed the contents of the canvas, or force + periodic updates using setUpdatePeriod(). If you have moving objects on + the canvas, you must call advance() every time the objects should + move one step further. Periodic calls to advance() can be forced using + setAdvancePeriod(). The advance() function will call + Q3CanvasItem::advance() on every item that is \link + Q3CanvasItem::animated() animated\endlink and trigger an update of the + affected areas afterwards. (A canvas item that is `animated' is simply + a canvas item that is in motion.) + + Q3Canvas organizes its canvas items into \e chunks; these are areas on + the canvas that are used to speed up most operations. Many operations + start by eliminating most chunks (i.e. those which haven't changed) + and then process only the canvas items that are in the few interesting + (i.e. changed) chunks. A valid chunk, validChunk(), is one which is on + the canvas. + + The chunk size is a key factor to Q3Canvas's speed: if there are too many + chunks, the speed benefit of grouping canvas items into chunks is + reduced. If the chunks are too large, it takes too long to process each + one. The Q3Canvas constructor tries to pick a suitable size, but you + can call retune() to change it at any time. The chunkSize() function + returns the current chunk size. The canvas items always make sure + they're in the right chunks; all you need to make sure of is that + the canvas uses the right chunk size. A good rule of thumb is that + the size should be a bit smaller than the average canvas item + size. If you have moving objects, the chunk size should be a bit + smaller than the average size of the moving items. + + The foreground is normally nothing, but if you reimplement + drawForeground(), you can draw things in front of all the canvas + items. + + Areas can be set as changed with setChanged() and set unchanged with + setUnchanged(). The entire canvas can be set as changed with + setAllChanged(). A list of all the items on the canvas is returned by + allItems(). + + An area can be copied (painted) to a QPainter with drawArea(). + + If the canvas is resized it emits the resized() signal. + + The examples/canvas application and the 2D graphics page of the + examples/demo application demonstrate many of Q3Canvas's facilities. + + \sa Q3CanvasView Q3CanvasItem, QtCanvas, {Porting to Graphics View} +*/ +void Q3Canvas::init(int w, int h, int chunksze, int mxclusters) +{ + d = new Q3CanvasData; + awidth=w; + aheight=h; + chunksize=chunksze; + maxclusters=mxclusters; + chwidth=(w+chunksize-1)/chunksize; + chheight=(h+chunksize-1)/chunksize; + chunks=new Q3CanvasChunk[chwidth*chheight]; + update_timer = 0; + bgcolor = white; + grid = 0; + htiles = 0; + vtiles = 0; + dblbuf = false; + debug_redraw_areas = false; +} + +/*! + Create a Q3Canvas with no size. \a parent and \a name are passed to + the QObject superclass. + + \warning You \e must call resize() at some time after creation to + be able to use the canvas. +*/ +Q3Canvas::Q3Canvas(QObject* parent, const char* name) + : QObject(parent, name) +{ + init(0,0); +} + +/*! + Constructs a Q3Canvas that is \a w pixels wide and \a h pixels high. +*/ +Q3Canvas::Q3Canvas(int w, int h) +{ + init(w,h); +} + +/*! + Constructs a Q3Canvas which will be composed of \a h tiles + horizontally and \a v tiles vertically. Each tile will be an image + \a tilewidth by \a tileheight pixels taken from pixmap \a p. + + The pixmap \a p is a list of tiles, arranged left to right, (and + in the case of pixmaps that have multiple rows of tiles, top to + bottom), with tile 0 in the top-left corner, tile 1 next to the + right, and so on, e.g. + + \table + \row \i 0 \i 1 \i 2 \i 3 + \row \i 4 \i 5 \i 6 \i 7 + \endtable + + The Q3Canvas is initially sized to show exactly the given number of + tiles horizontally and vertically. If it is resized to be larger, + the entire matrix of tiles will be repeated as often as necessary + to cover the area. If it is smaller, tiles to the right and bottom + will not be visible. + + \sa setTiles() +*/ +Q3Canvas::Q3Canvas(QPixmap p, + int h, int v, int tilewidth, int tileheight) +{ + init(h*tilewidth, v*tileheight, scm(tilewidth,tileheight)); + setTiles(p, h, v, tilewidth, tileheight); +} + +void qt_unview(Q3Canvas* c) +{ + for (Q3CanvasView* view=c->d->viewList.first(); view != 0; view=c->d->viewList.next()) { + view->viewing = 0; + } +} + +/*! + Destroys the canvas and all the canvas's canvas items. +*/ +Q3Canvas::~Q3Canvas() +{ + qt_unview(this); + Q3CanvasItemList all = allItems(); + for (Q3CanvasItemList::Iterator it=all.begin(); it!=all.end(); ++it) + delete *it; + delete [] chunks; + delete [] grid; + delete d; +} + +/*! +\internal +Returns the chunk at a chunk position \a i, \a j. +*/ +Q3CanvasChunk& Q3Canvas::chunk(int i, int j) const +{ + return chunks[i+chwidth*j]; +} + +/*! +\internal +Returns the chunk at a pixel position \a x, \a y. +*/ +Q3CanvasChunk& Q3Canvas::chunkContaining(int x, int y) const +{ + return chunk(x/chunksize,y/chunksize); +} + +/*! + Returns a list of all the items in the canvas. +*/ +Q3CanvasItemList Q3Canvas::allItems() +{ + Q3CanvasItemList list; + for (Q3PtrDictIterator<void> it=d->itemDict; it.currentKey(); ++it) { + list.prepend((Q3CanvasItem*)it.currentKey()); + } + return list; +} + + +/*! + Changes the size of the canvas to have a width of \a w and a + height of \a h. This is a slow operation. +*/ +void Q3Canvas::resize(int w, int h) +{ + if (awidth==w && aheight==h) + return; + + Q3CanvasItem* item; + Q3PtrList<Q3CanvasItem> hidden; + for (Q3PtrDictIterator<void> it=d->itemDict; it.currentKey(); ++it) { + if (((Q3CanvasItem*)it.currentKey())->isVisible()) { + ((Q3CanvasItem*)it.currentKey())->hide(); + hidden.append(((Q3CanvasItem*)it.currentKey())); + } + } + + int nchwidth=(w+chunksize-1)/chunksize; + int nchheight=(h+chunksize-1)/chunksize; + + Q3CanvasChunk* newchunks = new Q3CanvasChunk[nchwidth*nchheight]; + + // Commit the new values. + // + awidth=w; + aheight=h; + chwidth=nchwidth; + chheight=nchheight; + delete [] chunks; + chunks=newchunks; + + for (item=hidden.first(); item != 0; item=hidden.next()) { + item->show(); + } + + setAllChanged(); + + emit resized(); +} + +/*! + \fn void Q3Canvas::resized() + + This signal is emitted whenever the canvas is resized. Each + Q3CanvasView connects to this signal to keep the scrollview's size + correct. +*/ + +/*! + Change the efficiency tuning parameters to \a mxclusters clusters, + each of size \a chunksze. This is a slow operation if there are + many objects on the canvas. + + The canvas is divided into chunks which are rectangular areas \a + chunksze wide by \a chunksze high. Use a chunk size which is about + the average size of the canvas items. If you choose a chunk size + which is too small it will increase the amount of calculation + required when drawing since each change will affect many chunks. + If you choose a chunk size which is too large the amount of + drawing required will increase because for each change, a lot of + drawing will be required since there will be many (unchanged) + canvas items which are in the same chunk as the changed canvas + items. + + Internally, a canvas uses a low-resolution "chunk matrix" to keep + track of all the items in the canvas. A 64x64 chunk matrix is the + default for a 1024x1024 pixel canvas, where each chunk collects + canvas items in a 16x16 pixel square. This default is also + affected by setTiles(). You can tune this default using this + function. For example if you have a very large canvas and want to + trade off speed for memory then you might set the chunk size to 32 + or 64. + + The \a mxclusters argument is the number of rectangular groups of + chunks that will be separately drawn. If the canvas has a large + number of small, dispersed items, this should be about that + number. Our testing suggests that a large number of clusters is + almost always best. + +*/ +void Q3Canvas::retune(int chunksze, int mxclusters) +{ + maxclusters=mxclusters; + + if (chunksize!=chunksze) { + Q3PtrList<Q3CanvasItem> hidden; + for (Q3PtrDictIterator<void> it=d->itemDict; it.currentKey(); ++it) { + if (((Q3CanvasItem*)it.currentKey())->isVisible()) { + ((Q3CanvasItem*)it.currentKey())->hide(); + hidden.append(((Q3CanvasItem*)it.currentKey())); + } + } + + chunksize=chunksze; + + int nchwidth=(awidth+chunksize-1)/chunksize; + int nchheight=(aheight+chunksize-1)/chunksize; + + Q3CanvasChunk* newchunks = new Q3CanvasChunk[nchwidth*nchheight]; + + // Commit the new values. + // + chwidth=nchwidth; + chheight=nchheight; + delete [] chunks; + chunks=newchunks; + + for (Q3CanvasItem* item=hidden.first(); item != 0; item=hidden.next()) { + item->show(); + } + } +} + +/*! + \fn int Q3Canvas::width() const + + Returns the width of the canvas, in pixels. +*/ + +/*! + \fn int Q3Canvas::height() const + + Returns the height of the canvas, in pixels. +*/ + +/*! + \fn QSize Q3Canvas::size() const + + Returns the size of the canvas, in pixels. +*/ + +/*! + \fn QRect Q3Canvas::rect() const + + Returns a rectangle the size of the canvas. +*/ + + +/*! + \fn bool Q3Canvas::onCanvas(int x, int y) const + + Returns true if the pixel position (\a x, \a y) is on the canvas; + otherwise returns false. + + \sa validChunk() +*/ + +/*! + \fn bool Q3Canvas::onCanvas(const QPoint& p) const + \overload + + Returns true if the pixel position \a p is on the canvas; + otherwise returns false. + + \sa validChunk() +*/ + +/*! + \fn bool Q3Canvas::validChunk(int x, int y) const + + Returns true if the chunk position (\a x, \a y) is on the canvas; + otherwise returns false. + + \sa onCanvas() +*/ + +/*! + \fn bool Q3Canvas::validChunk(const QPoint& p) const + \overload + + Returns true if the chunk position \a p is on the canvas; otherwise + returns false. + + \sa onCanvas() +*/ + +/*! + \fn int Q3Canvas::chunkSize() const + + Returns the chunk size of the canvas. + + \sa retune() +*/ + +/*! +\fn bool Q3Canvas::sameChunk(int x1, int y1, int x2, int y2) const +\internal +Tells if the points (\a x1, \a y1) and (\a x2, \a y2) are within the same chunk. +*/ + +/*! +\internal +This method adds an the item \a item to the list of Q3CanvasItem objects +in the Q3Canvas. The Q3CanvasItem class calls this. +*/ +void Q3Canvas::addItem(Q3CanvasItem* item) +{ + d->itemDict.insert((void*)item,(void*)1); +} + +/*! +\internal +This method adds the item \a item to the list of Q3CanvasItem objects +to be moved. The Q3CanvasItem class calls this. +*/ +void Q3Canvas::addAnimation(Q3CanvasItem* item) +{ + d->animDict.insert((void*)item,(void*)1); +} + +/*! +\internal +This method adds the item \a item to the list of Q3CanvasItem objects +which are no longer to be moved. The Q3CanvasItem class calls this. +*/ +void Q3Canvas::removeAnimation(Q3CanvasItem* item) +{ + d->animDict.remove((void*)item); +} + +/*! +\internal +This method removes the item \a item from the list of Q3CanvasItem objects +in this Q3Canvas. The Q3CanvasItem class calls this. +*/ +void Q3Canvas::removeItem(Q3CanvasItem* item) +{ + d->itemDict.remove((void*)item); +} + +/*! +\internal +This method adds the view \a view to the list of Q3CanvasView objects +viewing this Q3Canvas. The Q3CanvasView class calls this. +*/ +void Q3Canvas::addView(Q3CanvasView* view) +{ + d->viewList.append(view); + if (htiles>1 || vtiles>1 || pm.isNull()) + view->viewport()->setBackgroundColor(backgroundColor()); +} + +/*! +\internal +This method removes the view \a view from the list of Q3CanvasView objects +viewing this Q3Canvas. The Q3CanvasView class calls this. +*/ +void Q3Canvas::removeView(Q3CanvasView* view) +{ + d->viewList.removeRef(view); +} + +/*! + Sets the canvas to call advance() every \a ms milliseconds. Any + previous setting by setAdvancePeriod() or setUpdatePeriod() is + overridden. + + If \a ms is less than 0 advancing will be stopped. +*/ +void Q3Canvas::setAdvancePeriod(int ms) +{ + if (ms<0) { + if (update_timer) + update_timer->stop(); + } else { + if (update_timer) + delete update_timer; + update_timer = new QTimer(this); + connect(update_timer,SIGNAL(timeout()),this,SLOT(advance())); + update_timer->start(ms); + } +} + +/*! + Sets the canvas to call update() every \a ms milliseconds. Any + previous setting by setAdvancePeriod() or setUpdatePeriod() is + overridden. + + If \a ms is less than 0 automatic updating will be stopped. +*/ +void Q3Canvas::setUpdatePeriod(int ms) +{ + if (ms<0) { + if (update_timer) + update_timer->stop(); + } else { + if (update_timer) + delete update_timer; + update_timer = new QTimer(this); + connect(update_timer,SIGNAL(timeout()),this,SLOT(update())); + update_timer->start(ms); + } +} + +/*! + Moves all Q3CanvasItem::animated() canvas items on the canvas and + refreshes all changes to all views of the canvas. (An `animated' + item is an item that is in motion; see setVelocity().) + + The advance takes place in two phases. In phase 0, the + Q3CanvasItem::advance() function of each Q3CanvasItem::animated() + canvas item is called with paramater 0. Then all these canvas + items are called again, with parameter 1. In phase 0, the canvas + items should not change position, merely examine other items on + the canvas for which special processing is required, such as + collisions between items. In phase 1, all canvas items should + change positions, ignoring any other items on the canvas. This + two-phase approach allows for considerations of "fairness", + although no Q3CanvasItem subclasses supplied with Qt do anything + interesting in phase 0. + + The canvas can be configured to call this function periodically + with setAdvancePeriod(). + + \sa update() +*/ +void Q3Canvas::advance() +{ + Q3PtrDictIterator<void> it=d->animDict; + while (it.current()) { + Q3CanvasItem* i = (Q3CanvasItem*)(void*)it.currentKey(); + ++it; + if (i) + i->advance(0); + } + // we expect the dict contains the exact same items as in the + // first pass. + it.toFirst(); + while (it.current()) { + Q3CanvasItem* i = (Q3CanvasItem*)(void*)it.currentKey(); + ++it; + if (i) + i->advance(1); + } + update(); +} + +// Don't call this unless you know what you're doing. +// p is in the content's co-ordinate example. +/*! + \internal +*/ +void Q3Canvas::drawViewArea(Q3CanvasView* view, QPainter* p, const QRect& vr, bool) +{ + QPoint tl = view->contentsToViewport(QPoint(0,0)); + +#ifndef QT_NO_TRANSFORMATIONS + QMatrix wm = view->worldMatrix(); + QMatrix iwm = wm.invert(); + // ivr = covers all chunks in vr + QRect ivr = iwm.map(vr); + QMatrix