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C++ WldScene::addMoveHistory方法代码示例

本文整理汇总了C++中WldScene::addMoveHistory方法的典型用法代码示例。如果您正苦于以下问题:C++ WldScene::addMoveHistory方法的具体用法?C++ WldScene::addMoveHistory怎么用?C++ WldScene::addMoveHistory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WldScene的用法示例。


在下文中一共展示了WldScene::addMoveHistory方法的1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: mouseRelease


//.........这里部分代码省略.........
        s->applyGroupGrid(selectedList);

        // Check collisions
        //Only if collision ckecking enabled
        if(!s->PasteFromBuffer)
        {
            if(s->opts.collisionsEnabled && s->checkGroupCollisions(&selectedList))
            {
                collisionPassed = false;
                s->returnItemBackGroup(selectedList);
            }
            else
            {
                collisionPassed = true;
                //applyArrayForItemGroup(selectedList);
                s->WldData->modified=true;
            }
        }


        if((collisionPassed) || (!s->opts.collisionsEnabled))
        for (QList<QGraphicsItem*>::iterator it = selectedList.begin();
             it != selectedList.end(); it++)
        { ////////////////////////SECOND FETCH///////////////////////
           ObjType = (*it)->data(0).toString();

           /////////////////////////GET DATA///////////////
           setItemSourceData((*it), (*it)->data(0).toString()); //Set Grid Size/Offset, sourcePosition
           /////////////////////////GET DATA/////////////////////

           //Check position
           if( (sourcePos == QPoint((long)((*it)->scenePos().x()), ((long)(*it)->scenePos().y()))))
           {
               s->mouseMoved=false;
               break; //break fetch when items is not moved
           }

           if( ObjType == "TILE")
           {
               //Applay move into main array
               historySourceBuffer.tiles.push_back(((ItemTile *)(*it))->tileData);
               ((ItemTile *)(*it))->tileData.x = (long)(*it)->scenePos().x();
               ((ItemTile *)(*it))->tileData.y = (long)(*it)->scenePos().y();
               ((ItemTile *)(*it))->arrayApply();
               historyBuffer.tiles.push_back(((ItemTile *)(*it))->tileData);
               s->WldData->modified = true;
           }
           else
           if( ObjType == "SCENERY")
           {
               //Applay move into main array
               historySourceBuffer.scenery.push_back(((ItemScene *)(*it))->sceneData);
               ((ItemScene *)(*it))->sceneData.x = (long)(*it)->scenePos().x();
               ((ItemScene *)(*it))->sceneData.y = (long)(*it)->scenePos().y();
               ((ItemScene *)(*it))->arrayApply();
               historyBuffer.scenery.push_back(((ItemScene *)(*it))->sceneData);
               s->WldData->modified = true;
           }
           else
           if( ObjType == "PATH")
           {
               //Applay move into main array
               historySourceBuffer.paths.push_back(((ItemPath*)(*it))->pathData);
               ((ItemPath *)(*it))->pathData.x = (long)(*it)->scenePos().x();
               ((ItemPath *)(*it))->pathData.y = (long)(*it)->scenePos().y();
               ((ItemPath *)(*it))->arrayApply();
               historyBuffer.paths.push_back(((ItemPath *)(*it))->pathData);
               s->WldData->modified = true;
           }
           else
           if( ObjType == "LEVEL")
           {
               //Applay move into main array
               historySourceBuffer.levels.push_back(((ItemLevel *)(*it))->levelData);
               ((ItemLevel *)(*it))->levelData.x = (long)(*it)->scenePos().x();
               ((ItemLevel *)(*it))->levelData.y = (long)(*it)->scenePos().y();
               ((ItemLevel *)(*it))->arrayApply();
               historyBuffer.levels.push_back(((ItemLevel *)(*it))->levelData);
               s->WldData->modified = true;
           }
           else
           if( ObjType == "MUSICBOX")
           {
               //Applay move into main array
               historySourceBuffer.music.push_back(((ItemMusic *)(*it))->musicData);
               ((ItemMusic *)(*it))->musicData.x = (long)(*it)->scenePos().x();
               ((ItemMusic *)(*it))->musicData.y = (long)(*it)->scenePos().y();
               ((ItemMusic *)(*it))->arrayApply();
               historyBuffer.music.push_back(((ItemMusic *)(*it))->musicData);
               s->WldData->modified = true;
           }

        }////////////////////////SECOND FETCH///////////////////////

        if(s->mouseMoved)
            s->addMoveHistory(historySourceBuffer, historyBuffer);

        s->mouseMoved = false;
    }
}
开发者ID:hacheipe399,项目名称:PlatGEnWohl,代码行数:101,代码来源:wld_mode_select.cpp


注:本文中的WldScene::addMoveHistory方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。