void KisColorSelector::drawOutline(QPainter& painter, const QRect& rect)
{
    painter.setRenderHint(QPainter::Antialiasing, true);
    painter.resetTransform();
    painter.translate(rect.x() + rect.width()/2, rect.y() + rect.height()/2);
    painter.scale(rect.width()/2, rect.height()/2);
    painter.setPen(QPen(QBrush(Qt::gray), 0.005));
    
    if (getNumPieces() > 1) {
        for(int i=0; i<getNumRings(); ++i) {
            painter.resetTransform();
            painter.translate(rect.x() + rect.width()/2, rect.y() + rect.height()/2);
            painter.scale(rect.width()/2, rect.height()/2);
            painter.rotate(-m_colorRings[i].getShift().degrees());
            
            for(int j=0; j<m_colorRings[i].pieced.size(); ++j)
                painter.drawPath(m_colorRings[i].pieced[j]);
        }
        
        if (m_selectedRing >= 0 && m_selectedPiece >= 0) {
            painter.resetTransform();
            painter.translate(rect.x() + rect.width()/2, rect.y() + rect.height()/2);
            painter.rotate(-m_colorRings[m_selectedRing].getShift().degrees());
            painter.scale(rect.width()/2, rect.height()/2);
            
            painter.setPen(QPen(QBrush(Qt::red), 0.01));
            painter.drawPath(m_colorRings[m_selectedRing].pieced[m_selectedPiece]);
        }
    }
    else {
        for(int i=0; i<getNumRings(); ++i) {
            qreal rad = m_colorRings[i].outerRadius;
            painter.drawEllipse(QRectF(-rad, -rad, rad*2.0, rad*2.0));
        }
    }
    
    if (m_selectedRing >= 0) {
        qreal iRad = m_colorRings[m_selectedRing].innerRadius;
        qreal oRad = m_colorRings[m_selectedRing].outerRadius;
        
        painter.setPen(QPen(QBrush(Qt::red), 0.005));
        painter.drawEllipse(QRectF(-iRad, -iRad, iRad*2.0, iRad*2.0));
        painter.drawEllipse(QRectF(-oRad, -oRad, oRad*2.0, oRad*2.0));
        
        if (getNumPieces() <= 1) {
            float c = std::cos(-m_selectedColor.getH() * PI2);
            float s = std::sin(-m_selectedColor.getH() * PI2);
            painter.drawLine(QPointF(c*iRad, s*iRad), QPointF(c*oRad, s*oRad));
        }
    }
}
Exemple #2
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void Game::play(bool verbose)
    {
        
        while(getNumResources() > 0 && getNumPieces() > 1)
            round();
        
    }
void KisColorSelector::mousePressEvent(QMouseEvent* event)
{
    m_clickPos       = mapCoord(event->posF(), m_renderArea);
    m_mouseMoved     = false;
    m_pressedButtons = event->buttons();
    m_clickedRing    = getSaturationIndex(m_clickPos);
    
    qint8 clickedLightPiece = getLightIndex(event->posF());
    
    if (clickedLightPiece >= 0) {
        setLight(getLight(event->posF()), m_relativeLight);
        m_selectedLightPiece = clickedLightPiece;
        setSelectedColor(m_selectedColor, !(m_pressedButtons & Qt::RightButton), true);
        m_mouseMoved   = true;
    }
    else if (m_clickedRing >= 0) {
        if (getNumPieces() > 1) {
            for(int i=0; i<getNumRings(); ++i)
                m_colorRings[i].setTemporaries(m_selectedColor);
        }
        else {
            Radian angle = std::atan2(m_clickPos.x(), m_clickPos.y()) - RAD_90;
            m_selectedColor.setH(angle.scaled(0.0f, 1.0f));
            m_selectedColor.setS(getSaturation(m_clickedRing));
            m_selectedColor.setX(getLight(m_light, m_selectedColor.getH(), m_relativeLight));
            setSelectedColor(m_selectedColor, !(m_pressedButtons & Qt::RightButton), true);
            m_selectedRing = m_clickedRing;
            m_mouseMoved   = true;
            update();
        }
    }
}
Exemple #4
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    // play game until over
    void Game::play(bool verbose) {
        __verbose = verbose;
        round();

        if(getNumPieces()>1 && getNumResources() > 0) {
            play(verbose);
        }
    }
void KisColorSelector::setInverseSaturation(bool inverse)
{
    if (m_inverseSaturation != inverse) {
        m_selectedRing      = (getNumRings()-1) - m_selectedRing;
        m_inverseSaturation = inverse;
        recalculateRings(quint8(getNumRings()), quint8(getNumPieces()));
        update();
    }
}
Exemple #6
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    void Game::play(bool verbose) {
        __verbose = verbose;
        __status = PLAYING;
        round();