twm; + twm.translate(tl.x(),tl.y()); +#else + QRect ivr = vr; +#endif + + QRect all(0,0,width(),height()); + + if (!all.contains(ivr)) { + // Need to clip with edge of canvas. + +#ifndef QT_NO_TRANSFORMATIONS + // For translation-only transformation, it is safe to include the right + // and bottom edges, but otherwise, these must be excluded since they + // are not precisely defined (different bresenham paths). + Q3PointArray a; + if (wm.m12()==0.0 && wm.m21()==0.0 && wm.m11() == 1.0 && wm.m22() == 1.0) + a = Q3PointArray(QRect(all.x(),all.y(),all.width()+1,all.height()+1)); + else + a = Q3PointArray(all); + + a = (wm*twm).map(a); +#else + Q3PointArray a(QRect(all.x(),all.y(),all.width()+1,all.height()+1)); +#endif + if (view->viewport()->backgroundMode() == NoBackground) { + QRect cvr = vr; cvr.moveBy(tl.x(),tl.y()); + qt_setclipregion(p, QRegion(cvr)-QRegion(a)); + p->fillRect(vr,view->viewport()->palette() + .brush(QPalette::Active,QPalette::Window)); + } + qt_setclipregion(p, a); + } + + QRect r = vr; r.moveBy(tl.x(),tl.y()); // move to untransformed co-ords + if (!all.contains(ivr)) { + QRegion inside = p->clipRegion() & r; + //QRegion outside = p->clipRegion() - r; + //p->setClipRegion(outside); + //p->fillRect(outside.boundingRect(),red); + qt_setclipregion(p, inside); + } else { + qt_setcliprect(p, r); + } +#ifndef QT_NO_TRANSFORMATIONS + p->setWorldMatrix(wm*twm); +#else +#endif + drawCanvasArea(ivr,p,false); +} + +/*! + Repaints changed areas in all views of the canvas. + + \sa advance() +*/ +void Q3Canvas::update() +{ + // ##### fix QT_NO_TRANSFORMATIONS +#ifndef QT_NO_TRANSFORMATIONS + Q3PtrList<QRect> doneareas; + doneareas.setAutoDelete(true); +#endif + + Q3PtrListIterator<Q3CanvasView> it(d->viewList); + Q3CanvasView* view; + while((view=it.current()) != 0) { + ++it; +#ifndef QT_NO_TRANSFORMATIONS + QMatrix wm = view->worldMatrix(); +#endif + QRect area(view->contentsX(),view->contentsY(), + view->visibleWidth(),view->visibleHeight()); + if (area.width()>0 && area.height()>0) { +#ifndef QT_NO_TRANSFORMATIONS + // r = Visible area of the canvas where there are changes + QRect r = changeBounds(view->inverseWorldMatrix().map(area)); + if (!r.isEmpty()) { + QRect tr = wm.map(r); + tr.moveBy(-view->contentsX(), -view->contentsY()); + view->viewport()->update(tr); + doneareas.append(new QRect(r)); + } +#endif + } + } + +#ifndef QT_NO_TRANSFORMATIONS + for (QRect* r=doneareas.first(); r != 0; r=doneareas.next()) + setUnchanged(*r); +#endif +} + + +/*! + Marks the whole canvas as changed. + All views of the canvas will be entirely redrawn when + update() is called next. +*/ +void Q3Canvas::setAllChanged() +{ + setChanged(QRect(0,0,width(),height())); +} + +/*! + Marks \a area as changed. This \a area will be redrawn in all + views that are showing it when update() is called next. +*/ +void Q3Canvas::setChanged(const QRect& area) +{ + QRect thearea = area.intersected(QRect(0, 0, width(), height())); + + int mx = (thearea.x()+thearea.width()+chunksize)/chunksize; + int my = (thearea.y()+thearea.height()+chunksize)/chunksize; + if (mx>chwidth) + mx=chwidth; + if (my>chheight) + my=chheight; + + int x=thearea.x()/chunksize; + while(x<mx) { + int y = thearea.y()/chunksize; + while(y<my) { + chunk(x,y).change(); + y++; + } + x++; + } +} + +/*! + Marks \a area as \e unchanged. The area will \e not be redrawn in + the views for the next update(), unless it is marked or changed + again before the next call to update(). +*/ +void Q3Canvas::setUnchanged(const QRect& area) +{ + QRect thearea = area.intersected(QRect(0, 0, width(), height())); + + int mx = (thearea.x()+thearea.width()+chunksize)/chunksize; + int my = (thearea.y()+thearea.height()+chunksize)/chunksize; + if (mx>chwidth) + mx=chwidth; + if (my>chheight) + my=chheight; + + int x=thearea.x()/chunksize; + while(x<mx) { + int y = thearea.y()/chunksize; + while(y<my) { + chunk(x,y).takeChange(); + y++; + } + x++; + } +} + + +/*! + \internal +*/ +QRect Q3Canvas::changeBounds(const QRect& inarea) +{ + QRect area = inarea.intersected(QRect(0, 0, width(), height())); + + int mx = (area.x()+area.width()+chunksize)/chunksize; + int my = (area.y()+area.height()+chunksize)/chunksize; + if (mx > chwidth) + mx=chwidth; + if (my > chheight) + my=chheight; + + QRect result; + + int x=area.x()/chunksize; + while(x<mx) { + int y=area.y()/chunksize; + while(y<my) { + Q3CanvasChunk& ch=chunk(x,y); + if (ch.hasChanged()) + result |= QRect(x,y,1,1); + y++; + } + x++; + } + + if (!result.isEmpty()) { + result.rLeft() *= chunksize; + result.rTop() *= chunksize; + result.rRight() *= chunksize; + result.rBottom() *= chunksize; + result.rRight() += chunksize; + result.rBottom() += chunksize; + } + + return result; +} + +void Q3Canvas::ensureOffScrSize(int osw, int osh) +{ + if (osw > offscr.width() || osh > offscr.height()) + offscr.resize(QMAX(osw,offscr.width()), + QMAX(osh,offscr.height())); + else if (offscr.width() == 0 || offscr.height() == 0) + offscr.resize(QMAX(offscr.width(), 1), + QMAX(offscr.height(), 1)); +} + +/*! + Paints all canvas items that are in the area \a clip to \a + painter, using double-buffering if \a dbuf is true. + + e.g. to print the canvas to a printer: + \snippet doc/src/snippets/code/src_qt3support_canvas_q3canvas.cpp 0 +*/ +void Q3Canvas::drawArea(const QRect& clip, QPainter* painter, bool dbuf) +{ + if (painter) + drawCanvasArea(clip, painter, dbuf); +} + +QT_BEGIN_INCLUDE_NAMESPACE +#include <qdebug.h> +QT_END_INCLUDE_NAMESPACE + +/*! + \internal +*/ +void Q3Canvas::drawCanvasArea(const QRect& inarea, QPainter* p, bool /*double_buffer*/) +{ + QRect area=inarea.intersected(QRect(0,0,width(),height())); + + if (!p) return; // Nothing to do. + + int lx=area.x()/chunksize; + int ly=area.y()/chunksize; + int mx=area.right()/chunksize; + int my=area.bottom()/chunksize; + if (mx>=chwidth) + mx=chwidth-1; + if (my>=chheight) + my=chheight-1; + + Q3CanvasItemList allvisible; + + // Stores the region within area that need to be drawn. It is relative + // to area.topLeft() (so as to keep within bounds of 16-bit XRegions) + QRegion rgn; + + for (int x=lx; x<=mx; x++) { + for (int y=ly; y<=my; y++) { + // Only reset change if all views updating, and + // wholy within area. (conservative: ignore entire boundary) + // + // Disable this to help debugging. + // + if (!p) { + if (chunk(x,y).takeChange()) { + // ### should at least make bands + rgn |= QRegion(x*chunksize-area.x(),y*chunksize-area.y(), + chunksize,chunksize); + allvisible += *chunk(x,y).listPtr(); + } + } else { + allvisible += *chunk(x,y).listPtr(); + } + } + } + allvisible.sort(); + + drawBackground(*p,area); + allvisible.drawUnique(*p); + drawForeground(*p,area); +} + +/*! +\internal +This method to informs the Q3Canvas that a given chunk is +`dirty' and needs to be redrawn in the next Update. + +(\a x,\a y) is a chunk location. + +The sprite classes call this. Any new derived class of Q3CanvasItem +must do so too. SetChangedChunkContaining can be used instead. +*/ +void Q3Canvas::setChangedChunk(int x, int y) +{ + if (validChunk(x,y)) { + Q3CanvasChunk& ch=chunk(x,y); + ch.change(); + } +} + +/*! +\internal +This method to informs the Q3Canvas that the chunk containing a given +pixel is `dirty' and needs to be redrawn in the next Update. + +(\a x,\a y) is a pixel location. + +The item classes call this. Any new derived class of Q3CanvasItem must +do so too. SetChangedChunk can be used instead. +*/ +void Q3Canvas::setChangedChunkContaining(int x, int y) +{ + if (x>=0 && x<width() && y>=0 && y<height()) { + Q3CanvasChunk& chunk=chunkContaining(x,y); + chunk.change(); + } +} + +/*! +\internal +This method adds the Q3CanvasItem \a g to the list of those which need to be +drawn if the given chunk at location (\a x, \a y) is redrawn. Like +SetChangedChunk and SetChangedChunkContaining, this method marks the +chunk as `dirty'. +*/ +void Q3Canvas::addItemToChunk(Q3CanvasItem* g, int x, int y) +{ + if (validChunk(x,y)) { + chunk(x,y).add(g); + } +} + +/*! +\internal +This method removes the Q3CanvasItem \a g from the list of those which need to +be drawn if the given chunk at location (\a x, \a y) is redrawn. Like +SetChangedChunk and SetChangedChunkContaining, this method marks the chunk +as `dirty'. +*/ +void Q3Canvas::removeItemFromChunk(Q3CanvasItem* g, int x, int y) +{ + if (validChunk(x,y)) { + chunk(x,y).remove(g); + } +} + + +/*! +\internal +This method adds the Q3CanvasItem \a g to the list of those which need to be +drawn if the chunk containing the given pixel (\a x, \a y) is redrawn. Like +SetChangedChunk and SetChangedChunkContaining, this method marks the +chunk as `dirty'. +*/ +void Q3Canvas::addItemToChunkContaining(Q3CanvasItem* g, int x, int y) +{ + if (x>=0 && x<width() && y>=0 && y<height()) { + chunkContaining(x,y).add(g); + } +} + +/*! +\internal +This method removes the Q3CanvasItem \a g from the list of those which need to +be drawn if the chunk containing the given pixel (\a x, \a y) is redrawn. +Like SetChangedChunk and SetChangedChunkContaining, this method +marks the chunk as `dirty'. +*/ +void Q3Canvas::removeItemFromChunkContaining(Q3CanvasItem* g, int x, int y) +{ + if (x>=0 && x<width() && y>=0 && y<height()) { + chunkContaining(x,y).remove(g); + } +} + +/*! + Returns the color set by setBackgroundColor(). By default, this is + white. + + This function is not a reimplementation of + QWidget::backgroundColor() (Q3Canvas is not a subclass of QWidget), + but all Q3CanvasViews that are viewing the canvas will set their + backgrounds to this color. + + \sa setBackgroundColor(), backgroundPixmap() +*/ +QColor Q3Canvas::backgroundColor() const +{ + return bgcolor; +} + +/*! + Sets the solid background to be the color \a c. + + \sa backgroundColor(), setBackgroundPixmap(), setTiles() +*/ +void Q3Canvas::setBackgroundColor(const QColor& c) +{ + if (bgcolor != c) { + bgcolor = c; + Q3CanvasView* view=d->viewList.first(); + while (view != 0) { + /* XXX this doesn't look right. Shouldn't this + be more like setBackgroundPixmap? : Ian */ + view->viewport()->setEraseColor(bgcolor); + view=d->viewList.next(); + } + setAllChanged(); + } +} + +/*! + Returns the pixmap set by setBackgroundPixmap(). By default, + this is a null pixmap. + + \sa setBackgroundPixmap(), backgroundColor() +*/ +QPixmap Q3Canvas::backgroundPixmap() const +{ + return pm; +} + +/*! + Sets the solid background to be the pixmap \a p repeated as + necessary to cover the entire canvas. + + \sa backgroundPixmap(), setBackgroundColor(), setTiles() +*/ +void Q3Canvas::setBackgroundPixmap(const QPixmap& p) +{ + setTiles(p, 1, 1, p.width(), p.height()); + Q3CanvasView* view = d->viewList.first(); + while (view != 0) { + view->updateContents(); + view = d->viewList.next(); + } +} + +/*! + This virtual function is called for all updates of the canvas. It + renders any background graphics using the painter \a painter, in + the area \a clip. If the canvas has a background pixmap or a tiled + background, that graphic is used, otherwise the canvas is cleared + using the background color. + + If the graphics for an area change, you must explicitly call + setChanged(const QRect&) for the result to be visible when + update() is next called. + + \sa setBackgroundColor(), setBackgroundPixmap(), setTiles() +*/ +void Q3Canvas::drawBackground(QPainter& painter, const QRect& clip) +{ + if (pm.isNull()) { + painter.fillRect(clip,bgcolor); + } else if (!grid) { + for (int x=clip.x()/pm.width(); + x<(clip.x()+clip.width()+pm.width()-1)/pm.width(); x++) + { + for (int y=clip.y()/pm.height(); + y<(clip.y()+clip.height()+pm.height()-1)/pm.height(); y++) + { + painter.drawPixmap(x*pm.width(), y*pm.height(),pm); + } + } + } else { + const int x1 = clip.left()/tilew; + int x2 = clip.right()/tilew; + const int y1 = clip.top()/tileh; + int y2 = clip.bottom()/tileh; + + const int roww = pm.width()/tilew; + + for (int j=y1; j<=y2; j++) { + int jj = j%tilesVertically(); + for (int i=x1; i<=x2; i++) { + int t = tile(i%tilesHorizontally(), jj); + int tx = t % roww; + int ty = t / roww; + painter.drawPixmap(i*tilew, j*tileh, pm, + tx*tilew, ty*tileh, tilew, tileh); + } + } + } +} + +/*! + This virtual function is called for all updates of the canvas. It + renders any foreground graphics using the painter \a painter, in + the area \a clip. + + If the graphics for an area change, you must explicitly call + setChanged(const QRect&) for the result to be visible when + update() is next called. + + The default is to draw nothing. +*/ +void Q3Canvas::drawForeground(QPainter& painter, const QRect& clip) +{ + if (debug_redraw_areas) { + painter.setPen(red); + painter.setBrush(NoBrush); + painter.drawRect(clip); + } +} + +/*! + If \a y is true (the default) double-buffering is switched on; + otherwise double-buffering is switched off. + + Turning off double-buffering causes the redrawn areas to flicker a + little and also gives a (usually small) performance improvement. +*/ +void Q3Canvas::setDoubleBuffering(bool y) +{ + dblbuf = y; +} + + +/*! + Sets the Q3Canvas to be composed of \a h tiles horizontally and \a + v tiles vertically. Each tile will be an image \a tilewidth by \a + tileheight pixels from pixmap \a p. + + The pixmap \a p is a list of tiles, arranged left to right, (and + in the case of pixmaps that have multiple rows of tiles, top to + bottom), with tile 0 in the top-left corner, tile 1 next to the + right, and so on, e.g. + + \table + \row \i 0 \i 1 \i 2 \i 3 + \row \i 4 \i 5 \i 6 \i 7 + \endtable + + If the canvas is larger than the matrix of tiles, the entire + matrix is repeated as necessary to cover the whole canvas. If it + is smaller, tiles to the right and bottom are not visible. + + The width and height of \a p must be a multiple of \a tilewidth + and \a tileheight. If they are not the function will do nothing. + + If you want to unset any tiling set, then just pass in a null + pixmap and 0 for \a h, \a v, \a tilewidth, and + \a tileheight. +*/ +void Q3Canvas::setTiles(QPixmap p, + int h, int v, int tilewidth, int tileheight) +{ + if (!p.isNull() && (!tilewidth || !tileheight || + p.width() % tilewidth != 0 || p.height() % tileheight != 0)) + return; + + htiles = h; + vtiles = v; + delete[] grid; + pm = p; + if (h && v && !p.isNull()) { + grid = new ushort[h*v]; + memset(grid, 0, h*v*sizeof(ushort)); + tilew = tilewidth; + tileh = tileheight; + } else { + grid = 0; + } + if (h + v > 10) { + int s = scm(tilewidth,tileheight); + retune(s < 128 ? s : QMAX(tilewidth,tileheight)); + } + setAllChanged(); +} + +/*! + \fn int