kgrrenderer.cpp 9.13 KB
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/****************************************************************************
 *    Copyright 2012  Ian Wadham <iandw.au@gmail.com>                       *
 *                                                                          *
 *    This program is free software; you can redistribute it and/or         *
 *    modify it under the terms of the GNU General Public License as        *
 *    published by the Free Software Foundation; either version 2 of        *
 *    the License, or (at your option) any later version.                   *
 *                                                                          *
 *    This program is distributed in the hope that it will be useful,       *
 *    but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
 *    GNU General Public License for more details.                          *
 *                                                                          *
 *    You should have received a copy of the GNU General Public License     *
 *    along with this program.  If not, see <http://www.gnu.org/licenses/>. *
 ****************************************************************************/

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    // TODO - Border tiles, display tiles.
    // TODO - Add attributes to theme: HasBorderTiles, HasDisplayTiles.

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#include <KGameRenderer>
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#include <KGameRenderedItem>
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#include <KgThemeProvider>
#include <KgThemeSelector>
#include <KLocalizedString>

#include <QDebug>
#include <QString>
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#include <QGraphicsScene>
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#include "kgrglobals.h"
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#include "kgrthemetypes.h"
#include "kgrrenderer.h"

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#include <cmath>

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KGrRenderer::KGrRenderer (QGraphicsScene * scene)
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    :
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    QObject (scene),
    m_scene (scene)
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{
    qDebug() << "KGrRenderer called";

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    // Set up two theme providers: for the Set and the Actors.
    m_setProvider     = new KgThemeProvider("Theme", this);	// Save config.
    m_actorsProvider  = new KgThemeProvider("",      this);	// Do not save.

    // Find SVG files for the Set, i.e. tiles and backgrounds.
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    const QMetaObject * setThemeClass = & KGrSetTheme::staticMetaObject;
    m_setProvider->discoverThemes ("appdata", QLatin1String ("themes"),
                                   QLatin1String ("egypt"), setThemeClass);

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    // Find SVG files for the Actors, i.e. hero and enemies.
    const QMetaObject * actorsThemeClass = & KGrActorsTheme::staticMetaObject;
    m_actorsProvider->discoverThemes ("appdata", QLatin1String ("themes"),
                                   QLatin1String ("egypt"), actorsThemeClass);

    // Set up a dialog for selecting themes.
    m_themeSelector  = new KgThemeSelector (m_setProvider,
                                            KgThemeSelector::DefaultBehavior,
                                            0);	// No parent: modeless dialog.
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    // Set up the renderer for the Set, i.e. tiles and backgrounds.
    m_setRenderer    = new KGameRenderer (m_setProvider);
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    m_setRenderer->setParent (this);
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    m_setRenderer->setFrameSuffix ("_%1");
    m_setRenderer->setFrameBaseIndex (1);
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    // Set up the renderer for the Actors, i.e. hero and enemies.
    m_actorsRenderer = new KGameRenderer (m_actorsProvider);
    m_actorsRenderer->setParent (this);
    m_actorsRenderer->setFrameSuffix ("_%1");
    m_actorsRenderer->setFrameBaseIndex (1);

    // Match the Actors SVG theme to the Set theme, whenever the theme changes.
    connect (m_setProvider, SIGNAL(currentThemeChanged(const KgTheme*)),
             this,            SLOT(currentThemeChanged(const KgTheme*)));

    // Match the starting SVG theme for the Actors to the one for the Set.
    currentThemeChanged (m_setProvider->currentTheme());
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}

KGrRenderer::~KGrRenderer()
{
    delete m_themeSelector;
}

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void KGrRenderer::currentThemeChanged (const KgTheme* currentSetTheme)
{
    // Start of game or change of theme: initialise the counts of pixmap keys.
    initPixmapKeys();

    // Make the Actors theme (hero, etc.) match the Set theme (bricks, etc.).
    qDebug() << "KGrRenderer::currentThemeChanged()" << currentSetTheme->name();
    foreach (const KgTheme * actorsTheme, m_actorsProvider->themes()) {
	if (actorsTheme->customData("Set") ==
            currentSetTheme->customData("Set")) {
	    m_actorsProvider->setCurrentTheme (actorsTheme);
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	    break;
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	}
    }
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    // Save the KGoldrunner attributes of the current theme.
    QString s     = currentSetTheme->customData("DrawCanvasBorder", "0");
    m_hasBorder   = (s == QString ("1"));
    s             = currentSetTheme->customData("BorderColor", "#000000");
    m_borderColor = QColor (s);
    s             = currentSetTheme->customData("TextColor", "#FFFFFF");
    m_textColor   = QColor (s);

    // Fill the scene (and view) with the new background color.  Do this even if
    // the background has no border, to avoid ugly white rectangles appearing
    // if rendering and painting is momentarily a bit slow.
    m_scene->setBackgroundBrush (m_borderColor);
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}

