本文整理汇总了C++中WldScene::applyGroupGrid方法的典型用法代码示例。如果您正苦于以下问题:C++ WldScene::applyGroupGrid方法的具体用法?C++ WldScene::applyGroupGrid怎么用?C++ WldScene::applyGroupGrid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WldScene
的用法示例。
在下文中一共展示了WldScene::applyGroupGrid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
void WLD_ModeSelect::mouseRelease(QGraphicsSceneMouseEvent *mouseEvent)
{
if(!scene) return;
WldScene *s = dynamic_cast<WldScene *>(scene);
if( mouseEvent->button() != Qt::LeftButton )
{
dontCallEvent = true;
return;
}
s->cursor->hide();
s->haveSelected = false;
QString ObjType;
bool collisionPassed = false;
//History
WorldData historyBuffer;// bool deleted=false;
WorldData historySourceBuffer;
if(s->PasteFromBuffer)
{
s->paste( s->WldBuffer, mouseEvent->scenePos().toPoint() );
s->Debugger_updateItemList();
s->PasteFromBuffer = false;
s->mouseMoved=false;
MainWinConnect::pMainWin->on_actionSelect_triggered();
}
QList<QGraphicsItem*> selectedList = s->selectedItems();
// check for grid snap
if ((!selectedList.isEmpty())&&(s->mouseMoved))
{
//Set Grid Size/Offset, sourcePosition
setItemSourceData(selectedList.first(), selectedList.first()->data(0).toString());
//Check first selected element is it was moved
if( (sourcePos == QPoint(
(long)(selectedList.first()->scenePos().x()),
((long)selectedList.first()->scenePos().y())
) ) )
{
s->mouseMoved=false;
return; //break fetch when items is not moved
}
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")
{
//.........这里部分代码省略.........