Q3Canvas::tile(int x, int y) const + + Returns the tile at position (\a x, \a y). Initially, all tiles + are 0. + + The parameters must be within range, i.e. + 0 \< \a x \< tilesHorizontally() and + 0 \< \a y \< tilesVertically(). + + \sa setTile() +*/ + +/*! + \fn int Q3Canvas::tilesHorizontally() const + + Returns the number of tiles horizontally. +*/ + +/*! + \fn int Q3Canvas::tilesVertically() const + + Returns the number of tiles vertically. +*/ + +/*! + \fn int Q3Canvas::tileWidth() const + + Returns the width of each tile. +*/ + +/*! + \fn int Q3Canvas::tileHeight() const + + Returns the height of each tile. +*/ + + +/*! + Sets the tile at (\a x, \a y) to use tile number \a tilenum, which + is an index into the tile pixmaps. The canvas will update + appropriately when update() is next called. + + The images are taken from the pixmap set by setTiles() and are + arranged left to right, (and in the case of pixmaps that have + multiple rows of tiles, top to bottom), with tile 0 in the + top-left corner, tile 1 next to the right, and so on, e.g. + + \table + \row \i 0 \i 1 \i 2 \i 3 + \row \i 4 \i 5 \i 6 \i 7 + \endtable + + \sa tile() setTiles() +*/ +void Q3Canvas::setTile(int x, int y, int tilenum) +{ + ushort& t = grid[x+y*htiles]; + if (t != tilenum) { + t = tilenum; + if (tilew == tileh && tilew == chunksize) + setChangedChunk(x, y); // common case + else + setChanged(QRect(x*tilew,y*tileh,tilew,tileh)); + } +} + + +// lesser-used data in canvas item, plus room for extension. +// Be careful adding to this - check all usages. +class Q3CanvasItemExtra { + Q3CanvasItemExtra() : vx(0.0), vy(0.0) { } + double vx,vy; + friend class Q3CanvasItem; +}; + + +/*! + \class Q3CanvasItem + \compat + \brief The Q3CanvasItem class provides an abstract graphic object on a Q3Canvas. + + A variety of Q3CanvasItem subclasses provide immediately usable + behaviour. This class is a pure abstract superclass providing the + behaviour that is shared among all the concrete canvas item classes. + Q3CanvasItem is not intended for direct subclassing. It is much easier + to subclass one of its subclasses, e.g. Q3CanvasPolygonalItem (the + commonest base class), Q3CanvasRectangle, Q3CanvasSprite, Q3CanvasEllipse + or Q3CanvasText. + + Canvas items are added to a canvas by constructing them and passing the + canvas to the canvas item's constructor. An item can be moved to a + different canvas using setCanvas(). + + Items appear on the canvas after their \link show() show()\endlink + function has been called (or \link setVisible() + setVisible(true)\endlink), and \e after update() has been called. The + canvas only shows items that are \link setVisible() visible\endlink, + and then only if \l update() is called. If you created the canvas + without passing a width and height to the constructor you'll also need + to call \link Q3Canvas::resize() resize()\endlink. Since the canvas + background defaults to white and canvas items default to white, + you may need to change colors to see your items. + + A Q3CanvasItem object can be moved in the x(), y() and z() dimensions + using functions such as move(), moveBy(), setX(), setY() and setZ(). A + canvas item can be set in motion, `animated', using setAnimated() and + given a velocity in the x and y directions with setXVelocity() and + setYVelocity() -- the same effect can be achieved by calling + setVelocity(). Use the collidesWith() function to see if the canvas item + will collide on the \e next advance(1) and use collisions() to see what + collisions have occurred. + + Use Q3CanvasSprite or your own subclass of Q3CanvasSprite to create canvas + items which are animated, i.e. which change over time. + + The size of a canvas item is given by boundingRect(). Use + boundingRectAdvanced() to see what the size of the canvas item will be + \e after the next advance(1) call. + + The rtti() function is used for identifying subclasses of Q3CanvasItem. + The canvas() function returns a pointer to the canvas which contains the + canvas item. + + Q3CanvasItem provides the show() and isVisible() functions like those in + QWidget. + + Q3CanvasItem also provides the setEnabled(), setActive() and + setSelected() functions; these functions set the relevant boolean and + cause a repaint but the boolean values they set are not used in + Q3CanvasItem itself. You can make use of these booleans in your subclasses. + + By default, canvas items have no velocity, no size, and are not in + motion. The subclasses provided in Qt do not change these defaults + except where noted. + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + \enum Q3CanvasItem::RttiValues + + This enum is used to name the different types of canvas item. + + \value Rtti_Item Canvas item abstract base class + \value Rtti_Ellipse + \value Rtti_Line + \value Rtti_Polygon + \value Rtti_PolygonalItem + \value Rtti_Rectangle + \value Rtti_Spline + \value Rtti_Sprite + \value Rtti_Text + +*/ + +/*! + \fn void Q3CanvasItem::update() + + Call this function to repaint the canvas's changed chunks. +*/ + +/*! + Constructs a Q3CanvasItem on canvas \a canvas. + + \sa setCanvas() +*/ +Q3CanvasItem::Q3CanvasItem(Q3Canvas* canvas) : + cnv(canvas), + myx(0),myy(0),myz(0) +{ + ani=0; + vis=0; + val=0; + sel=0; + ena=0; + act=0; + + ext = 0; + if (cnv) cnv->addItem(this); +} + +/*! + Destroys the Q3CanvasItem and removes it from its canvas. +*/ +Q3CanvasItem::~Q3CanvasItem() +{ + if (cnv) { + cnv->removeItem(this); + cnv->removeAnimation(this); + } + delete ext; +} + +Q3CanvasItemExtra& Q3CanvasItem::extra() +{ + if (!ext) + ext = new Q3CanvasItemExtra; + return *ext; +} + +/*! + \fn double Q3CanvasItem::x() const + + Returns the horizontal position of the canvas item. Note that + subclasses often have an origin other than the top-left corner. +*/ + +/*! + \fn double Q3CanvasItem::y() const + + Returns the vertical position of the canvas item. Note that + subclasses often have an origin other than the top-left corner. +*/ + +/*! + \fn double Q3CanvasItem::z() const + + Returns the z index of the canvas item, which is used for visual + order: higher-z items obscure (are in front of) lower-z items. +*/ + +/*! + \fn void Q3CanvasItem::setX(double x) + + Moves the canvas item so that its x-position is \a x. + + \sa x(), move() +*/ + +/*! + \fn void Q3CanvasItem::setY(double y) + + Moves the canvas item so that its y-position is \a y. + + \sa y(), move() +*/ + +/*! + \fn void Q3CanvasItem::setZ(double z) + + Sets the z index of the canvas item to \a z. Higher-z items + obscure (are in front of) lower-z items. + + \sa z(), move() +*/ + + +/*! + Moves the canvas item relative to its current position by (\a dx, + \a dy). +*/ +void Q3CanvasItem::moveBy(double dx, double dy) +{ + if (dx || dy) { + removeFromChunks(); + myx += dx; + myy += dy; + addToChunks(); + } +} + + +/*! + Moves the canvas item to the absolute position (\a x, \a y). +*/ +void Q3CanvasItem::move(double x, double y) +{ + moveBy(x-myx, y-myy); +} + + +/*! + Returns true if the canvas item is in motion; otherwise returns + false. + + \sa setVelocity(), setAnimated() +*/ +bool Q3CanvasItem::animated() const +{ + return (bool)ani; +} + +/*! + Sets the canvas item to be in motion if \a y is true, or not if \a + y is false. The speed and direction of the motion is set with + setVelocity(), or with setXVelocity() and setYVelocity(). + + \sa advance(), Q3Canvas::advance() +*/ +void Q3CanvasItem::setAnimated(bool y) +{ + if (y != (bool)ani) { + ani = (uint)y; + if (y) { + cnv->addAnimation(this); + } else { + cnv->removeAnimation(this); + } + } +} + +/*! + \fn void Q3CanvasItem::setXVelocity(double vx) + + Sets the horizontal component of the canvas item's velocity to \a vx. + + \sa setYVelocity() setVelocity() +*/ + +/*! + \fn void Q3CanvasItem::setYVelocity(double vy) + + Sets the vertical component of the canvas item's velocity to \a vy. + + \sa setXVelocity() setVelocity() +*/ + +/*! + Sets the canvas item to be in motion, moving by \a vx and \a vy + pixels in the horizontal and vertical directions respectively. + + \sa advance() setXVelocity() setYVelocity() +*/ +void Q3CanvasItem::setVelocity(double vx, double vy) +{ + if (ext || vx!=0.0 || vy!=0.0) { + if (!ani) + setAnimated(true); + extra().vx = vx; + extra().vy = vy; + } +} + +/*! + Returns the horizontal velocity component of the canvas item. +*/ +double Q3CanvasItem::xVelocity() const +{ + return ext ? ext->vx : 0; +} + +/*! + Returns the vertical velocity component of the canvas item. +*/ +double Q3CanvasItem::yVelocity() const +{ + return ext ? ext->vy : 0; +} + +/*! + The default implementation moves the canvas item, if it is + animated(), by the preset velocity if \a phase is 1, and does + nothing if \a phase is 0. + + Note that if you reimplement this function, the reimplementation + must not change the canvas in any way, for example it must not add + or remove items. + + \sa Q3Canvas::advance() setVelocity() +*/ +void Q3CanvasItem::advance(int phase) +{ + if (ext && phase==1) + moveBy(ext->vx,ext->vy); +} + +/*! + \fn void Q3CanvasItem::draw(QPainter& painter) + + This abstract virtual function draws the canvas item using \a painter. +*/ + +/*! + Sets the Q3Canvas upon which the canvas item is to be drawn to \a c. + + \sa canvas() +*/ +void Q3CanvasItem::setCanvas(Q3Canvas* c) +{ + bool v=isVisible(); + setVisible(false); + if (cnv) { + if (ext) + cnv->removeAnimation(this); + cnv->removeItem(this); + } + cnv=c; + if (cnv) { + cnv->addItem(this); + if (ext) + cnv->addAnimation(this); + } + setVisible(v); +} + +/*! + \fn Q3Canvas* Q3CanvasItem::canvas() const + + Returns the canvas containing the canvas item. +*/ + +/*! Shorthand for setVisible(true). */ +void Q3CanvasItem::show() +{ + setVisible(true); +} + +/*! Shorthand for setVisible(false). */ +void Q3CanvasItem::hide() +{ + setVisible(false); +} + +/*! + Makes the canvas item visible if \a yes is true, or invisible if + \a yes is false. The change takes effect when Q3Canvas::update() is + next called. +*/ +void Q3CanvasItem::setVisible(bool yes) +{ + if ((bool)vis!=yes) { + if (yes) { + vis=(uint)yes; + addToChunks(); + } else { + removeFromChunks(); + vis=(uint)yes; + } + } +} +/*! + \obsolete + \fn bool Q3CanvasItem::visible() const + Use isVisible() instead. +*/ + +/*! + \fn bool Q3CanvasItem::isVisible() const + + Returns true if the canvas item is visible; otherwise returns + false. + + Note that in this context true does \e not mean that the canvas + item is currently in a view, merely that if a view is showing the + area where the canvas item is positioned, and the item is not + obscured by items with higher z values, and the view is not + obscured by overlaying windows, it would be visible. + + \sa setVisible(), z() +*/ + +/*! + \obsolete + \fn bool Q3CanvasItem::selected() const + Use isSelected() instead. +*/ + +/*! + \fn bool Q3CanvasItem::isSelected() const + + Returns true if the canvas item is selected; otherwise returns false. +*/ + +/*! + Sets the selected flag of the item to \a yes. If this changes the + item's selected state the item will be redrawn when + Q3Canvas::update() is next called. + + The Q3Canvas, Q3CanvasItem and the Qt-supplied Q3CanvasItem + subclasses do not make use of this value. The setSelected() + function is supplied because many applications need it, but it is + up to you how you use the isSelected() value. +*/ +void Q3CanvasItem::setSelected(bool yes) +{ + if ((bool)sel!=yes) { + sel=(uint)yes; + changeChunks(); + } +} + +/*! + \obsolete + \fn bool Q3CanvasItem::enabled() const + Use isEnabled() instead. +*/ + +/*! + \fn bool Q3CanvasItem::isEnabled() const + + Returns true if the Q3CanvasItem is enabled; otherwise returns false. +*/ + +/*! + Sets the enabled flag of the item to \a yes. If this changes the + item's enabled state the item will be redrawn when + Q3Canvas::update() is next called. + + The Q3Canvas, Q3CanvasItem and the Qt-supplied Q3CanvasItem + subclasses do not make use of this value. The setEnabled() + function is supplied because many applications need it, but it is + up to you how you use the isEnabled() value. +*/ +void Q3CanvasItem::setEnabled(bool yes) +{ + if (ena!=(uint)yes) { + ena=(uint)yes; + changeChunks(); + } +} + +/*! + \obsolete + \fn bool Q3CanvasItem::active() const + Use isActive() instead. +*/ + +/*! + \fn bool Q3CanvasItem::isActive() const + + Returns true if the Q3CanvasItem is active; otherwise returns false. +*/ + +/*! + Sets the active flag of the item to \a yes. If this changes the + item's active state the item will be redrawn when + Q3Canvas::update() is next called. + + The Q3Canvas, Q3CanvasItem and the Qt-supplied Q3CanvasItem + subclasses do not make use of this value. The setActive() function + is supplied because many applications need it, but it is up to you + how you use the isActive() value. +*/ +void Q3CanvasItem::setActive(bool yes) +{ + if (act!