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void KGrRenderer::selectTheme()
{
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    // Show the theme-selection dialog.
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    m_themeSelector->showAsDialog (i18n("Theme Selector"));
}

KGrRenderer::PixmapSpec KGrRenderer::keyTable [] = {
    {ENEMY,    Actors, "enemy_1",       "",   -1, -2},	// For editor only.
    {HERO,     Actors, "hero_1",        "",   -1, -2},	// For editor only.
    {CONCRETE, Set,    "concrete",      "-%1", 0, -2},
    {BRICK,    Set,    "brick",         "-%1", 0, -2},
    {FBRICK,   Set,    "false_brick",   "",   -1, -2},	// For editor only.
    {HLADDER,  Set,    "hidden_ladder", "",   -1, -2},	// For editor only.
    {LADDER,   Set,    "ladder",        "-%1", 0, -2},
    {NUGGET,   Set,    "gold",          "-%1", 0, -2},
    {BAR,      Set,    "bar",           "-%1", 0, -2},
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    {BACKDROP, Set,    "background",    "%1",  0, -2},
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    {FREE,     Set,    "empty",         "",   -1, -2}	// Must be last entry.
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};

void KGrRenderer::initPixmapKeys()
{
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    // Set all pixmaps in keyTable[] as "not counted yet" (frameCount -2).
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    int index = 0;
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    do {
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	keyTable[index].frameCount = -2;
	index++;
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    } while (keyTable[index].picType != FREE);
}

KGameRenderedItem * KGrRenderer::getTileItem
                    (const char picType, KGameRenderedItem * currentTile)
{
    if (currentTile) {
	// Remove the tile that was here before.
        m_scene->removeItem (currentTile);
        delete currentTile;
    }

    int index;
    if ((picType == FREE) || ((index = findKeyTableIndex (picType)) < 0)) {
        return 0;	// Empty place or missing type, so no KGameRenderedItem.
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    }
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    // Get the pixmap key and use one of the two renderers to create the tile.
    QString key = getPixmapKey (picType, index);
    KGameRenderedItem * tile =
                new KGameRenderedItem ((keyTable[index].picSource == Set) ?
                                       m_setRenderer : m_actorsRenderer, key);
    m_scene->addItem (tile);
    return tile;
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}

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QString KGrRenderer::getPixmapKey (const char picType, const int index)
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{
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    QString pixmapKey = "";
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    // int index = findKeyTableIndex (picType);
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    int frameCount = (index < 0) ? -1 : keyTable[index].frameCount;
    if (frameCount > -1) {
	pixmapKey = keyTable[index].picKey;	// No suffix.
	if (frameCount > 0) {
	    // Pick a random frame number and add it as a suffix.
	    // Note: We are not worried about having a good seed for this.
	    pixmapKey = pixmapKey + QString(keyTable[index].frameSuffix);
	    pixmapKey = pixmapKey.arg (keyTable[index].frameBaseIndex +
				       (rand() % frameCount));
	}
    }
    return pixmapKey;
}
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QString KGrRenderer::getBackgroundKey (const int level)
{
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    QString pixmapKey = "";
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    int index = findKeyTableIndex (BACKDROP);
    int frameCount = (index < 0) ? -1 : keyTable[index].frameCount;
    if (frameCount > -1) {
	pixmapKey = keyTable[index].picKey;
	if (frameCount > 0) {
	    // Cycle through available backgrounds as the game-level increases.
	    pixmapKey = pixmapKey + QString(keyTable[index].frameSuffix);
	    pixmapKey = pixmapKey.arg (level % frameCount);
	}
    }
    return pixmapKey;
}

int KGrRenderer::findKeyTableIndex (const char picType)
{
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    int index = 0;
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    while (true) {		// Find ANY picType, including FREE.
	if (keyTable[index].picType == picType) {
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	    if (keyTable[index].frameCount == -2) {
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		keyTable[index].frameCount = countFrames (index);
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	    }
	    break;
	}
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	else if (keyTable[index].picType == FREE) {
	    index = -1;		// Not found.
	    break;
	}
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	index++;
    }
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    return index;
}

int KGrRenderer::countFrames (const int index)
{
    int count = -1;
    int frame = keyTable[index].frameBaseIndex;
    KGameRenderer * r = (keyTable[index].picSource == Set) ? m_setRenderer :
                                                             m_actorsRenderer;
    if (r->spriteExists (keyTable[index].picKey)) {
        count++;
    }

    if ((count == 0) && (QString(keyTable[index].picKey) != QString("brick"))) {
	return count;
    }

    if (frame < 0) {
	return count;		// This element cannot have more than one frame.
    }

    count = 0;
    QString pixmapKey = QString(keyTable[index].picKey) +
                        QString(keyTable[index].frameSuffix);
    while (r->spriteExists (pixmapKey.arg (frame))) {
	count++;
	frame++;
    }

    return count;
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}

#include "kgrrenderer.moc"