        if (getNumResources() > 0) {
            if (getNumPieces() > 0) {
                play(verbose);
            }
        }
    }
void KisColorSelector::setNumRings(int num)
{
    num = qBound(MIN_NUM_SATURATION_RINGS, num, MAX_NUM_SATURATION_RINGS);
    
    recalculateRings(quint8(num), quint8(getNumPieces()));
    
    if (m_selectedRing >= 0)
        m_selectedRing = getSaturationIndex(m_selectedColor.getS());
    
    update();
}
void KisColorSelector::mouseMoveEvent(QMouseEvent* event)
{
    QPointF dragPos           = mapCoord(event->posF(), m_renderArea);
    qint8   clickedLightPiece = getLightIndex(event->posF());
    
    if (clickedLightPiece >= 0) {
        setLight(getLight(event->posF()), m_relativeLight);
        m_selectedLightPiece = clickedLightPiece;
        setSelectedColor(m_selectedColor, m_selectedColorIsFgColor, true);
    }
    
    if (m_clickedRing < 0)
        return;
    
    if (getNumPieces() > 1) {
        float angle     = std::atan2(dragPos.x(), dragPos.y()) - std::atan2(m_clickPos.x(), m_clickPos.y());
        float dist      = std::sqrt(dragPos.x()*dragPos.x() + dragPos.y()*dragPos.y()) * 0.80f;
        float threshold = 5.0f * (1.0f-(dist*dist));
        
        if (qAbs(angle * TO_DEG) >= threshold || m_mouseMoved) {
            bool selectedRingMoved = true;
            
            if (m_pressedButtons & Qt::RightButton) {
                selectedRingMoved                 = m_clickedRing == m_selectedRing;
                m_colorRings[m_clickedRing].angle = m_colorRings[m_clickedRing].tmpAngle + angle;
            }
            else for(int i=0; i<getNumRings(); ++i)
                m_colorRings[i].angle = m_colorRings[i].tmpAngle + angle;
            
            if (selectedRingMoved) {
                KisColor color = m_colorRings[m_clickedRing].tmpColor;
                Radian   angle = m_colorRings[m_clickedRing].getMovedAngel() + (color.getH()*PI2);
                color.setH(angle.scaled(0.0f, 1.0f));
                color.setX(getLight(m_light, color.getH(), m_relativeLight));
                
                m_selectedPiece = getHueIndex(angle, m_colorRings[m_clickedRing].getShift());
                setSelectedColor(color, m_selectedColorIsFgColor, true);
            }
            
            m_mouseMoved = true;
        }
    }
    else {
        Radian angle = std::atan2(dragPos.x(), dragPos.y()) - RAD_90;
        m_selectedColor.setH(angle.scaled(0.0f, 1.0f));
        m_selectedColor.setX(getLight(m_light, m_selectedColor.getH(), m_relativeLight));
        setSelectedColor(m_selectedColor, m_selectedColorIsFgColor, true);
    }
    
    update();
}
void KisColorSelector::mouseReleaseEvent(QMouseEvent* /*event*/)
{
    if (!m_mouseMoved && m_clickedRing >= 0) {
        Radian angle = std::atan2(m_clickPos.x(), m_clickPos.y()) - RAD_90;
        
        m_selectedRing  = m_clickedRing;
        m_selectedPiece = getHueIndex(angle, m_colorRings[m_clickedRing].getShift());
        
        if (getNumPieces() > 1)
            m_selectedColor.setH(getHue(m_selectedPiece, m_colorRings[m_clickedRing].getShift()));
        else
            m_selectedColor.setH(angle.scaled(0.0f, 1.0f));
        
        m_selectedColor.setS(getSaturation(m_selectedRing));
        m_selectedColor.setX(getLight(m_light, m_selectedColor.getH(), m_relativeLight));
        
        setSelectedColor(m_selectedColor, !(m_pressedButtons & Qt::RightButton));
    }
    else if (m_mouseMoved)
        setSelectedColor(m_selectedColor, m_selectedColorIsFgColor);
    
    m_clickedRing = -1;
    update();
}
Exemple #10
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    void Game::round(){
        