=(uint)yes) { + act=(uint)yes; + changeChunks(); + } +} + +bool qt_testCollision(const Q3CanvasSprite* s1, const Q3CanvasSprite* s2) +{ + const QImage* s2image = s2->imageAdvanced()->collision_mask; + QRect s2area = s2->boundingRectAdvanced(); + + QRect cyourarea(s2area.x(),s2area.y(), + s2area.width(),s2area.height()); + + QImage* s1image=s1->imageAdvanced()->collision_mask; + + QRect s1area = s1->boundingRectAdvanced(); + + QRect ourarea = s1area.intersected(cyourarea); + + if (ourarea.isEmpty()) + return false; + + int x2=ourarea.x()-cyourarea.x(); + int y2=ourarea.y()-cyourarea.y(); + int x1=ourarea.x()-s1area.x(); + int y1=ourarea.y()-s1area.y(); + int w=ourarea.width(); + int h=ourarea.height(); + + if (!s2image) { + if (!s1image) + return w>0 && h>0; + // swap everything around + int t; + t=x1; x1=x2; x2=t; + t=y1; x1=y2; y2=t; + s2image = s1image; + s1image = 0; + } + + // s2image != 0 + + // A non-linear search may be more efficient. + // Perhaps spiralling out from the center, or a simpler + // vertical expansion from the centreline. + + // We assume that sprite masks don't have + // different bit orders. + // + // Q_ASSERT(s1image->bitOrder()==s2image->bitOrder()); + + if (s1image) { + if (s1image->bitOrder() == QImage::LittleEndian) { + for (int j=0; j<h; j++) { + uchar* ml = s1image->scanLine(y1+j); + const uchar* yl = s2image->scanLine(y2+j); + for (int i=0; i<w; i++) { + if (*(yl + ((x2+i) >> 3)) & (1 << ((x2+i) & 7)) + && *(ml + ((x1+i) >> 3)) & (1 << ((x1+i) & 7))) + { + return true; + } + } + } + } else { + for (int j=0; j<h; j++) { + uchar* ml = s1image->scanLine(y1+j); + const uchar* yl = s2image->scanLine(y2+j); + for (int i=0; i<w; i++) { + if (*(yl + ((x2+i) >> 3)) & (1 << (7-((x2+i) & 7))) + && *(ml + ((x1+i) >> 3)) & (1 << (7-((x1+i) & 7)))) + { + return true; + } + } + } + } + } else { + if (s2image->bitOrder() == QImage::LittleEndian) { + for (int j=0; j<h; j++) { + const uchar* yl = s2image->scanLine(y2+j); + for (int i=0; i<w; i++) { + if (*(yl + ((x2+i) >> 3)) & (1 << ((x2+i) & 7))) + { + return true; + } + } + } + } else { + for (int j=0; j<h; j++) { + const uchar* yl = s2image->scanLine(y2+j); + for (int i=0; i<w; i++) { + if (*(yl + ((x2+i) >> 3)) & (1 << (7-((x2+i) & 7)))) + { + return true; + } + } + } + } + } + + return false; +} + +static bool collision_double_dispatch(const Q3CanvasSprite* s1, + const Q3CanvasPolygonalItem* p1, + const Q3CanvasRectangle* r1, + const Q3CanvasEllipse* e1, + const Q3CanvasText* t1, + const Q3CanvasSprite* s2, + const Q3CanvasPolygonalItem* p2, + const Q3CanvasRectangle* r2, + const Q3CanvasEllipse* e2, + const Q3CanvasText* t2) +{ + const Q3CanvasItem* i1 = s1 ? + (const Q3CanvasItem*)s1 : p1 ? + (const Q3CanvasItem*)p1 : r1 ? + (const Q3CanvasItem*)r1 : e1 ? + (const Q3CanvasItem*)e1 : (const Q3CanvasItem*)t1; + const Q3CanvasItem* i2 = s2 ? + (const Q3CanvasItem*)s2 : p2 ? + (const Q3CanvasItem*)p2 : r2 ? + (const Q3CanvasItem*)r2 : e2 ? + (const Q3CanvasItem*)e2 : (const Q3CanvasItem*)t2; + + if (s1 && s2) { + // a + return qt_testCollision(s1,s2); + } else if ((r1 || t1 || s1) && (r2 || t2 || s2)) { + // b + QRect rc1 = i1->boundingRectAdvanced(); + QRect rc2 = i2->boundingRectAdvanced(); + return rc1.intersects(rc2); + } else if (e1 && e2 + && e1->angleLength()>=360*16 && e2->angleLength()>=360*16 + && e1->width()==e1->height() + && e2->width()==e2->height()) { + // c + double xd = (e1->x()+e1->xVelocity())-(e2->x()+e1->xVelocity()); + double yd = (e1->y()+e1->yVelocity())-(e2->y()+e1->yVelocity()); + double rd = (e1->width()+e2->width())/2; + return xd*xd+yd*yd <= rd*rd; + } else if (p1 && (p2 || s2 || t2)) { + // d + Q3PointArray pa1 = p1->areaPointsAdvanced(); + Q3PointArray pa2 = p2 ? p2->areaPointsAdvanced() + : Q3PointArray(i2->boundingRectAdvanced()); + bool col= !(QRegion(pa1) & QRegion(pa2,true)).isEmpty(); + + return col; + } else { + return collision_double_dispatch(s2,p2,r2,e2,t2, + s1,p1,r1,e1,t1); + } +} + +/*! + \fn bool Q3CanvasItem::collidesWith(const Q3CanvasItem* other) const + + Returns true if the canvas item will collide with the \a other + item \e after they have moved by their current velocities; + otherwise returns false. + + \sa collisions() +*/ + + +/*! + \class Q3CanvasSprite + \compat + \brief The Q3CanvasSprite class provides an animated canvas item on a Q3Canvas. + + A canvas sprite is an object which can contain any number of images + (referred to as frames), only one of which is current, i.e. + displayed, at any one time. The images can be passed in the + constructor or set or changed later with setSequence(). If you + subclass Q3CanvasSprite you can change the frame that is displayed + periodically, e.g. whenever Q3CanvasItem::advance(1) is called to + create the effect of animation. + + The current frame can be set with setFrame() or with move(). The + number of frames available is given by frameCount(). The bounding + rectangle of the current frame is returned by boundingRect(). + + The current frame's image can be retrieved with image(); use + imageAdvanced() to retrieve the image for the frame that will be + shown after advance(1) is called. Use the image() overload passing + it an integer index to retrieve a particular image from the list of + frames. + + Use width() and height() to retrieve the dimensions of the current + frame. + + Use leftEdge() and rightEdge() to retrieve the current frame's + left-hand and right-hand x-coordinates respectively. Use + bottomEdge() and topEdge() to retrieve the current frame's bottom + and top y-coordinates respectively. These functions have an overload + which will accept an integer frame number to retrieve the + coordinates of a particular frame. + + Q3CanvasSprite draws very quickly, at the expense of memory. + + The current frame's image can be drawn on a painter with draw(). + + Like any other canvas item, canvas sprites can be moved with + move() which sets the x and y coordinates and the frame number, as + well as with Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by + setting coordinates with Q3CanvasItem::setX(), Q3CanvasItem::setY() + and Q3CanvasItem::setZ(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + + +/*! + \reimp +*/ +bool Q3CanvasSprite::collidesWith(const Q3CanvasItem* i) const +{ + return i->collidesWith(this,0,0,0,0); +} + +/*! + Returns true if the canvas item collides with any of the given + items; otherwise returns false. The parameters, \a s, \a p, \a r, + \a e and \a t, are all the same object, this is just a type + resolution trick. +*/ +bool Q3CanvasSprite::collidesWith(const Q3CanvasSprite* s, + const Q3CanvasPolygonalItem* p, + const Q3CanvasRectangle* r, + const Q3CanvasEllipse* e, + const Q3CanvasText* t) const +{ + return collision_double_dispatch(s,p,r,e,t,this,0,0,0,0); +} + +/*! + \reimp +*/ +bool Q3CanvasPolygonalItem::collidesWith(const Q3CanvasItem* i) const +{ + return i->collidesWith(0,this,0,0,0); +} + +bool Q3CanvasPolygonalItem::collidesWith( const Q3CanvasSprite* s, + const Q3CanvasPolygonalItem* p, + const Q3CanvasRectangle* r, + const Q3CanvasEllipse* e, + const Q3CanvasText* t) const +{ + return collision_double_dispatch(s,p,r,e,t,0,this,0,0,0); +} + +/*! + \reimp +*/ +bool Q3CanvasRectangle::collidesWith(const Q3CanvasItem* i) const +{ + return i->collidesWith(0,this,this,0,0); +} + +bool Q3CanvasRectangle::collidesWith( const Q3CanvasSprite* s, + const Q3CanvasPolygonalItem* p, + const Q3CanvasRectangle* r, + const Q3CanvasEllipse* e, + const Q3CanvasText* t) const +{ + return collision_double_dispatch(s,p,r,e,t,0,this,this,0,0); +} + + +/*! + \reimp +*/ +bool Q3CanvasEllipse::collidesWith(const Q3CanvasItem* i) const +{ + return i->collidesWith(0,this,0,this,0); +} + +bool Q3CanvasEllipse::collidesWith( const Q3CanvasSprite* s, + const Q3CanvasPolygonalItem* p, + const Q3CanvasRectangle* r, + const Q3CanvasEllipse* e, + const Q3CanvasText* t) const +{ + return collision_double_dispatch(s,p,r,e,t,0,this,0,this,0); +} + +/*! + \reimp +*/ +bool Q3CanvasText::collidesWith(const Q3CanvasItem* i) const +{ + return i->collidesWith(0,0,0,0,this); +} + +bool Q3CanvasText::collidesWith( const Q3CanvasSprite* s, + const Q3CanvasPolygonalItem* p, + const Q3CanvasRectangle* r, + const Q3CanvasEllipse* e, + const Q3CanvasText* t) const +{ + return collision_double_dispatch(s,p,r,e,t,0,0,0,0,this); +} + +/*! + Returns the list of canvas items that this canvas item has + collided with. + + A collision is generally defined as occurring when the pixels of + one item draw on the pixels of another item, but not all + subclasses are so precise. Also, since pixel-wise collision + detection can be slow, this function works in either exact or + inexact mode, according to the \a exact parameter. + + If \a exact is true, the canvas items returned have been + accurately tested for collision with the canvas item. + + If \a exact is false, the canvas items returned are \e near the + canvas item. You can test the canvas items returned using + collidesWith() if any are interesting collision candidates. By + using this approach, you can ignore some canvas items for which + collisions are not relevant. + + The returned list is a list of Q3CanvasItems, but often you will + need to cast the items to their subclass types. The safe way to do + this is to use rtti() before casting. This provides some of the + functionality of the standard C++ dynamic cast operation even on + compilers where dynamic casts are not available. + + Note that a canvas item may be `on' a canvas, e.g. it was created + with the canvas as parameter, even though its coordinates place it + beyond the edge of the canvas's area. Collision detection only + works for canvas items which are wholly or partly within the + canvas's area. + + Note that if items have a velocity (see \l setVelocity()), then + collision testing is done based on where the item \e will be when + it moves, not its current location. For example, a "ball" item + doesn't need to actually embed into a "wall" item before a + collision is detected. For items without velocity, plain + intersection is used. +*/ +Q3CanvasItemList Q3CanvasItem::collisions(bool exact) const +{ + return canvas()->collisions(chunks(),this,exact); +} + +/*! + Returns a list of canvas items that collide with the point \a p. + The list is ordered by z coordinates, from highest z coordinate + (front-most item) to lowest z coordinate (rear-most item). +*/ +Q3CanvasItemList Q3Canvas::collisions(const QPoint& p) const +{ + return collisions(QRect(p,QSize(1,1))); +} + +/*! + \overload + + Returns a list of items which collide with the rectangle \a r. The + list is ordered by z coordinates, from highest z coordinate + (front-most item) to lowest z coordinate (rear-most item). +*/ +Q3CanvasItemList Q3Canvas::collisions(const QRect& r) const +{ + Q3CanvasRectangle i(r,(Q3Canvas*)this); + i.setPen(NoPen); + i.show(); // doesn't actually show, since we destroy it + Q3CanvasItemList l = i.collisions(true); + l.sort(); + return l; +} + +/*! + \overload + + Returns a list of canvas items which intersect with the chunks + listed in \a chunklist, excluding \a item. If \a exact is true, + only those which actually \link Q3CanvasItem::collidesWith() + collide with\endlink \a item are returned; otherwise canvas items + are included just for being in the chunks. + + This is a utility function mainly used to implement the simpler + Q3CanvasItem::collisions() function. +*/ +Q3CanvasItemList Q3Canvas::collisions(const Q3PointArray& chunklist, + const Q3CanvasItem* item, bool exact) const +{ + Q3PtrDict<void> seen; + Q3CanvasItemList result; + for (int i=0; i<(int)chunklist.count(); i++) { + int x = chunklist[i].x(); + int y = chunklist[i].y(); + if (validChunk(x,y)) { + const Q3CanvasItemList* l = chunk(x,y).listPtr(); + for (Q3CanvasItemList::ConstIterator it=l->begin(); it!=l->end(); ++it) { + Q3CanvasItem *g=*it; + if (g != item) { + if (!seen.find(g)) { + seen.replace(g,(void*)1); + if (!exact || item->collidesWith(g)) + result.append(g); + } + } + } + } + } + return result; +} + +/*! + \internal + Adds the item to all the chunks it covers. +*/ +void Q3CanvasItem::addToChunks() +{ + if (isVisible() && canvas()) { + Q3PointArray pa = chunks(); + for (int i=0; i<(int)pa.count(); i++) + canvas()->addItemToChunk(this,pa[i].x(),pa[i].y()); + val=(uint)true; + } +} + +/*! + \internal + Removes the item from all the chunks it covers. +*/ +void Q3CanvasItem::removeFromChunks() +{ + if (isVisible() && canvas()) { + Q3PointArray pa = chunks(); + for (int i=0; i<(int)pa.count(); i++) + canvas()->removeItemFromChunk(this,pa[i].x(),pa[i].y()); + } +} + +/*! + \internal + Sets all the chunks covered by the item to be refreshed with Q3Canvas::update() + is next called. +*/ +void Q3CanvasItem::changeChunks() +{ + if (isVisible() && canvas()) { + if (!val) + addToChunks(); + Q3PointArray pa = chunks(); + for (int i=0; i<(int)pa.count(); i++) + canvas()->setChangedChunk(pa[i].x(),pa[i].y()); + } +} + +/*! + \fn QRect Q3CanvasItem::boundingRect() const + + Returns the bounding rectangle in pixels that the canvas item covers. + + \sa boundingRectAdvanced() +*/ + +/*! + Returns the bounding rectangle of pixels that the canvas item \e + will cover after advance(1) is called. + + \sa boundingRect() +*/ +QRect Q3CanvasItem::boundingRectAdvanced() const +{ + int dx = int(x()+xVelocity())-int(x()); + int dy = int(y()+yVelocity())-int(y()); + QRect r = boundingRect(); + r.moveBy(dx,dy); + return r; +} + +/*! + \class Q3CanvasPixmap + \compat + \brief The Q3CanvasPixmap class provides pixmaps for Q3CanvasSprites. + + If you want to show a single pixmap on a Q3Canvas use a + Q3CanvasSprite with just one pixmap. + + When pixmaps are inserted into a Q3CanvasPixmapArray they are held + as Q3CanvasPixmaps. \l{Q3CanvasSprite}s are used to show pixmaps on + \l{Q3Canvas}es and hold their pixmaps in a Q3CanvasPixmapArray. If + you retrieve a frame (pixmap) from a Q3CanvasSprite it will be + returned as a Q3CanvasPixmap. + + The pixmap is a QPixmap and can only be set in the constructor. + There are three different constructors, one taking a QPixmap, one + a QImage and one a file name that refers to a file in any + supported file format (see QImageReader). + + Q3CanvasPixmap can have a hotspot which is defined in terms of an (x, + y) offset. When you create a Q3CanvasPixmap from a PNG file or from + a QImage that has a QImage::offset(), the offset() is initialized + appropriately, otherwise the constructor leaves it at (0, 0). You + can set it later using setOffset(). When the Q3CanvasPixmap is used + in a Q3CanvasSprite, the offset position is the point at + Q3CanvasItem::x() and Q3CanvasItem::y(), not the top-left corner of + the pixmap. + + Note that for Q3CanvasPixmap objects created by a Q3CanvasSprite, the + position of each Q3CanvasPixmap object is set so that the hotspot + stays in the same position. + + \sa Q3CanvasPixmapArray Q3CanvasItem Q3CanvasSprite, QtCanvas, {Porting to Graphics View} +*/ + +#ifndef QT_NO_IMAGEIO + +/*! + Constructs a Q3CanvasPixmap that uses the image stored in \a + datafilename. +*/ +Q3CanvasPixmap::Q3CanvasPixmap(const QString& datafilename) +{ + QImage image(datafilename); + init(image); +} + +#endif + +/*! + Constructs a Q3CanvasPixmap from the image \a image. +*/ +Q3CanvasPixmap::Q3CanvasPixmap(const QImage& image) +{ + init(image); +} +/*! + Constructs a Q3CanvasPixmap from the pixmap \a pm using the offset + \a offset. +*/ +Q3CanvasPixmap::Q3CanvasPixmap(const QPixmap& pm, const QPoint& offset) +{ + init(pm,offset.x(),offset.y()); +} + +void Q3CanvasPixmap::init(const QImage& image) +{ + convertFromImage(image); + hotx = image.offset().x(); + hoty = image.offset().y(); +#ifndef QT_NO_IMAGE_DITHER_TO_1 + if(image.hasAlphaBuffer()) { + QImage i = image.createAlphaMask(); + collision_mask = new QImage(i); + } else +#endif + collision_mask = 0; +} + +void Q3CanvasPixmap::init(const QPixmap& pixmap, int hx, int hy) +{ + (QPixmap&)*this = pixmap; + hotx = hx; + hoty = hy; + if(pixmap.hasAlphaChannel()) { + QImage i = mask().convertToImage(); + collision_mask = new QImage(i); + } else + collision_mask = 