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+/****************************************************************************
+**
+** 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