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mapmap/Mapping.h

173 lines
4.6 KiB
C++

/*
* Mapping.h
*
* (c) 2013 Sofian Audry -- info(@)sofianaudry(.)com
* (c) 2013 Alexandre Quessy -- alexandre(@)quessy(.)net
*
* 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 3 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/>.
*/
#ifndef MAPPING_H_
#define MAPPING_H_
#include <QtGlobal>
#include <tr1/memory>
#include "Shape.h"
#include "Paint.h"
#include "UidAllocator.h"
/**
* Mapping is the central concept of this software.
*
* A Mapping represents a relationship between an input Paint and
* and output Shape where the paint (possibly modified by some other
* attributes or an input Shape in the case of TextureMapping) is
* projected on the output shape.
*
* Mapping instances are stacked as layers by the MappingManager. One
* can thus change their opacity level, toggle their visibility, set
* them in "solo" mode and lock them.
*/
class Mapping
{
protected:
/// The input Paint instance.
Paint::ptr _paint;
/// The output Shape instance.
MShape::ptr _shape;
private:
static UidAllocator allocator;
uid _id;
bool _isLocked;
bool _isSolo;
bool _isVisible;
float _opacity;
int _depth; // depth of the layer
protected:
/// Constructor.
Mapping(Paint::ptr paint, MShape::ptr shape, uid id=NULL_UID);
public:
typedef std::tr1::shared_ptr<Mapping> ptr;
virtual ~Mapping();
static const UidAllocator& getUidAllocator() { return allocator; }
/**
* Sets up this Mapping: its Paint and its Shape.
* Calls the build() method of its Paint and Shape.
*/
virtual void build() {
_paint->build();
_shape->build();
}
/// The type of the mapping (expressed as a string).
virtual QString getType() const = 0;
/// Returns the paint.
Paint::ptr getPaint() const { return _paint; }
/// Returns the (output) shape.
MShape::ptr getShape() const { return _shape; }
/// Returns true iff the mapping possesses an input (source) shape.
virtual bool hasInputShape() const { return false; }
/// Returns the input (source) shape (if this mapping has one) or a null pointer if not.
virtual MShape::ptr getInputShape() const { return MShape::ptr(); }
uid getId() const { return _id; }
void setLocked(bool locked) { _isLocked = locked; }
void setSolo(bool solo) { _isSolo = solo; }
void setVisible(bool visible) { _isVisible = visible; }
void setOpacity(float opacity) {
Q_ASSERT(0.0f <= opacity && opacity <= 1.0f);
_opacity = opacity;
}
void setDepth(int depth) { _depth = depth; }
void toggleLocked() { _isLocked = !_isLocked; }
void toggleSolo() { _isSolo = !_isSolo; }
void toggleVisible() { _isVisible = !_isVisible; }
bool isLocked() const { return _isLocked; }
bool isSolo() const { return _isSolo; }
bool isVisible() const { return _isVisible; }
float getOpacity() const { return _opacity; }
int getDepth() const { return _depth; }
void setPaint(Paint::ptr p) { _paint = p; }
void removePaint() { if (_paint) delete _paint.get(); }
};
/**
* Mapping of a Color paint into a shape.
*/
class ColorMapping : public Mapping
{
public:
ColorMapping(Paint::ptr paint, MShape::ptr shape,
uid id=NULL_UID)
: Mapping(paint, shape, id) {}
virtual QString getType() const {
return getShape()->getType() + "_color";
}
};
/**
* Object whose paint is an image texture. In the case of a texture mapping we require
* an additional input shape to specify the area on the image where we pick the pixels.
*/
class TextureMapping : public Mapping
{
private:
MShape::ptr _inputShape;
public:
TextureMapping(Paint::ptr paint,
MShape::ptr shape,
MShape::ptr inputShape, uid id=NULL_UID)
: Mapping(paint, shape, id),
_inputShape(inputShape)
{
// Only supports shape of the same type (for now).
Q_ASSERT(shape->getType() == inputShape->getType());
}
virtual void build() {
Mapping::build();
_inputShape->build();
}
virtual QString getType() const {
return getShape()->getType() + "_texture";
}
public:
virtual bool hasInputShape() const { return true; }
virtual MShape::ptr getInputShape() const { return _inputShape; }
};
#endif /* MAPPING_H_ */