0; +} + +/*! + Destroys the pixmap. +*/ +Q3CanvasPixmap::~Q3CanvasPixmap() +{ + delete collision_mask; +} + +/*! + \fn int Q3CanvasPixmap::offsetX() const + + Returns the x-offset of the pixmap's hotspot. + + \sa setOffset() +*/ + +/*! + \fn int Q3CanvasPixmap::offsetY() const + + Returns the y-offset of the pixmap's hotspot. + + \sa setOffset() +*/ + +/*! + \fn void Q3CanvasPixmap::setOffset(int x, int y) + + Sets the offset of the pixmap's hotspot to (\a x, \a y). + + \warning Do not call this function if any Q3CanvasSprites are + currently showing this pixmap. +*/ + +/*! + \class Q3CanvasPixmapArray + \compat + \brief The Q3CanvasPixmapArray class provides an array of Q3CanvasPixmaps. + + This class is used by Q3CanvasSprite to hold an array of pixmaps. + It is used to implement animated sprites, i.e. images that change + over time, with each pixmap in the array holding one frame. + + Depending on the constructor you use you can load multiple pixmaps + into the array either from a directory (specifying a wildcard + pattern for the files), or from a list of QPixmaps. You can also + read in a set of pixmaps after construction using readPixmaps(). + + Individual pixmaps can be set with setImage() and retrieved with + image(). The number of pixmaps in the array is returned by + count(). + + Q3CanvasSprite uses an image's mask for collision detection. You + can change this by reading in a separate set of image masks using + readCollisionMasks(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs an invalid array (i.e. isValid() will return false). + You must call readPixmaps() before being able to use this + Q3CanvasPixmapArray. +*/ +Q3CanvasPixmapArray::Q3CanvasPixmapArray() +: framecount(0), img(0) +{ +} + +#ifndef QT_NO_IMAGEIO +/*! + Constructs a Q3CanvasPixmapArray from files. + + The \a fc parameter sets the number of frames to be loaded for + this image. + + If \a fc is not 0, \a datafilenamepattern should contain "%1", + e.g. "foo%1.png". The actual filenames are formed by replacing the + %1 with four-digit integers from 0 to (fc - 1), e.g. foo0000.png, + foo0001.png, foo0002.png, etc. + + If \a fc is 0, \a datafilenamepattern is asssumed to be a + filename, and the image contained in this file will be loaded as + the first (and only) frame. + + If \a datafilenamepattern does not exist, is not readable, isn't + an image, or some other error occurs, the array ends up empty and + isValid() returns false. +*/ + +Q3CanvasPixmapArray::Q3CanvasPixmapArray(const QString& datafilenamepattern, + int fc) +: framecount(0), img(0) +{ + readPixmaps(datafilenamepattern,fc); +} +#endif + +/*! + \obsolete + Use Q3CanvasPixmapArray::Q3CanvasPixmapArray(Q3ValueList<QPixmap>, Q3PointArray) + instead. + + Constructs a Q3CanvasPixmapArray from the list of QPixmaps \a + list. The \a hotspots list has to be of the same size as \a list. +*/ +Q3CanvasPixmapArray::Q3CanvasPixmapArray(Q3PtrList<QPixmap> list, Q3PtrList<QPoint> hotspots) : + framecount(list.count()), + img(new Q3CanvasPixmap*[list.count()]) +{ + if (list.count() != hotspots.count()) { + qWarning("Q3CanvasPixmapArray: lists have different lengths"); + reset(); + img = 0; + } else { + list.first(); + hotspots.first(); + for (int i=0; i<framecount; i++) { + img[i]=new Q3CanvasPixmap(*list.current(), *hotspots.current()); + list.next(); + hotspots.next(); + } + } +} + +/*! + Constructs a Q3CanvasPixmapArray from the list of QPixmaps in the + \a list. Each pixmap will get a hotspot according to the \a + hotspots array. If no hotspots are specified, each one is set to + be at position (0, 0). + + If an error occurs, isValid() will return false. +*/ +Q3CanvasPixmapArray::Q3CanvasPixmapArray(Q3ValueList<QPixmap> list, Q3PointArray hotspots) : + framecount((int)list.size()), + img(new Q3CanvasPixmap*[list.size()]) +{ + bool have_hotspots = (hotspots.size() != 0); + if (have_hotspots && list.count() != hotspots.count()) { + qWarning("Q3CanvasPixmapArray: lists have different lengths"); + reset(); + img = 0; + } else { + Q3ValueList<QPixmap>::iterator it; + it = list.begin(); + for (int i=0; i<framecount; i++) { + QPoint hs = have_hotspots ? hotspots[i] : QPoint(0, 0); + img[i]=new Q3CanvasPixmap(*it, hs); + ++it; + } + } +} + +/*! + Destroys the pixmap array and all the pixmaps it contains. +*/ +Q3CanvasPixmapArray::~Q3CanvasPixmapArray() +{ + reset(); +} + +void Q3CanvasPixmapArray::reset() +{ + for (int i=0; i<framecount; i++) + delete img[i]; + delete [] img; + img = 0; + framecount = 0; +} + +#ifndef QT_NO_IMAGEIO +/*! + Reads one or more pixmaps into the pixmap array. + + If \a fc is not 0, \a filenamepattern should contain "%1", e.g. + "foo%1.png". The actual filenames are formed by replacing the %1 + with four-digit integers from 0 to (fc - 1), e.g. foo0000.png, + foo0001.png, foo0002.png, etc. + + If \a fc is 0, \a filenamepattern is asssumed to be a filename, + and the image contained in this file will be loaded as the first + (and only) frame. + + If \a filenamepattern does not exist, is not readable, isn't an + image, or some other error occurs, this function will return + false, and isValid() will return false; otherwise this function + will return true. + + \sa isValid() +*/ +bool Q3CanvasPixmapArray::readPixmaps(const QString& filenamepattern, + int fc) +{ + return readPixmaps(filenamepattern,fc,false); +} + +/*! + Reads new collision masks for the array. + + By default, Q3CanvasSprite uses the image mask of a sprite to + detect collisions. Use this function to set your own collision + image masks. + + If count() is 1 \a filename must specify a real filename to read + the mask from. If count() is greater than 1, the \a filename must + contain a "%1" that will get replaced by the number of the mask to + be loaded, just like Q3CanvasPixmapArray::readPixmaps(). + + All collision masks must be 1-bit images or this function call + will fail. + + If the file isn't readable, contains the wrong number of images, + or there is some other error, this function will return false, and + the array will be flagged as invalid; otherwise this function + returns true. + + \sa isValid() +*/ +bool Q3CanvasPixmapArray::readCollisionMasks(const QString& filename) +{ + return readPixmaps(filename,framecount,true); +} + + +bool Q3CanvasPixmapArray::readPixmaps(const QString& datafilenamepattern, + int fc, bool maskonly) +{ + if (!maskonly) { + reset(); + framecount = fc; + if (!framecount) + framecount=1; + img = new Q3CanvasPixmap*[framecount]; + } + if (!img) + return false; + + bool ok = true; + bool arg = fc > 1; + if (!arg) + framecount=1; + for (int i=0; i<framecount; i++) { + QString r; + r.sprintf("%04d",i); + if (maskonly) { + if (!img[i]->collision_mask) + img[i]->collision_mask = new QImage(); + img[i]->collision_mask->load( + arg ? datafilenamepattern.arg(r) : datafilenamepattern); + ok = ok + && !img[i]->collision_mask->isNull() + && img[i]->collision_mask->depth()==1; + } else { + img[i]=new Q3CanvasPixmap( + arg ? datafilenamepattern.arg(r) : datafilenamepattern); + ok = ok && !img[i]->isNull(); + } + } + if (!ok) { + reset(); + } + return ok; +} +#endif + +/*! + \obsolete + + Use isValid() instead. + + This returns false if the array is valid, and true if it is not. +*/ +bool Q3CanvasPixmapArray::operator!() +{ + return img==0; +} + +/*! + Returns true if the pixmap array is valid; otherwise returns + false. +*/ +bool Q3CanvasPixmapArray::isValid() const +{ + return (img != 0); +} + +/*! + \fn Q3CanvasPixmap* Q3CanvasPixmapArray::image(int i) const + + Returns pixmap \a i in the array, if \a i is non-negative and less + than than count(), and returns an unspecified value otherwise. +*/ + +// ### wouldn't it be better to put empty Q3CanvasPixmaps in there instead of +// initializing the additional elements in the array to 0? Lars +/*! + Replaces the pixmap at index \a i with pixmap \a p. + + The array takes ownership of \a p and will delete \a p when the + array itself is deleted. + + If \a i is beyond the end of the array the array is extended to at + least i+1 elements, with elements count() to i-1 being initialized + to 0. +*/ +void Q3CanvasPixmapArray::setImage(int i, Q3CanvasPixmap* p) +{ + if (i >= framecount) { + Q3CanvasPixmap** newimg = new Q3CanvasPixmap*[i+1]; + memcpy(newimg, img, sizeof(Q3CanvasPixmap *)*framecount); + memset(newimg + framecount, 0, sizeof(Q3CanvasPixmap *)*(i+1 - framecount)); + framecount = i+1; + delete [] img; + img = newimg; + } + delete img[i]; img[i]=p; +} + +/*! + \fn uint Q3CanvasPixmapArray::count() const + + Returns the number of pixmaps in the array. +*/ + +/*! + Returns the x-coordinate of the current left edge of the sprite. + (This may change as the sprite animates since different frames may + have different left edges.) + + \sa rightEdge() bottomEdge() topEdge() +*/ +int Q3CanvasSprite::leftEdge() const +{ + return int(x()) - image()->hotx; +} + +/*! + \overload + + Returns what the x-coordinate of the left edge of the sprite would + be if the sprite (actually its hotspot) were moved to x-position + \a nx. + + \sa rightEdge() bottomEdge() topEdge() +*/ +int Q3CanvasSprite::leftEdge(int nx) const +{ + return nx - image()->hotx; +} + +/*! + Returns the y-coordinate of the top edge of the sprite. (This may + change as the sprite animates since different frames may have + different top edges.) + + \sa leftEdge() rightEdge() bottomEdge() +*/ +int Q3CanvasSprite::topEdge() const +{ + return int(y()) - image()->hoty; +} + +/*! + \overload + + Returns what the y-coordinate of the top edge of the sprite would + be if the sprite (actually its hotspot) were moved to y-position + \a ny. + + \sa leftEdge() rightEdge() bottomEdge() +*/ +int Q3CanvasSprite::topEdge(int ny) const +{ + return ny - image()->hoty; +} + +/*! + Returns the x-coordinate of the current right edge of the sprite. + (This may change as the sprite animates since different frames may + have different right edges.) + + \sa leftEdge() bottomEdge() topEdge() +*/ +int Q3CanvasSprite::rightEdge() const +{ + return leftEdge() + image()->width()-1; +} + +/*! + \overload + + Returns what the x-coordinate of the right edge of the sprite + would be if the sprite (actually its hotspot) were moved to + x-position \a nx. + + \sa leftEdge() bottomEdge() topEdge() +*/ +int Q3CanvasSprite::rightEdge(int nx) const +{ + return leftEdge(nx) + image()->width()-1; +} + +/*! + Returns the y-coordinate of the current bottom edge of the sprite. + (This may change as the sprite animates since different frames may + have different bottom edges.) + + \sa leftEdge() rightEdge() topEdge() +*/ +int Q3CanvasSprite::bottomEdge() const +{ + return topEdge() + image()->height()-1; +} + +/*! + \overload + + Returns what the y-coordinate of the top edge of the sprite would + be if the sprite (actually its hotspot) were moved to y-position + \a ny. + + \sa leftEdge() rightEdge() topEdge() +*/ +int Q3CanvasSprite::bottomEdge(int ny) const +{ + return topEdge(ny) + image()->height()-1; +} + +/*! + \fn Q3CanvasPixmap* Q3CanvasSprite::image() const + + Returns the current frame's image. + + \sa frame(), setFrame() +*/ + +/*! + \fn Q3CanvasPixmap* Q3CanvasSprite::image(int f) const + \overload + + Returns the image for frame \a f. Does not do any bounds checking on \a f. +*/ + +/*! + Returns the image the sprite \e will have after advance(1) is + called. By default this is the same as image(). +*/ +Q3CanvasPixmap* Q3CanvasSprite::imageAdvanced() const +{ + return image(); +} + +/*! + Returns the bounding rectangle for the image in the sprite's + current frame. This assumes that the images are tightly cropped + (i.e. do not have transparent pixels all along a side). +*/ +QRect Q3CanvasSprite::boundingRect() const +{ + return QRect(leftEdge(), topEdge(), width(), height()); +} + + +/*! + \internal + Returns the chunks covered by the item. +*/ +Q3PointArray Q3CanvasItem::chunks() const +{ + Q3PointArray r; + int n=0; + QRect br = boundingRect(); + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + br &= QRect(0,0,canvas()->width(),canvas()->height()); + if (br.isValid()) { + r.resize((br.width()/chunksize+2)*(br.height()/chunksize+2)); + for (int j=br.top()/chunksize; j<=br.bottom()/chunksize; j++) { + for (int i=br.left()/chunksize; i<=br.right()/chunksize; i++) { + r[n++] = QPoint(i,j); + } + } + } + } + r.resize(n); + return r; +} + + +/*! + \internal + Add the sprite to the chunks in its Q3Canvas which it overlaps. +*/ +void Q3CanvasSprite::addToChunks() +{ + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + for (int j=topEdge()/chunksize; j<=bottomEdge()/chunksize; j++) { + for (int i=leftEdge()/chunksize; i<=rightEdge()/chunksize; i++) { + canvas()->addItemToChunk(this,i,j); + } + } + } +} + +/*! + \internal + Remove the sprite from the chunks in its Q3Canvas which it overlaps. + + \sa addToChunks() +*/ +void Q3CanvasSprite::removeFromChunks() +{ + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + for (int j=topEdge()/chunksize; j<=bottomEdge()/chunksize; j++) { + for (int i=leftEdge()/chunksize; i<=rightEdge()/chunksize; i++) { + canvas()->removeItemFromChunk(this,i,j); + } + } + } +} + +/*! + The width of the sprite for the current frame's image. + + \sa frame() +*/ +//### mark: Why don't we have width(int) and height(int) to be +//consistent with leftEdge() and leftEdge(int)? +int Q3CanvasSprite::width() const +{ + return image()->width(); +} + +/*! + The height of the sprite for the current frame's image. + + \sa frame() +*/ +int Q3CanvasSprite::height() const +{ + return image()->height(); +} + + +/*! + Draws the current frame's image at the sprite's current position + on painter \a painter. +*/ +void Q3CanvasSprite::draw(QPainter& painter) +{ + painter.drawPixmap(leftEdge(),topEdge(),*image()); +} + +/*! + \class Q3CanvasView + \compat + \brief The Q3CanvasView class provides an on-screen view of a Q3Canvas. + + A Q3CanvasView is widget which provides a view of a Q3Canvas. + + If you want users to be able to interact with a canvas view, + subclass Q3CanvasView. You might then reimplement + Q3ScrollView::contentsMousePressEvent(). For example: + + \snippet doc/src/snippets/code/src_qt3support_canvas_q3canvas.cpp 1 + + The canvas view shows canvas canvas(); this can be changed using + setCanvas(). + + A transformation matrix can be used to transform the view of the + canvas in various ways, for example, zooming in or out or rotating. + For example: + + \snippet doc/src/snippets/code/src_qt3support_canvas_q3canvas.cpp 2 + + Use setWorldMatrix() to set the canvas