mirror of
https://github.com/mapmapteam/mapmap.git
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173 lines
4.6 KiB
C++
173 lines
4.6 KiB
C++
/*
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* Mapping.h
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*
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* (c) 2013 Sofian Audry -- info(@)sofianaudry(.)com
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* (c) 2013 Alexandre Quessy -- alexandre(@)quessy(.)net
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MAPPING_H_
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#define MAPPING_H_
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#include <QtGlobal>
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#include <tr1/memory>
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#include "Shape.h"
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#include "Paint.h"
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#include "UidAllocator.h"
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/**
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* Mapping is the central concept of this software.
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*
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* A Mapping represents a relationship between an input Paint and
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* and output Shape where the paint (possibly modified by some other
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* attributes or an input Shape in the case of TextureMapping) is
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* projected on the output shape.
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*
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* Mapping instances are stacked as layers by the MappingManager. One
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* can thus change their opacity level, toggle their visibility, set
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* them in "solo" mode and lock them.
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*/
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class Mapping
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{
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protected:
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/// The input Paint instance.
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Paint::ptr _paint;
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/// The output Shape instance.
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MShape::ptr _shape;
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private:
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static UidAllocator allocator;
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uid _id;
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bool _isLocked;
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bool _isSolo;
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bool _isVisible;
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float _opacity;
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int _depth; // depth of the layer
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protected:
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/// Constructor.
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Mapping(Paint::ptr paint, MShape::ptr shape, uid id=NULL_UID);
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public:
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typedef std::tr1::shared_ptr<Mapping> ptr;
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virtual ~Mapping();
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static const UidAllocator& getUidAllocator() { return allocator; }
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/**
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* Sets up this Mapping: its Paint and its Shape.
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* Calls the build() method of its Paint and Shape.
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*/
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virtual void build() {
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_paint->build();
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_shape->build();
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}
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/// The type of the mapping (expressed as a string).
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virtual QString getType() const = 0;
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/// Returns the paint.
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Paint::ptr getPaint() const { return _paint; }
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/// Returns the (output) shape.
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MShape::ptr getShape() const { return _shape; }
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/// Returns true iff the mapping possesses an input (source) shape.
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virtual bool hasInputShape() const { return false; }
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/// Returns the input (source) shape (if this mapping has one) or a null pointer if not.
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virtual MShape::ptr getInputShape() const { return MShape::ptr(); }
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uid getId() const { return _id; }
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void setLocked(bool locked) { _isLocked = locked; }
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void setSolo(bool solo) { _isSolo = solo; }
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void setVisible(bool visible) { _isVisible = visible; }
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void setOpacity(float opacity) {
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Q_ASSERT(0.0f <= opacity && opacity <= 1.0f);
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_opacity = opacity;
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}
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void setDepth(int depth) { _depth = depth; }
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void toggleLocked() { _isLocked = !_isLocked; }
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void toggleSolo() { _isSolo = !_isSolo; }
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void toggleVisible() { _isVisible = !_isVisible; }
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bool isLocked() const { return _isLocked; }
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bool isSolo() const { return _isSolo; }
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bool isVisible() const { return _isVisible; }
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float getOpacity() const { return _opacity; }
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int getDepth() const { return _depth; }
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void setPaint(Paint::ptr p) { _paint = p; }
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void removePaint() { if (_paint) delete _paint.get(); }
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};
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/**
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* Mapping of a Color paint into a shape.
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*/
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class ColorMapping : public Mapping
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{
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public:
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ColorMapping(Paint::ptr paint, MShape::ptr shape,
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uid id=NULL_UID)
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: Mapping(paint, shape, id) {}
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virtual QString getType() const {
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return getShape()->getType() + "_color";
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}
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};
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/**
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* Object whose paint is an image texture. In the case of a texture mapping we require
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* an additional input shape to specify the area on the image where we pick the pixels.
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*/
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class TextureMapping : public Mapping
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{
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private:
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MShape::ptr _inputShape;
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public:
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TextureMapping(Paint::ptr paint,
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MShape::ptr shape,
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MShape::ptr inputShape, uid id=NULL_UID)
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: Mapping(paint, shape, id),
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_inputShape(inputShape)
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{
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// Only supports shape of the same type (for now).
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Q_ASSERT(shape->getType() == inputShape->getType());
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}
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virtual void build() {
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Mapping::build();
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_inputShape->build();
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}
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virtual QString getType() const {
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return getShape()->getType() + "_texture";
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}
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public:
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virtual bool hasInputShape() const { return true; }
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virtual MShape::ptr getInputShape() const { return _inputShape; }
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};
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#endif /* MAPPING_H_ */
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