本文整理汇总了C++中TileLayer::y方法的典型用法代码示例。如果您正苦于以下问题:C++ TileLayer::y方法的具体用法?C++ TileLayer::y怎么用?C++ TileLayer::y使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TileLayer
的用法示例。
在下文中一共展示了TileLayer::y方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: endCapture
void StampBrush::endCapture()
{
if (mBrushBehavior != Capture)
return;
mBrushBehavior = Free;
TileLayer *tileLayer = currentTileLayer();
Q_ASSERT(tileLayer);
// Intersect with the layer and translate to layer coordinates
QRect captured = capturedArea();
captured &= QRect(tileLayer->x(), tileLayer->y(),
tileLayer->width(), tileLayer->height());
if (captured.isValid()) {
captured.translate(-tileLayer->x(), -tileLayer->y());
Map *map = tileLayer->map();
TileLayer *capture = tileLayer->copy(captured);
Map *stamp = new Map(map->orientation(),
capture->width(),
capture->height(),
map->tileWidth(),
map->tileHeight());
// Add tileset references to map
foreach (const SharedTileset &tileset, capture->usedTilesets())
stamp->addTileset(tileset);
stamp->addLayer(capture);
emit stampCaptured(TileStamp(stamp));
} else {
示例2: endCapture
void StampBrush::endCapture()
{
if (mBrushBehavior != Capture)
return;
mBrushBehavior = Free;
TileLayer *tileLayer = currentTileLayer();
Q_ASSERT(tileLayer);
// Intersect with the layer and translate to layer coordinates
QRect captured = capturedArea();
captured.intersect(QRect(tileLayer->x(), tileLayer->y(),
tileLayer->width(), tileLayer->height()));
if (captured.isValid()) {
captured.translate(-tileLayer->x(), -tileLayer->y());
TileLayer *capture = tileLayer->copy(captured);
emit currentTilesChanged(capture);
// A copy will have been created, so delete this version
delete capture;
} else {
updatePosition();
}
}
示例3: endCapture
void StampBrush::endCapture()
{
if (mBrushBehavior != Capture)
return;
mBrushBehavior = Free;
TileLayer *tileLayer = currentTileLayer();
Q_ASSERT(tileLayer);
// Intersect with the layer and translate to layer coordinates
QRect captured = capturedArea();
captured &= QRect(tileLayer->x(), tileLayer->y(),
tileLayer->width(), tileLayer->height());
if (captured.isValid()) {
captured.translate(-tileLayer->x(), -tileLayer->y());
Map *map = tileLayer->map();
TileLayer *capture = tileLayer->copy(captured);
Map *stamp = new Map(map->orientation(),
capture->width(),
capture->height(),
map->tileWidth(),
map->tileHeight());
//gets if the relative stagger should be the same as the base layer
int staggerIndexOffSet;
if (tileLayer->map()->staggerAxis() == Map::StaggerX)
staggerIndexOffSet = captured.x() % 2;
else
staggerIndexOffSet = captured.y() % 2;
stamp->setStaggerAxis(map->staggerAxis());
stamp->setStaggerIndex((Map::StaggerIndex)((map->staggerIndex() + staggerIndexOffSet) % 2));
// Add tileset references to map
foreach (const SharedTileset &tileset, capture->usedTilesets())
stamp->addTileset(tileset);
stamp->addLayer(capture);
emit stampCaptured(TileStamp(stamp));
} else {
示例4: tilePositionChanged
void BucketFillTool::tilePositionChanged(const QPoint &tilePos)
{
bool shiftPressed = QApplication::keyboardModifiers() & Qt::ShiftModifier;
// Optimization: we don't need to recalculate the fill area
// if the new mouse position is still over the filled region
// and the shift modifier hasn't changed.