view's world matrix: you must + ensure that the world matrix is invertible. The current world matrix + is retrievable with worldMatrix(), and its inversion is retrievable + with inverseWorldMatrix(). + + Example: + + The following code finds the part of the canvas that is visible in + this view, i.e. the bounding rectangle of the view in canvas coordinates. + + \snippet doc/src/snippets/code/src_qt3support_canvas_q3canvas.cpp 3 + + \sa QMatrix QPainter::setWorldMatrix(), QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs a Q3CanvasView with parent \a parent, and name \a name, + using the widget flags \a f. The canvas view is not associated + with a canvas, so you must to call setCanvas() to view a + canvas. +*/ +Q3CanvasView::Q3CanvasView(QWidget* parent, const char* name, Qt::WindowFlags f) + : Q3ScrollView(parent,name,f|WResizeNoErase|WStaticContents) +{ + d = new Q3CanvasViewData; + viewing = 0; + setCanvas(0); +} + +/*! + \overload + + Constructs a Q3CanvasView which views canvas \a canvas, with parent + \a parent, and name \a name, using the widget flags \a f. +*/ +Q3CanvasView::Q3CanvasView(Q3Canvas* canvas, QWidget* parent, const char* name, Qt::WindowFlags f) + : Q3ScrollView(parent,name,f|WResizeNoErase|WStaticContents) +{ + d = new Q3CanvasViewData; + viewing = 0; + setCanvas(canvas); +} + +/*! + Destroys the canvas view. The associated canvas is \e not deleted. +*/ +Q3CanvasView::~Q3CanvasView() +{ + delete d; + d = 0; + setCanvas(0); +} + +/*! + \fn Q3Canvas* Q3CanvasView::canvas() const + + Returns a pointer to the canvas which the Q3CanvasView is currently + showing. +*/ + + +/*! + Sets the canvas that the Q3CanvasView is showing to the canvas \a + canvas. +*/ +void Q3CanvasView::setCanvas(Q3Canvas* canvas) +{ + if (viewing == canvas) + return; + + if (viewing) { + disconnect(viewing); + viewing->removeView(this); + } + viewing=canvas; + if (viewing) { + connect(viewing,SIGNAL(resized()), this, SLOT(updateContentsSize())); + viewing->addView(this); + viewing->setAllChanged(); + } + if (d) // called by d'tor + updateContentsSize(); + update(); +} + +#ifndef QT_NO_TRANSFORMATIONS +/*! + Returns a reference to the canvas view's current transformation matrix. + + \sa setWorldMatrix() inverseWorldMatrix() +*/ +const QMatrix &Q3CanvasView::worldMatrix() const +{ + return d->xform; +} + +/*! + Returns a reference to the inverse of the canvas view's current + transformation matrix. + + \sa setWorldMatrix() worldMatrix() +*/ +const QMatrix &Q3CanvasView::inverseWorldMatrix() const +{ + return d->ixform; +} + +/*! + Sets the transformation matrix of the Q3CanvasView to \a wm. The + matrix must be invertible (i.e. if you create a world matrix that + zooms out by 2 times, then the inverse of this matrix is one that + will zoom in by 2 times). + + When you use this, you should note that the performance of the + Q3CanvasView will decrease considerably. + + Returns false if \a wm is not invertable; otherwise returns true. + + \sa worldMatrix() inverseWorldMatrix() QMatrix::isInvertible() +*/ +bool Q3CanvasView::setWorldMatrix(const QMatrix & wm) +{ + bool ok = wm.isInvertible(); + if (ok) { + d->xform = wm; + d->ixform = wm.invert(); + updateContentsSize(); + viewport()->update(); + } + return ok; +} +#endif + +void Q3CanvasView::updateContentsSize() +{ + if (viewing) { + QRect br; +#ifndef QT_NO_TRANSFORMATIONS + br = d->xform.map(QRect(0,0,viewing->width(),viewing->height())); +#else + br = QRect(0,0,viewing->width(),viewing->height()); +#endif + + if (br.width() < contentsWidth()) { + QRect r(contentsToViewport(QPoint(br.width(),0)), + QSize(contentsWidth()-br.width(),contentsHeight())); + d->eraseRegion = r; + } + if (br.height() < contentsHeight()) { + QRect r(contentsToViewport(QPoint(0,br.height())), + QSize(contentsWidth(),contentsHeight()-br.height())); + d->eraseRegion |= r; + } + + resizeContents(br.width(),br.height()); + } else { + d->eraseRegion = rect(); + resizeContents(1,1); + } +} + +/*! + Repaints part of the Q3Canvas that the canvas view is showing + starting at \a cx by \a cy, with a width of \a cw and a height of \a + ch using the painter \a p. +*/ +void Q3CanvasView::drawContents(QPainter *p, int cx, int cy, int cw, int ch) +{ + QRect r(cx,cy,cw,ch); + if (!d->eraseRegion.isEmpty()) { + const QVector<QRect> rects = d->eraseRegion.rects(); + for (int i = 0; i < rects.size(); ++i) + p->eraseRect(rects.at(i)); + + d->eraseRegion = QRegion(); + } + + if (viewing) { + viewing->drawViewArea(this,p,r,false); + } else { + p->eraseRect(r); + } +} + +/*! + \reimp + \internal + + (Implemented to get rid of a compiler warning.) +*/ +void Q3CanvasView::drawContents(QPainter *) +{ +} + +/*! + Suggests a size sufficient to view the entire canvas. +*/ +QSize Q3CanvasView::sizeHint() const +{ + if (!canvas()) + return Q3ScrollView::sizeHint(); + // should maybe take transformations into account + return (canvas()->size() + 2 * QSize(frameWidth(), frameWidth())) + .boundedTo(3 * QApplication::desktop()->size() / 4); +} + +/*! + \class Q3CanvasPolygonalItem + \compat + \brief The Q3CanvasPolygonalItem class provides a polygonal canvas item + on a Q3Canvas. + + The mostly rectangular classes, such as Q3CanvasSprite and + Q3CanvasText, use the object's bounding rectangle for movement, + repainting and collision calculations. For most other items, the + bounding rectangle can be far too large -- a diagonal line being + the worst case, and there are many other cases which are also bad. + Q3CanvasPolygonalItem provides polygon-based bounding rectangle + handling, etc., which is much faster for non-rectangular items. + + Derived classes should try to define as small an area as possible + to maximize efficiency, but the polygon must \e definitely be + contained completely within the polygonal area. Calculating the + exact requirements is usually difficult, but if you allow a small + overestimate it can be easy and quick, while still getting almost + all of Q3CanvasPolygonalItem's speed. + + Note that all subclasses \e must call hide() in their destructor + since hide() needs to be able to access areaPoints(). + + Normally, Q3CanvasPolygonalItem uses the odd-even algorithm for + determining whether an object intersects this object. You can + change this to the winding algorithm using setWinding(). + + The bounding rectangle is available using boundingRect(). The + points bounding the polygonal item are retrieved with + areaPoints(). Use areaPointsAdvanced() to retrieve the bounding + points the polygonal item \e will have after + Q3CanvasItem::advance(1) has been called. + + If the shape of the polygonal item is about to change while the + item is visible, call invalidate() before updating with a + different result from \l areaPoints(). + + By default, Q3CanvasPolygonalItem objects have a black pen and no + brush (the default QPen and QBrush constructors). You can change + this with setPen() and setBrush(), but note that some + Q3CanvasPolygonalItem subclasses only use the brush, ignoring the + pen setting. + + The polygonal item can be drawn on a painter with draw(). + Subclasses must reimplement drawShape() to draw themselves. + + Like any other canvas item polygonal items can be moved with + Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by setting coordinates + with Q3CanvasItem::setX(), Q3CanvasItem::setY() and Q3CanvasItem::setZ(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + + +/* + Since most polygonal items don't have a pen, the default is + NoPen and a black brush. +*/ +static const QPen& defaultPolygonPen() +{ + static QPen* dp=0; + if (!dp) + dp = new QPen; + return *dp; +} + +static const QBrush& defaultPolygonBrush() +{ + static QBrush* db=0; + if (!db) + db = new QBrush; + return *db; +} + +/*! + Constructs a Q3CanvasPolygonalItem on the canvas \a canvas. +*/ +Q3CanvasPolygonalItem::Q3CanvasPolygonalItem(Q3Canvas* canvas) : + Q3CanvasItem(canvas), + br(defaultPolygonBrush()), + pn(defaultPolygonPen()) +{ + wind=0; +} + +/*! + Note that all subclasses \e must call hide() in their destructor + since hide() needs to be able to access areaPoints(). +*/ +Q3CanvasPolygonalItem::~Q3CanvasPolygonalItem() +{ +} + +/*! + Returns true if the polygonal item uses the winding algorithm to + determine the "inside" of the polygon. Returns false if it uses + the odd-even algorithm. + + The default is to use the odd-even algorithm. + + \sa setWinding() +*/ +bool Q3CanvasPolygonalItem::winding() const +{ + return wind; +} + +/*! + If \a enable is true, the polygonal item will use the winding + algorithm to determine the "inside" of the polygon; otherwise the + odd-even algorithm will be used. + + The default is to use the odd-even algorithm. + + \sa winding() +*/ +void Q3CanvasPolygonalItem::setWinding(bool enable) +{ + wind = enable; +} + +/*! + Invalidates all information about the area covered by the canvas + item. The item will be updated automatically on the next call that + changes the item's status, for example, move() or update(). Call + this function if you are going to change the shape of the item (as + returned by areaPoints()) while the item is visible. +*/ +void Q3CanvasPolygonalItem::invalidate() +{ + val = (uint)false; + removeFromChunks(); +} + +/*! + \fn Q3CanvasPolygonalItem::isValid() const + + Returns true if the polygonal item's area information has not been + invalidated; otherwise returns false. + + \sa invalidate() +*/ + +/*! + Returns the points the polygonal item \e will have after + Q3CanvasItem::advance(1) is called, i.e. what the points are when + advanced by the current xVelocity() and yVelocity(). +*/ +Q3PointArray Q3CanvasPolygonalItem::areaPointsAdvanced() const +{ + int dx = int(x()+xVelocity())-int(x()); + int dy = int(y()+yVelocity())-int(y()); + Q3PointArray r = areaPoints(); + r.detach(); // Explicit sharing is stupid. + if (dx || dy) + r.translate(dx,dy); + return r; +} + +//#define QCANVAS_POLYGONS_DEBUG +#ifdef QCANVAS_POLYGONS_DEBUG +static QWidget* dbg_wid=0; +static QPainter* dbg_ptr=0; +#endif + +class QPolygonalProcessor { +public: + QPolygonalProcessor(Q3Canvas* c, const Q3PointArray& pa) : + canvas(c) + { + QRect pixelbounds = pa.boundingRect(); + int cs = canvas->chunkSize(); + QRect canvasbounds = pixelbounds.intersected(canvas->rect()); + bounds.setLeft(canvasbounds.left()/cs); + bounds.setRight(canvasbounds.right()/cs); + bounds.setTop(canvasbounds.top()/cs); + bounds.setBottom(canvasbounds.bottom()/cs); + bitmap = QImage(bounds.width() + 1, bounds.height(), 1, 2, QImage::LittleEndian); + pnt = 0; + bitmap.fill(0); +#ifdef QCANVAS_POLYGONS_DEBUG + dbg_start(); +#endif + } + + inline void add(int x, int y) + { + if (pnt >= (int)result.size()) { + result.resize(pnt*2+10); + } + result[pnt++] = QPoint(x+bounds.x(),y+bounds.y()); +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) { + int cs = canvas->chunkSize(); + QRect r(x*cs+bounds.x()*cs,y*cs+bounds.y()*cs,cs-1,cs-1); + dbg_ptr->setPen(Qt::blue); + dbg_ptr->drawRect(r); + } +#endif + } + + inline void addBits(int x1, int x2, uchar newbits, int xo, int yo) + { + for (int i=x1; i<=x2; i++) + if (newbits & (1<<i)) + add(xo+i,yo); + } + +#ifdef QCANVAS_POLYGONS_DEBUG + void dbg_start() + { + if (!dbg_wid) { + dbg_wid = new QWidget; + dbg_wid->resize(800,600); + dbg_wid->show(); + dbg_ptr = new QPainter(dbg_wid); + dbg_ptr->setBrush(Qt::NoBrush); + } + dbg_ptr->fillRect(dbg_wid->rect(),Qt::white); + } +#endif + + void doSpans(int n, QPoint* pt, int* w) + { + int cs = canvas->chunkSize(); + for (int j=0; j<n; j++) { + int y = pt[j].y()/cs-bounds.y(); + if (y >= bitmap.height() || y < 0) continue; + uchar* l = bitmap.scanLine(y); + int x = pt[j].x(); + int x1 = x/cs-bounds.x(); + if (x1 > bounds.width()) continue; + x1 = QMAX(0,x1); + int x2 = (x+w[j])/cs-bounds.x(); + if (x2 < 0) continue; + x2 = QMIN(bounds.width(), x2); + int x1q = x1/8; + int x1r = x1%8; + int x2q = x2/8; + int x2r = x2%8; +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) dbg_ptr->setPen(Qt::yellow); +#endif + if (x1q == x2q) { + uchar newbits = (~l[x1q]) & (((2<<(x2r-x1r))-1)<<x1r); + if (newbits) { +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) dbg_ptr->setPen(Qt::darkGreen); +#endif + addBits(x1r,x2r,newbits,x1q*8,y); + l[x1q] |= newbits; + } + } else { +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) dbg_ptr->setPen(Qt::blue); +#endif + uchar newbits1 = (~l[x1q]) & (0xff<<x1r); + if (newbits1) { +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) dbg_ptr->setPen(Qt::green); +#endif + addBits(x1r,7,newbits1,x1q*8,y); + l[x1q] |= newbits1; + } + for (int i=x1q+1; i<x2q; i++) { + if (l[i] != 0xff) { + addBits(0,7,~l[i],i*8,y); + l[i]=0xff; + } + } + uchar newbits2 = (~l[x2q]) & (0xff>>(7-x2r)); + if (newbits2) { +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) dbg_ptr->setPen(Qt::red); +#endif + addBits(0,x2r,newbits2,x2q*8,y); + l[x2q] |= newbits2; + } + } +#ifdef QCANVAS_POLYGONS_DEBUG + if (dbg_ptr) { + dbg_ptr->drawLine(pt[j],pt[j]+QPoint(w[j],0)); + } +#endif + } + result.resize(pnt); + } + + int pnt; + Q3PointArray result; + Q3Canvas* canvas; + QRect bounds; + QImage bitmap; +}; + + +Q3PointArray Q3CanvasPolygonalItem::chunks() const +{ + Q3PointArray pa = areaPoints(); + + if (!pa.size()) { + pa.detach(); // Explicit sharing is stupid. + return pa; + } + + QPolygonalProcessor processor(canvas(),pa); + + scanPolygon(pa, wind, processor); + + return processor.result; +} +/*! + Simply calls Q3CanvasItem::chunks(). +*/ +Q3PointArray Q3CanvasRectangle::chunks() const +{ + // No need to do a polygon scan! + return Q3CanvasItem::chunks(); +} + +/*! + Returns the bounding rectangle of the polygonal item, based on + areaPoints(). +*/ +QRect Q3CanvasPolygonalItem::boundingRect() const +{ + return areaPoints().boundingRect(); +} + +/*! + Reimplemented from Q3CanvasItem, this draws the polygonal item by + setting the pen and brush for the item on the painter \a p and + calling drawShape(). +*/ +void Q3CanvasPolygonalItem::draw(QPainter & p) +{ + p.setPen(pn); + p.setBrush(br); + drawShape(p); +} + +/*! + \fn void Q3CanvasPolygonalItem::drawShape(QPainter & p) + + Subclasses must reimplement this function to draw their shape. The + pen and brush of \a p are already set to pen() and brush() prior + to calling this function. + + \sa draw() +*/ + +/*! + \fn QPen Q3CanvasPolygonalItem::pen() const + + Returns the QPen used to draw the outline of the item, if any. + + \sa setPen() +*/ + +/*! + \fn QBrush Q3CanvasPolygonalItem::brush() const + + Returns the QBrush