        if(__round == 0 && __verbose){
            __status = PLAYING;
            cout << endl << *this;
        }
        for (int i = 0; i < __grid.size(); ++i) {
            if(__grid[i]!= nullptr){
                if(__grid[i]->isViable()) {
                    if (!__grid[i]->getTurned()) {
                        Agent * agent = dynamic_cast<Agent*>(__grid[i]);
                        if(agent) {
                            __grid[i]->setTurned(true);
                            Position currentPos = __grid[i]->getPosition();
                            Surroundings surround = getSurroundings(currentPos);
                            ActionType action = __grid[i]->takeTurn(surround);
                            if (action != STAY) {
                                Position newPos = move(currentPos, action);
                                int newPosIndx = (newPos.x * __width + newPos.y);
                                (*__grid[i]) * (*__grid[newPosIndx]);
                                if(!__grid[i]->isViable()){
                                    delete __grid[i];
                                    __grid[i]= nullptr;
                                }
                                else {
                                    __grid[i]->setPosition(newPos);
                                    if (__grid[newPosIndx] != nullptr) {
                                        delete __grid[newPosIndx];
                                        __grid[newPosIndx] = __grid[i];
                                        __grid[i] = nullptr;
                                    }
                                    else {
                                        __grid[newPosIndx] = __grid[i];
                                        __grid[i] = nullptr;
                                    }
                                }
                                if(!__grid[newPosIndx]->isViable()){
                                    delete __grid[newPosIndx];
                                    __grid[newPosIndx]= nullptr;
                                }
                            }
                        }
                    }
                }
            }
        }
        for (int j = 0; j < __grid.size(); ++j) {
            if(__grid[j] != nullptr) {
                if (!__grid[j]->isViable()) {
                    delete __grid[j];
                    __grid[j] = nullptr;
                }
                else {
                    __grid[j]->setTurned(false);
                    __grid[j]->age();
                }
            }
        }
        if(getNumPieces()< 2 || getNumResources() < 1)
            __status = OVER;
        ++__round; //

        if(__verbose)
            cout << endl << *this;

    }
Exemple #11
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    // play a single round
    void Game::round() {

        if(__round == 0 && __verbose) {
            __status = PLAYING;
            std::cout << std::endl << *this;
        }
        for (int count = 0; count < __grid.size(); ++count) {
            if(__grid[count]!= nullptr) {
                if(__grid[count]->isViable()) {
                    if (! __grid[count]->getTurned()) {
                        Agent * agent = dynamic_cast<Agent*>(__grid[count]);
                        if(agent) {
                            __grid[count]->setTurned(true);
                            Position currPosition = __grid[count]->getPosition();
                            Surroundings s = getSurroundings(currPosition);
                            ActionType aT = __grid[count]->takeTurn(s);

                            if (aT != STAY) {
                                Position newPosition = move(currPosition, aT);
                                int newPosIndex = (newPosition.x * __width + newPosition.y);
                                (*__grid[count]) * (*__grid[newPosIndex]);

                                if(! __grid[count]->isViable())
                                {
                                    delete __grid[count];
                                    __grid[count]= nullptr;
                                }

                                else
                                {
                                    __grid[count]->setPosition(newPosition);

                                    if (__grid[newPosIndex] != nullptr)
                                    {
                                        delete __grid[newPosIndex];
                                        __grid[newPosIndex] = __grid[count];
                                        __grid[count] = nullptr;
                                    }

                                    else
                                    {
                                        __grid[newPosIndex] = __grid[count];
                                        __grid[count] = nullptr;
                                    }
                                }

                                if(! __grid[newPosIndex]->isViable())
                                {
                                    delete __grid[newPosIndex];
                                    __grid[newPosIndex]= nullptr;
                                }
                            }
                        }
                    }
                }
            }
        }
        for (int i = 0; i < __grid.size(); i++) {
            if(__grid[i] != nullptr) {
                if (!__grid[i]->isViable()) {
                    delete __grid[i];
                    __grid[i] = nullptr;
                }
                else
                {
                    __grid[i]->setTurned(false);
                    __grid[i]->age();
                }
            }
        }
        if(getNumPieces()< 2 || getNumResources() < 1)
        {
            __status = OVER;
        }
        ++__round;

        if(__verbose)
        {
            std::cout << std::endl << *this;
        }

    }
Exemple #12
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qreal KisColorSelector::getHue(int hueIdx, Radian shift) const
{
    Radian hue = (qreal(hueIdx) / qreal(getNumPieces())) * PI2;
    hue += shift;
    return hue.scaled(0.0f, 1.0f);
}
Exemple #13
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qint8 KisColorSelector::getHueIndex(Radian hue, Radian shift) const
{
    hue -= shift;
    qreal partSize = 1.0 / qreal(getNumPieces());
    return qint8(qRound(hue.scaled(0.0f, 1.0f) / partSize) % getNumPieces());
}