189 lines
4.6 KiB
C++
189 lines
4.6 KiB
C++
/*
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* TopView.cpp
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*
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* Copyright (C) 2008 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "TopView.h"
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#include <Data/Level.h>
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#include <Data/Room.h>
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#include <Data/Triangle.h>
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#include <Gui/RenderArea.h>
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#include <GL/gl.h>
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#include <cmath>
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#include <set>
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namespace ZoomEdit {
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namespace View {
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bool TopView::Edge::operator<(const Edge &e) const {
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if(v1->getX() < e.v1->getX())
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return true;
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if(v1->getX() > e.v1->getX())
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return false;
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if(v1->getY() < e.v1->getY())
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return true;
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if(v1->getY() > e.v1->getY())
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return false;
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if(v1->getZ() < e.v1->getZ())
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return true;
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if(v1->getZ() > e.v1->getZ())
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return false;
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if(v2->getX() < e.v2->getX())
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return true;
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if(v2->getX() > e.v2->getX())
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return false;
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if(v2->getY() < e.v2->getY())
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return true;
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if(v2->getY() > e.v2->getY())
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return false;
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if(v2->getZ() < e.v2->getZ())
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return true;
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if(v2->getZ() > e.v2->getZ())
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return false;
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return false;
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}
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void TopView::drawGrid(Gui::RenderArea *renderArea) {
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float depth = 1.25f + 0.04f*zoomLevel;
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float depth2 = std::floor(depth);
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float step = std::pow(0.1f, depth2);
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float width = renderArea->get_width()/scale;
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float height = renderArea->get_height()/scale;
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float x1 = xCenter - width/2;
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float x2 = xCenter + width/2;
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float y1 = yCenter - height/2;
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float y2 = yCenter + height/2;
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glLineWidth(1.0f);
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glBegin(GL_LINES);
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for(int i = 0; 0.4f*(depth-depth2+i-1) < 0.5f; ++i) {
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float f = std::min(0.4f*(depth-depth2+i), 0.5f);
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glColor3f(f, f, f);
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for(f = x1 - std::fmod(x1, step); f <= x2; f+=step) {
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glVertex2f(f, y1);
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glVertex2f(f, y2);
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}
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for(f = y1 - std::fmod(y1, step); f <= y2; f+=step) {
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glVertex2f(x1, f);
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glVertex2f(x2, f);
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}
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step *= 10;
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}
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glEnd();
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}
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void TopView::renderRoom(Data::Room *room) {
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const std::list<Data::Triangle*> &floor = room->getFloorTriangles();
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std::multiset<Edge> edges;
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glColor4f(0.0f, 0.7f, 1.0f, 0.3f);
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glBegin(GL_TRIANGLES);
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for(std::list<Data::Triangle*>::const_iterator t = floor.begin(); t != floor.end(); ++t) {
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for(int i = 0; i < 3; ++i) {
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const Data::Vertex &v = (*t)->getVertex(i);
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const Data::Vertex &v2 = (*t)->getVertex((i+1)%3);
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glVertex2f(v.getX(), v.getZ());
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edges.insert(Edge(&v, &v2));
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}
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}
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glEnd();
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for(std::multiset<Edge>::iterator next = edges.begin(); next != edges.end();) {
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std::multiset<Edge>::iterator edge = next++;
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std::multiset<Edge>::iterator edge2 = edges.find(Edge(edge->v2, edge->v1));
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if(edge2 != edges.end()) {
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edges.erase(edge2);
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next = edge;
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++next;
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edges.erase(edge);
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}
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}
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glColor4f(0.0f, 0.7f, 1.0f, 0.7f);
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glLineWidth(1.0f);
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glBegin(GL_LINES);
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for(std::multiset<Edge>::iterator edge = edges.begin(); edge != edges.end(); ++edge) {
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glVertex2f(edge->v1->getX(), edge->v1->getZ());
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glVertex2f(edge->v2->getX(), edge->v2->getZ());
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}
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glEnd();
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}
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void TopView::zoom(Gui::RenderArea *renderArea, int zoom, float x, float y) {
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const float oldScale = scale;
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zoomLevel = std::max(std::min(zoomLevel + zoom, 50), -100);
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scale = 100*std::pow(1.1f, zoomLevel);
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xCenter += x*(1/oldScale - 1/scale);
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yCenter += y*(1/oldScale - 1/scale);
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renderArea->queue_draw();
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}
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void TopView::move(Gui::RenderArea *renderArea, float x, float y, unsigned int state) {
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if(!(state & GDK_BUTTON3_MASK))
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return;
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xCenter += x/scale;
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yCenter += y/scale;
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renderArea->queue_draw();
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}
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void TopView::render(Gui::RenderArea *renderArea) {
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glClear(GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glScalef(scale, scale, 1);
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glTranslatef(-xCenter, -yCenter, 0);
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drawGrid(renderArea);
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if(!level)
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return;
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const std::list<Data::Room*> &rooms = level->getRooms();
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for(std::list<Data::Room*>::const_iterator room = rooms.begin(); room != rooms.end(); ++room)
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renderRoom(*room);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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}
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}
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