used to fill the item, if filled. + + \sa setBrush() +*/ + +/*! + Sets the QPen used when drawing the item to the pen \a p. + Note that many Q3CanvasPolygonalItems do not use the pen value. + + \sa setBrush(), pen(), drawShape() +*/ +void Q3CanvasPolygonalItem::setPen(QPen p) +{ + if (pn != p) { + removeFromChunks(); + pn = p; + addToChunks(); + } +} + +/*! + Sets the QBrush used when drawing the polygonal item to the brush \a b. + + \sa setPen(), brush(), drawShape() +*/ +void Q3CanvasPolygonalItem::setBrush(QBrush b) +{ + if (br != b) { + br = b; + changeChunks(); + } +} + + +/*! + \class Q3CanvasPolygon + \compat + \brief The Q3CanvasPolygon class provides a polygon on a Q3Canvas. + + Paints a polygon with a QBrush. The polygon's points can be set in + the constructor or set or changed later using setPoints(). Use + points() to retrieve the points, or areaPoints() to retrieve the + points relative to the canvas's origin. + + The polygon can be drawn on a painter with drawShape(). + + Like any other canvas item polygons can be moved with + Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by setting + coordinates with Q3CanvasItem::setX(), Q3CanvasItem::setY() and + Q3CanvasItem::setZ(). + + Note: Q3CanvasPolygon does not use the pen. + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs a point-less polygon on the canvas \a canvas. You + should call setPoints() before using it further. +*/ +Q3CanvasPolygon::Q3CanvasPolygon(Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas) +{ +} + +/*! + Destroys the polygon. +*/ +Q3CanvasPolygon::~Q3CanvasPolygon() +{ + hide(); +} + +/*! + Draws the polygon using the painter \a p. + + Note that Q3CanvasPolygon does not support an outline (the pen is + always NoPen). +*/ +void Q3CanvasPolygon::drawShape(QPainter & p) +{ + // ### why can't we draw outlines? We could use drawPolyline for it. Lars + // ### see other message. Warwick + + p.setPen(NoPen); // since QRegion(Q3PointArray) excludes outline :-()-: + p.drawPolygon(poly); +} + +/*! + Sets the points of the polygon to be \a pa. These points will have + their x and y coordinates automatically translated by x(), y() as + the polygon is moved. +*/ +void Q3CanvasPolygon::setPoints(Q3PointArray pa) +{ + removeFromChunks(); + poly = pa; + poly.detach(); // Explicit sharing is stupid. + poly.translate((int)x(),(int)y()); + addToChunks(); +} + +/*! + \reimp +*/ +void Q3CanvasPolygon::moveBy(double dx, double dy) +{ + // Note: does NOT call Q3CanvasPolygonalItem::moveBy(), since that + // only does half this work. + // + int idx = int(x()+dx)-int(x()); + int idy = int(y()+dy)-int(y()); + if (idx || idy) { + removeFromChunks(); + poly.translate(idx,idy); + } + myx+=dx; + myy+=dy; + if (idx || idy) { + addToChunks(); + } +} + +/*! + \class Q3CanvasSpline + \compat + \brief The Q3CanvasSpline class provides multi-bezier splines on a Q3Canvas. + + A Q3CanvasSpline is a sequence of 4-point bezier curves joined + together to make a curved shape. + + You set the control points of the spline with setControlPoints(). + + If the bezier is closed(), then the first control point will be + re-used as the last control point. Therefore, a closed bezier must + have a multiple of 3 control points and an open bezier must have + one extra point. + + The beziers are not necessarily joined "smoothly". To ensure this, + set control points appropriately (general reference texts about + beziers will explain this in detail). + + Like any other canvas item splines can be moved with + Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by setting + coordinates with Q3CanvasItem::setX(), Q3CanvasItem::setY() and + Q3CanvasItem::setZ(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Create a spline with no control points on the canvas \a canvas. + + \sa setControlPoints() +*/ +Q3CanvasSpline::Q3CanvasSpline(Q3Canvas* canvas) : + Q3CanvasPolygon(canvas), + cl(true) +{ +} + +/*! + Destroy the spline. +*/ +Q3CanvasSpline::~Q3CanvasSpline() +{ +} + +/*! + Set the spline control points to \a ctrl. + + If \a close is true, then the first point in \a ctrl will be + re-used as the last point, and the number of control points must + be a multiple of 3. If \a close is false, one additional control + point is required, and the number of control points must be one of + (4, 7, 10, 13, ...). + + If the number of control points doesn't meet the above conditions, + the number of points will be truncated to the largest number of + points that do meet the requirement. +*/ +void Q3CanvasSpline::setControlPoints(Q3PointArray ctrl, bool close) +{ + if ((int)ctrl.count() % 3 != (close ? 0 : 1)) { + qWarning("Q3CanvasSpline::setControlPoints(): Number of points doesn't fit."); + int numCurves = (ctrl.count() - (close ? 0 : 1))/ 3; + ctrl.resize(numCurves*3 + (close ? 0 : 1)); + } + + cl = close; + bez = ctrl; + recalcPoly(); +} + +/*! + Returns the current set of control points. + + \sa setControlPoints(), closed() +*/ +Q3PointArray Q3CanvasSpline::controlPoints() const +{ + return bez; +} + +/*! + Returns true if the control points are a closed set; otherwise + returns false. +*/ +bool Q3CanvasSpline::closed() const +{ + return cl; +} + +void Q3CanvasSpline::recalcPoly() +{ + Q3PtrList<Q3PointArray> segs; + segs.setAutoDelete(true); + int n=0; + for (int i=0; i<(int)bez.count()-1; i+=3) { + Q3PointArray ctrl(4); + ctrl[0] = bez[i+0]; + ctrl[1] = bez[i+1]; + ctrl[2] = bez[i+2]; + if (cl) + ctrl[3] = bez[(i+3)%(int)bez.count()]; + else + ctrl[3] = bez[i+3]; + Q3PointArray *seg = new Q3PointArray(ctrl.cubicBezier()); + n += seg->count()-1; + segs.append(seg); + } + Q3PointArray p(n+1); + n=0; + for (Q3PointArray* seg = segs.first(); seg; seg = segs.next()) { + for (int i=0; i<(int)seg->count()-1; i++) + p[n++] = seg->point(i); + if (n == (int)p.count()-1) + p[n] = seg->point(seg->count()-1); + } + Q3CanvasPolygon::setPoints(p); +} + +/*! + \fn Q3PointArray Q3CanvasPolygonalItem::areaPoints() const + + This function must be reimplemented by subclasses. It \e must + return the points bounding (i.e. outside and not touching) the + shape or drawing errors will occur. +*/ + +/*! + \fn Q3PointArray Q3CanvasPolygon::points() const + + Returns the vertices of the polygon, not translated by the position. + + \sa setPoints(), areaPoints() +*/ +Q3PointArray Q3CanvasPolygon::points() const +{ + Q3PointArray pa = areaPoints(); + pa.translate(int(-x()),int(-y())); + return pa; +} + +/*! + Returns the vertices of the polygon translated by the polygon's + current x(), y() position, i.e. relative to the canvas's origin. + + \sa setPoints(), points() +*/ +Q3PointArray Q3CanvasPolygon::areaPoints() const +{ + return poly.copy(); +} + +/*! + \class Q3CanvasLine + \compat + \brief The Q3CanvasLine class provides a line on a Q3Canvas. + + The line inherits functionality from Q3CanvasPolygonalItem, for + example the setPen() function. The start and end points of the + line are set with setPoints(). + + Like any other canvas item lines can be moved with + Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by setting + coordinates with Q3CanvasItem::setX(), Q3CanvasItem::setY() and + Q3CanvasItem::setZ(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs a line from (0,0) to (0,0) on \a canvas. + + \sa setPoints() +*/ +Q3CanvasLine::Q3CanvasLine(Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas) +{ + x1 = y1 = x2 = y2 = 0; +} + +/*! + Destroys the line. +*/ +Q3CanvasLine::~Q3CanvasLine() +{ + hide(); +} + +/*! + \reimp +*/ +void Q3CanvasLine::setPen(QPen p) +{ + Q3CanvasPolygonalItem::setPen(p); +} + +/*! + \fn QPoint Q3CanvasLine::startPoint () const + + Returns the start point of the line. + + \sa setPoints(), endPoint() +*/ + +/*! + \fn QPoint Q3CanvasLine::endPoint () const + + Returns the end point of the line. + + \sa setPoints(), startPoint() +*/ + +/*! + Sets the line's start point to (\a xa, \a ya) and its end point to + (\a xb, \a yb). +*/ +void Q3CanvasLine::setPoints(int xa, int ya, int xb, int yb) +{ + if (x1 != xa || x2 != xb || y1 != ya || y2 != yb) { + removeFromChunks(); + x1 = xa; + y1 = ya; + x2 = xb; + y2 = yb; + addToChunks(); + } +} + +/*! + \reimp +*/ +void Q3CanvasLine::drawShape(QPainter &p) +{ + p.drawLine((int)(x()+x1), (int)(y()+y1), (int)(x()+x2), (int)(y()+y2)); +} + +/*! + \reimp + + Note that the area defined by the line is somewhat thicker than + the line that is actually drawn. +*/ +Q3PointArray Q3CanvasLine::areaPoints() const +{ + Q3PointArray p(4); + int xi = int(x()); + int yi = int(y()); + int pw = pen().width(); + int dx = QABS(x1-x2); + int dy = QABS(y1-y2); + pw = pw*4/3+2; // approx pw*sqrt(2) + int px = x1<x2 ? -pw : pw ; + int py = y1<y2 ? -pw : pw ; + if (dx && dy && (dx > dy ? (dx*2/dy <= 2) : (dy*2/dx <= 2))) { + // steep + if (px == py) { + p[0] = QPoint(x1+xi ,y1+yi+py); + p[1] = QPoint(x2+xi-px,y2+yi ); + p[2] = QPoint(x2+xi ,y2+yi-py); + p[3] = QPoint(x1+xi+px,y1+yi ); + } else { + p[0] = QPoint(x1+xi+px,y1+yi ); + p[1] = QPoint(x2+xi ,y2+yi-py); + p[2] = QPoint(x2+xi-px,y2+yi ); + p[3] = QPoint(x1+xi ,y1+yi+py); + } + } else if (dx > dy) { + // horizontal + p[0] = QPoint(x1+xi+px,y1+yi+py); + p[1] = QPoint(x2+xi-px,y2+yi+py); + p[2] = QPoint(x2+xi-px,y2+yi-py); + p[3] = QPoint(x1+xi+px,y1+yi-py); + } else { + // vertical + p[0] = QPoint(x1+xi+px,y1+yi+py); + p[1] = QPoint(x2+xi+px,y2+yi-py); + p[2] = QPoint(x2+xi-px,y2+yi-py); + p[3] = QPoint(x1+xi-px,y1+yi+py); + } + return p; +} + +/*! + \reimp + +*/ + +void Q3CanvasLine::moveBy(double dx, double dy) +{ + Q3CanvasPolygonalItem::moveBy(dx, dy); +} + +/*! + \class Q3CanvasRectangle + \compat + \brief The Q3CanvasRectangle class provides a rectangle on a Q3Canvas. + + This item paints a single rectangle which may have any pen() and + brush(), but may not be tilted/rotated. For rotated rectangles, + use Q3CanvasPolygon. + + The rectangle's size and initial position can be set in the + constructor. The size can be set or changed later using setSize(). + Use height() and width() to retrieve the rectangle's dimensions. + + The rectangle can be drawn on a painter with drawShape(). + + Like any other canvas item rectangles can be moved with + Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by setting + coordinates with Q3CanvasItem::setX(), Q3CanvasItem::setY() and + Q3CanvasItem::setZ(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs a rectangle at position (0,0) with both width and + height set to 32 pixels on \a canvas. +*/ +Q3CanvasRectangle::Q3CanvasRectangle(Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas), + w(32), h(32) +{ +} + +/*! + Constructs a rectangle positioned and sized by \a r on \a canvas. +*/ +Q3CanvasRectangle::Q3CanvasRectangle(const QRect& r, Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas), + w(r.width()), h(r.height()) +{ + move(r.x(),r.y()); +} + +/*! + Constructs a rectangle at position (\a x, \a y) and size \a width + by \a height, on \a canvas. +*/ +Q3CanvasRectangle::Q3CanvasRectangle(int x, int y, int width, int height, + Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas), + w(width), h(height) +{ + move(x,y); +} + +/*! + Destroys the rectangle. +*/ +Q3CanvasRectangle::~Q3CanvasRectangle() +{ + hide(); +} + + +/*! + Returns the width of the rectangle. +*/ +int Q3CanvasRectangle::width() const +{ + return w; +} + +/*! + Returns the height of the rectangle. +*/ +int Q3CanvasRectangle::height() const +{ + return h; +} + +/*! + Sets the \a width and \a height of the rectangle. +*/ +void Q3CanvasRectangle::setSize(int width, int height) +{ + if (w != width || h != height) { + removeFromChunks(); + w = width; + h = height; + addToChunks(); + } +} + +/*! + \fn QSize Q3CanvasRectangle::size() const + + Returns the width() and height() of the rectangle. + + \sa rect(), setSize() +*/ + +/*! + \fn QRect Q3CanvasRectangle::rect() const + + Returns the integer-converted x(), y() position and size() of the + rectangle as a QRect. +*/ + +/*! + \reimp +*/ +Q3PointArray Q3CanvasRectangle::areaPoints() const +{ + Q3PointArray pa(4); + int pw = (pen().width()+1)/2; + if (pw < 1) pw = 1; + if (pen() == NoPen) pw = 0; + pa[0] = QPoint((int)x()-pw,(int)y()-pw); + pa[1] = pa[0] + QPoint(w+pw*2,0); + pa[2] = pa[1] + QPoint(0,h+pw*2); + pa[3] = pa[0] + QPoint(0,h+pw*2); + return pa; +} + +/*! + Draws the rectangle on painter \a p. +*/ +void Q3CanvasRectangle::drawShape(QPainter & p) +{ + p.drawRect((int)x(), (int)y(), w, h); +} + + +/*! + \class Q3CanvasEllipse + \compat + \brief The Q3CanvasEllipse class provides an ellipse or ellipse segment on a Q3Canvas. + + A canvas item that paints an ellipse or ellipse segment with a QBrush. + The ellipse's height, width, start angle and angle length can be set + at construction time. The size can be changed at runtime with + setSize(), and the angles can be changed (if you're displaying an + ellipse segment rather than a whole ellipse) with setAngles(). + + Note that angles are specified in 16ths of a degree. + + \target anglediagram + \img qcanvasellipse.png Ellipse + + If a start angle and length angle are set then an ellipse segment + will be drawn. The start angle is the angle that goes from zero in a + counter-clockwise direction (shown in green in the diagram). The + length angle is the angle from the start angle in a + counter-clockwise direction (shown in blue in the diagram). The blue + segment is the segment of the ellipse that would be drawn. If no + start angle and length angle are specified the entire ellipse is + drawn. + + The ellipse can be drawn on a painter with drawShape(). + + Like any other canvas item ellipses can be moved with move() and + moveBy(), or by setting coordinates with setX(), setY() and setZ(). + + Note: Q3CanvasEllipse does not use the pen. + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs a 32x32 ellipse, centered at (0, 0) on \a canvas. +*/ +Q3CanvasEllipse::Q3CanvasEllipse(Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas), + w(32), h(32), + a1(0), a2(360*16) +{ +} + +/*! + Constructs a \a width by \a height pixel ellipse, centered at + (0, 0) on \a canvas. +*/ +Q3CanvasEllipse::Q3CanvasEllipse(int width, int height, Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas), + w(width),h(height), + a1(0),a2(360*16) +{ +} + +// ### add a constructor taking degrees in float. 