if (mFillRegion.contains(tilePos) && shiftPressed == mLastShiftStatus)
return;
// Cache information about how the fill region was created
mLastShiftStatus = shiftPressed;
// Clear overlay to make way for a new one
// This also clears the connections so we don't get callbacks
clearOverlay();
// Skip filling if the stamp is empty
if (!mStamp || mStamp->isEmpty())
return;
// Make sure that a tile layer is selected
TileLayer *tileLayer = currentTileLayer();
if (!tileLayer)
return;
// Get the new fill region
if (!shiftPressed) {
// If not holding shift, a region is generated from the current pos
TilePainter regionComputer(mapDocument(), tileLayer);
// If the stamp is a single tile, ignore it when making the region
if (mStamp->width() == 1 && mStamp->height() == 1 &&
mStamp->cellAt(0, 0) == regionComputer.cellAt(tilePos.x(),
tilePos.y()))
return;
mFillRegion = regionComputer.computeFillRegion(tilePos);
} else {
// If holding shift, the region is the selection bounds
mFillRegion = mapDocument()->tileSelection();
// Fill region is the whole map is there is no selection
if (mFillRegion.isEmpty())
mFillRegion = tileLayer->bounds();
// The mouse needs to be in the region
if (!mFillRegion.contains(tilePos))
mFillRegion = QRegion();
}
// Ensure that a fill region was created before making an overlay layer
if (mFillRegion.isEmpty())
return;
// Create a new overlay region
mFillOverlay = new TileLayer(QString(),
tileLayer->x(),
tileLayer->y(),
tileLayer->width(),
tileLayer->height());
// Paint the new overlay
TilePainter tilePainter(mapDocument(), mFillOverlay);
tilePainter.drawStamp(mStamp, mFillRegion);
// Crop the overlay to the smallest possible size
const QRect fillBounds = mFillRegion.boundingRect();
mFillOverlay->resize(fillBounds.size(), -fillBounds.topLeft());
mFillOverlay->setX(fillBounds.x());
mFillOverlay->setY(fillBounds.y());
// Update the brush item to draw the overlay
brushItem()->setTileLayer(mFillOverlay);
// Create connections to know when the overlay should be cleared
makeConnections();
}
示例5: currentPoint
TileLayer *WangFiller::fillRegion(const TileLayer &back,
const QRegion &fillRegion) const
{
Q_ASSERT(mWangSet);
QRect boundingRect = fillRegion.boundingRect();
TileLayer *tileLayer = new TileLayer(QString(),
boundingRect.x(),
boundingRect.y(),
boundingRect.width(),
boundingRect.height());
QVector<WangId> wangIds(tileLayer->width() * tileLayer->height(), 0);
for (const QRect &rect : fillRegion.rects()) {
for (int x = rect.left(); x <= rect.right(); ++x) {
int index = x - tileLayer->x() + (rect.top() - tileLayer->y()) * tileLayer->width();
wangIds[index] = wangIdFromSurroundings(back,
fillRegion,
QPoint(x, rect.top()));
index = x - tileLayer->x() + (rect.bottom() - tileLayer->y())*tileLayer->width();
wangIds[index] = wangIdFromSurroundings(back,
fillRegion,
QPoint(x, rect.bottom()));
}
for (int y = rect.top() + 1; y < rect.bottom(); ++y) {
int index = rect.left() - tileLayer->x() + (y - tileLayer->y())*tileLayer->width();
wangIds[index] = wangIdFromSurroundings(back,
fillRegion,
QPoint(rect.left(), y));
index = rect.right() - tileLayer->x() + (y - tileLayer->y())*tileLayer->width();
wangIds[index] = wangIdFromSurroundings(back,
fillRegion,
QPoint(rect.right(), y));
}
}
for (const QRect &rect : fillRegion.rects()) {
for (int y = rect.top(); y <= rect.bottom(); ++y) {
for (int x = rect.left(); x <= rect.right(); ++x) {
QPoint currentPoint(x, y);
int currentIndex = (currentPoint.y() - tileLayer->y()) * tileLayer->width() + (currentPoint.x() - tileLayer->x());
QList<WangTile> wangTilesList = mWangSet->findMatchingWangTiles(wangIds[currentIndex]);
RandomPicker<WangTile> wangTiles;
for (const WangTile &wangTile : wangTilesList)
wangTiles.add(wangTile, mWangSet->wangTileProbability(wangTile));
while (!wangTiles.isEmpty()) {
WangTile wangTile = wangTiles.take();
bool fill = true;
if (!mWangSet->isComplete()) {
QPoint adjacentPoints[8];
getSurroundingPoints(currentPoint, mStaggeredRenderer, mStaggerAxis, adjacentPoints);
for (int i = 0; i < 8; ++i) {
QPoint p = adjacentPoints[i];
if (!fillRegion.contains(p) || !tileLayer->cellAt(p - tileLayer->position()).isEmpty())
continue;
p -= tileLayer->position();
int index = p.y() * tileLayer->width() + p.x();
WangId adjacentWangId = wangIds[index];
adjacentWangId.updateToAdjacent(wangTile.wangId(), (i + 4) % 8);
if (!mWangSet->wildWangIdIsUsed(adjacentWangId)) {
fill = wangTiles.isEmpty();
break;
}
}
}
if (fill) {
tileLayer->setCell(currentPoint.x() - tileLayer->x(),
currentPoint.y() - tileLayer->y(),
wangTile.makeCell());
QPoint adjacentPoints[8];
getSurroundingPoints(currentPoint, mStaggeredRenderer, mStaggerAxis, adjacentPoints);
for (int i = 0; i < 8; ++i) {
QPoint p = adjacentPoints[i];
if (!fillRegion.contains(p) || !tileLayer->cellAt(p - tileLayer->position()).isEmpty())
continue;
p -= tileLayer->position();
int index = p.y() * tileLayer->width() + p.x();
wangIds[index].updateToAdjacent(wangTile.wangId(), (i + 4) % 8);
}
break;
}
}
}
}
}
return tileLayer;
}