86 lines
3.9 KiB
C++
86 lines
3.9 KiB
C++
#include "sceneinventorypanel.h"
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#include "features/gamefeatures.h"
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#include "features/qw_statemachine.h"
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#include "qw_globalmetadata.h"
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SceneInventoryPanel::SceneInventoryPanel()
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{
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metadata.pixmap_path = QWGlobalMetadata::valueBy("InventoryPanel:pixmap_path").toString();
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metadata.on_hid = QRect(QPoint(QWGlobalMetadata::valueBy("InventoryPanel:on_hid:bot_left_x" ).toInt(), // x1
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QWGlobalMetadata::valueBy("InventoryPanel:on_hid:bot_left_y" ).toInt()), // y1
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QPoint(QWGlobalMetadata::valueBy("InventoryPanel:on_hid:top_right_x").toInt(), // x4
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QWGlobalMetadata::valueBy("InventoryPanel:on_hid:top_right_y").toInt())); // y4
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metadata.on_shw = QRect(QPoint(QWGlobalMetadata::valueBy("InventoryPanel:on_shw:bot_left_x" ).toInt(), // x1
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QWGlobalMetadata::valueBy("InventoryPanel:on_shw:bot_left_y" ).toInt()), // y1
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QPoint(QWGlobalMetadata::valueBy("InventoryPanel:on_shw:top_right_x").toInt(), // x4
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QWGlobalMetadata::valueBy("InventoryPanel:on_shw:top_right_y").toInt())); // y4
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/* /
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* 2-------4 /
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* | | <-
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* 1-------3
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*/
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setPixmap(QPixmap(metadata.pixmap_path));
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}
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void SceneInventoryPanel::onClick()
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{
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emit signalOnInventory();
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}
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void SceneInventoryPanel::onConnect(std::unique_ptr<GameFeatures> &game_features)
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{
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game_features->ptr_inventory->setInventoryPanel(shared_from_this());
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QObject::connect(this, //sender
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SIGNAL(signalOnInventory()),
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game_features->ptr_inventory, // receiver
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SLOT(onClicked()));
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}
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void SceneInventoryPanel::onBuildingStateMachine(QWStateMachine *state_machine, std::unique_ptr<GameFeatures> &game_features)
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{
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// Establisihing animation for inventory panel
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QPropertyAnimation *anim = new QPropertyAnimation(shared_from_this().get(), "geometry");
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anim->setDuration(200);
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anim->setEasingCurve(QEasingCurve::InBack);
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QState *state_gameplay = new QState;
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state_machine->registerState("state_gameplay", state_gameplay);
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connect(state_gameplay, SIGNAL(entered()), game_features->ptr_scene, SLOT(onEntryGameplay()));
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QState *state_inventory = new QState;
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state_machine->registerState("state_inventory", state_inventory);
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connect(state_inventory, SIGNAL(entered()), game_features->ptr_scene, SLOT(onEntryInventory()));
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QEventTransition *enter_inventory_transition = new QEventTransition(game_features->ptr_view, QEvent::Wheel);
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enter_inventory_transition->setTargetState(state_inventory);
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enter_inventory_transition->addAnimation(anim);
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state_gameplay->addTransition(enter_inventory_transition);
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QEventTransition *leave_inventory_transition = new QEventTransition(game_features->ptr_view, QEvent::Wheel);
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leave_inventory_transition->setTargetState(state_gameplay);
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leave_inventory_transition->addAnimation(anim);
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state_inventory->addTransition(leave_inventory_transition);
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state_gameplay->assignProperty(this, "geometry", metadata.on_hid);
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state_inventory->assignProperty(this, "geometry", metadata.on_shw);
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state_machine->addState(state_gameplay);
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state_machine->addState(state_inventory);
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}
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////////////////////////
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void SceneInventoryPanel::setPixmap(const QPixmap &pix) noexcept
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{
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pix_rect = pix;
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Q_ASSERT(!pix_rect.isNull());
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}
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QPixmap SceneInventoryPanel::pixmap() const noexcept
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{
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return pix_rect;
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}
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