1/16 degrees is stupid. Lars +// ### it's how QPainter does it, so Q3Canvas does too for consistency. If it's +// ### a good idea, it should be added to QPainter, not just to Q3Canvas. Warwick +/*! + Constructs a \a width by \a height pixel ellipse, centered at + (0, 0) on \a canvas. Only a segment of the ellipse is drawn, + starting at angle \a startangle, and extending for angle \a angle + (the angle length). + + Note that angles are specified in sixteenths of a degree. +*/ +Q3CanvasEllipse::Q3CanvasEllipse(int width, int height, + int startangle, int angle, Q3Canvas* canvas) : + Q3CanvasPolygonalItem(canvas), + w(width),h(height), + a1(startangle),a2(angle) +{ +} + +/*! + Destroys the ellipse. +*/ +Q3CanvasEllipse::~Q3CanvasEllipse() +{ + hide(); +} + +/*! + Returns the width of the ellipse. +*/ +int Q3CanvasEllipse::width() const +{ + return w; +} + +/*! + Returns the height of the ellipse. +*/ +int Q3CanvasEllipse::height() const +{ + return h; +} + +/*! + Sets the \a width and \a height of the ellipse. +*/ +void Q3CanvasEllipse::setSize(int width, int height) +{ + if (w != width || h != height) { + removeFromChunks(); + w = width; + h = height; + addToChunks(); + } +} + +/*! + \fn int Q3CanvasEllipse::angleStart() const + + Returns the start angle in 16ths of a degree. Initially + this will be 0. + + \sa setAngles(), angleLength() +*/ + +/*! + \fn int Q3CanvasEllipse::angleLength() const + + Returns the length angle (the extent of the ellipse segment) in + 16ths of a degree. Initially this will be 360 * 16 (a complete + ellipse). + + \sa setAngles(), angleStart() +*/ + +/*! + Sets the angles for the ellipse. The start angle is \a start and + the extent of the segment is \a length (the angle length) from the + \a start. The angles are specified in 16ths of a degree. By + default the ellipse will start at 0 and have an angle length of + 360 * 16 (a complete ellipse). + + \sa angleStart(), angleLength() +*/ +void Q3CanvasEllipse::setAngles(int start, int length) +{ + if (a1 != start || a2 != length) { + removeFromChunks(); + a1 = start; + a2 = length; + addToChunks(); + } +} + +/*! + \reimp +*/ +Q3PointArray Q3CanvasEllipse::areaPoints() const +{ + Q3PointArray r; + // makeArc at 0,0, then translate so that fixed point math doesn't overflow + r.makeArc(int(x()-w/2.0+0.5)-1, int(y()-h/2.0+0.5)-1, w+3, h+3, a1, a2); + r.resize(r.size()+1); + r.setPoint(r.size()-1,int(x()),int(y())); + return r; +} + +// ### support outlines! Lars +// ### QRegion doesn't, so we cannot (try it). Warwick +/*! + Draws the ellipse, centered at x(), y() using the painter \a p. + + Note that Q3CanvasEllipse does not support an outline (the pen is + always NoPen). +*/ +void Q3CanvasEllipse::drawShape(QPainter & p) +{ + p.setPen(NoPen); // since QRegion(Q3PointArray) excludes outline :-()-: + if (!a1 && a2 == 360*16) { + p.drawEllipse(int(x()-w/2.0+0.5), int(y()-h/2.0+0.5), w, h); + } else { + p.drawPie(int(x()-w/2.0+0.5), int(y()-h/2.0+0.5), w, h, a1, a2); + } +} + + +/*! + \class Q3CanvasText + \compat + \brief The Q3CanvasText class provides a text object on a Q3Canvas. + + A canvas text item has text with font, color and alignment + attributes. The text and font can be set in the constructor or set + or changed later with setText() and setFont(). The color is set + with setColor() and the alignment with setTextFlags(). The text + item's bounding rectangle is retrieved with boundingRect(). + + The text can be drawn on a painter with draw(). + + Like any other canvas item text items can be moved with + Q3CanvasItem::move() and Q3CanvasItem::moveBy(), or by setting + coordinates with Q3CanvasItem::setX(), Q3CanvasItem::setY() and + Q3CanvasItem::setZ(). + + \sa QtCanvas, {Porting to Graphics View} +*/ + +/*! + Constructs a Q3CanvasText with the text "\<text\>", on \a canvas. +*/ +Q3CanvasText::Q3CanvasText(Q3Canvas* canvas) : + Q3CanvasItem(canvas), + txt(QLatin1String("<text>")), flags(0) +{ + setRect(); +} + +// ### add textflags to the constructor? Lars +/*! + Constructs a Q3CanvasText with the text \a t, on canvas \a canvas. +*/ +Q3CanvasText::Q3CanvasText(const QString& t, Q3Canvas* canvas) : + Q3CanvasItem(canvas), + txt(t), flags(0) +{ + setRect(); +} + +// ### see above +/*! + Constructs a Q3CanvasText with the text \a t and font \a f, on the + canvas \a canvas. +*/ +Q3CanvasText::Q3CanvasText(const QString& t, QFont f, Q3Canvas* canvas) : + Q3CanvasItem(canvas), + txt(t), flags(0), + fnt(f) +{ + setRect(); +} + +/*! + Destroys the canvas text item. +*/ +Q3CanvasText::~Q3CanvasText() +{ + removeFromChunks(); +} + +/*! + Returns the bounding rectangle of the text. +*/ +QRect Q3CanvasText::boundingRect() const { return brect; } + +void Q3CanvasText::setRect() +{ + brect = QFontMetrics(fnt).boundingRect(int(x()), int(y()), 0, 0, flags, txt); +} + +/*! + \fn int Q3CanvasText::textFlags() const + + Returns the currently set alignment flags. + + \sa setTextFlags() Qt::AlignmentFlag +*/ + + +/*! + Sets the alignment flags to \a f. These are a bitwise OR of the + flags available to QPainter::drawText() -- see the + \l{Qt::AlignmentFlag}s. + + \sa setFont() setColor() +*/ +void Q3CanvasText::setTextFlags(int f) +{ + if (flags != f) { + removeFromChunks(); + flags = f; + setRect(); + addToChunks(); + } +} + +/*! + Returns the text item's text. + + \sa setText() +*/ +QString Q3CanvasText::text() const +{ + return txt; +} + + +/*! + Sets the text item's text to \a t. The text may contain newlines. + + \sa text(), setFont(), setColor() setTextFlags() +*/ +void Q3CanvasText::setText(const QString& t) +{ + if (txt != t) { + removeFromChunks(); + txt = t; + setRect(); + addToChunks(); + } +} + +/*! + Returns the font in which the text is drawn. + + \sa setFont() +*/ +QFont Q3CanvasText::font() const +{ + return fnt; +} + +/*! + Sets the font in which the text is drawn to font \a f. + + \sa font() +*/ +void Q3CanvasText::setFont(const QFont& f) +{ + if (f != fnt) { + removeFromChunks(); + fnt = f; + setRect(); + addToChunks(); + } +} + +/*! + Returns the color of the text. + + \sa setColor() +*/ +QColor Q3CanvasText::color() const +{ + return col; +} + +/*! + Sets the color of the text to the color \a c. + + \sa color(), setFont() +*/ +void Q3CanvasText::setColor(const QColor& c) +{ + col=c; + changeChunks(); +} + + +/*! + \reimp +*/ +void Q3CanvasText::moveBy(double dx, double dy) +{ + int idx = int(x()+dx)-int(x()); + int idy = int(y()+dy)-int(y()); + if (idx || idy) { + removeFromChunks(); + } + myx+=dx; + myy+=dy; + if (idx || idy) { + brect.moveBy(idx,idy); + addToChunks(); + } +} + +/*! + Draws the text using the painter \a painter. +*/ +void Q3CanvasText::draw(QPainter& painter) +{ + painter.setFont(fnt); + painter.setPen(col); + painter.drawText(painter.fontMetrics().boundingRect(int(x()), int(y()), 0, 0, flags, txt), flags, txt); +} + +/*! + \reimp +*/ +void Q3CanvasText::changeChunks() +{ + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + for (int j=brect.top()/chunksize; j<=brect.bottom()/chunksize; j++) { + for (int i=brect.left()/chunksize; i<=brect.right()/chunksize; i++) { + canvas()->setChangedChunk(i,j); + } + } + } +} + +/*! + Adds the text item to the appropriate chunks. +*/ +void Q3CanvasText::addToChunks() +{ + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + for (int j=brect.top()/chunksize; j<=brect.bottom()/chunksize; j++) { + for (int i=brect.left()/chunksize; i<=brect.right()/chunksize; i++) { + canvas()->addItemToChunk(this,i,j); + } + } + } +} + +/*! + Removes the text item from the appropriate chunks. +*/ +void Q3CanvasText::removeFromChunks() +{ + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + for (int j=brect.top()/chunksize; j<=brect.bottom()/chunksize; j++) { + for (int i=brect.left()/chunksize; i<=brect.right()/chunksize; i++) { + canvas()->removeItemFromChunk(this,i,j); + } + } + } +} + + +/*! + Returns 0 (Q3CanvasItem::Rtti_Item). + + Make your derived classes return their own values for rtti(), so + that you can distinguish between objects returned by + Q3Canvas::at(). You should use values greater than 1000 to allow + for extensions to this class. + + Overuse of this functionality can damage its extensibility. For + example, once you have identified a base class of a Q3CanvasItem + found by Q3Canvas::at(), cast it to that type and call meaningful + methods rather than acting upon the object based on its rtti + value. + + For example: + + \snippet doc/src/snippets/code/src_qt3support_canvas_q3canvas.cpp 4 +*/ +int Q3CanvasItem::rtti() const { return RTTI; } +int Q3CanvasItem::RTTI = Rtti_Item; + +/*! + Returns 1 (Q3CanvasItem::Rtti_Sprite). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasSprite::rtti() const { return RTTI; } +int Q3CanvasSprite::RTTI = Rtti_Sprite; + +/*! + Returns 2 (Q3CanvasItem::Rtti_PolygonalItem). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasPolygonalItem::rtti() const { return RTTI; } +int Q3CanvasPolygonalItem::RTTI = Rtti_PolygonalItem; + +/*! + Returns 3 (Q3CanvasItem::Rtti_Text). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasText::rtti() const { return RTTI; } +int Q3CanvasText::RTTI = Rtti_Text; + +/*! + Returns 4 (Q3CanvasItem::Rtti_Polygon). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasPolygon::rtti() const { return RTTI; } +int Q3CanvasPolygon::RTTI = Rtti_Polygon; + +/*! + Returns 5 (Q3CanvasItem::Rtti_Rectangle). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasRectangle::rtti() const { return RTTI; } +int Q3CanvasRectangle::RTTI = Rtti_Rectangle; + +/*! + Returns 6 (Q3CanvasItem::Rtti_Ellipse). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasEllipse::rtti() const { return RTTI; } +int Q3CanvasEllipse::RTTI = Rtti_Ellipse; + +/*! + Returns 7 (Q3CanvasItem::Rtti_Line). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasLine::rtti() const { return RTTI; } +int Q3CanvasLine::RTTI = Rtti_Line; + +/*! + Returns 8 (Q3CanvasItem::Rtti_Spline). + + \sa Q3CanvasItem::rtti() +*/ +int Q3CanvasSpline::rtti() const { return RTTI; } +int Q3CanvasSpline::RTTI = Rtti_Spline; + +/*! + Constructs a Q3CanvasSprite which uses images from the + Q3CanvasPixmapArray \a a. + + The sprite in initially positioned at (0, 0) on \a canvas, using + frame 0. +*/ +Q3CanvasSprite::Q3CanvasSprite(Q3CanvasPixmapArray* a, Q3Canvas* canvas) : + Q3CanvasItem(canvas), + frm(0), + anim_val(0), + anim_state(0), + anim_type(0), + images(a) +{ +} + + +/*! + Set the array of images used for displaying the sprite to the + Q3CanvasPixmapArray \a a. + + If the current frame() is larger than the number of images in \a + a, the current frame will be reset to 0. +*/ +void Q3CanvasSprite::setSequence(Q3CanvasPixmapArray* a) +{ + bool isvisible = isVisible(); + if (isvisible && images) + hide(); + images = a; + if (frm >= (int)images->count()) + frm = 0; + if (isvisible) + show(); +} + +/*! +\internal + +Marks any chunks the sprite touches as changed. +*/ +void Q3CanvasSprite::changeChunks() +{ + if (isVisible() && canvas()) { + int chunksize=canvas()->chunkSize(); + for (int j=topEdge()/chunksize; j<=bottomEdge()/chunksize; j++) { + for (int i=leftEdge()/chunksize; i<=rightEdge()/chunksize; i++) { + canvas()->setChangedChunk(i,j); + } + } + } +} + +/*! + Destroys the sprite and removes it from the canvas. Does \e not + delete the images. +*/ +Q3CanvasSprite::~Q3CanvasSprite() +{ + removeFromChunks(); +} + +/*! + Sets the animation frame used for displaying the sprite to \a f, + an index into the Q3CanvasSprite's Q3CanvasPixmapArray. The call + will be ignored if \a f is larger than frameCount() or smaller + than 0. + + \sa frame() move() +*/ +void Q3CanvasSprite::setFrame(int f) +{ + move(x(),y(),f); +} + +/*! + \enum Q3CanvasSprite::FrameAnimationType + + This enum is used to identify the different types of frame + animation offered by Q3CanvasSprite. + + \value Cycle at each advance the frame number will be incremented by + 1 (modulo the frame count). + \value Oscillate at each advance the frame number will be + incremented by 1 up to the frame count then decremented to by 1 to + 0, repeating this sequence forever. +*/ + +/*! + Sets the animation characteristics for the sprite. + + For \a type == \c Cycle, the frames will increase by \a step + at each advance, modulo the frameCount(). + + For \a type == \c Oscillate, the frames will increase by \a step + at each advance, up to the frameCount(), then decrease by \a step + back to 0, repeating forever. + + The \a state parameter is for internal use. +*/ +void Q3CanvasSprite::setFrameAnimation(FrameAnimationType type, int step, int state) +{ + anim_val = step; + anim_type = type; + anim_state = state; + setAnimated(true); +} + +/*! + Extends the default Q3CanvasItem implementation to provide the + functionality of setFrameAnimation(). + + The \a phase is 0 or 1: see Q3CanvasItem::advance() for details. + + \sa Q3CanvasItem::advance() setVelocity() +*/ +void Q3CanvasSprite::advance(int phase) +{ + if (phase==1) { + int nf = frame(); + if (anim_type == Oscillate) { + if (anim_state) + nf += anim_val; + else + nf -= anim_val; + if (nf < 0) { + nf = abs(anim_val); + anim_state = !anim_state; + } else if (nf >= frameCount()) { + nf = frameCount()-1-abs(anim_val); + anim_state = !anim_state; + } + } else { + nf = (nf + anim_val + frameCount()) % frameCount(); + } + move(x()+xVelocity(),y()+yVelocity(),nf); + } +} + + +/*! + \fn int Q3CanvasSprite::frame() const + + Returns the index of the current animation frame in the + Q3CanvasSprite's Q3CanvasPixmapArray. + + \sa setFrame(), move() +*/ + +/*! + \fn int Q3CanvasSprite::frameCount() const + + Returns the number of frames in the Q3CanvasSprite's + Q3CanvasPixmapArray. +*/ + + +/*! + Moves the sprite to (\a x, \a y). +*/ +void Q3CanvasSprite::move(double x, double y) { Q3CanvasItem::move(x,y); } + +/*! + \fn void Q3CanvasSprite::move(double nx, double ny, int nf) + + Moves the sprite to (\a nx, \a ny) and sets the current + frame to \a nf. \a nf will be ignored if it is larger than + frameCount() or smaller than 0. +*/ +void Q3CanvasSprite::move(double nx, double ny, int nf) +{ + if (isVisible() && canvas()) { + hide(); + Q3CanvasItem::move(nx,ny); + if (nf >= 0 && nf < frameCount()) + frm=nf; + show(); + } else { + Q3CanvasItem::move(nx,ny); + if (nf >= 0 && nf < frameCount()) + frm=nf; + } +} + +class Q3CanvasPolygonScanner : public Q3PolygonScanner { + QPolygonalProcessor& processor; +public: + Q3CanvasPolygonScanner(QPolygonalProcessor& p) : + processor(p) + { + } + void processSpans(int n, QPoint* point, int* width) + { + processor.doSpans(n,point,width); + } +}; + +void Q3CanvasPolygonalItem::scanPolygon(const Q3PointArray& pa, int winding, QPolygonalProcessor& process) const +{ + Q3CanvasPolygonScanner scanner(process); + scanner.scan(pa,winding); +} + +QT_END_NAMESPACE |