void QGkhyMdiArea::paintEvent(QPaintEvent * paintEvent) { QBrush bk = background(); if (0 == m_bkPic || m_bkPic->size() != size()) { m_bkPic.clear(); m_bkPic = QSharedPointer<QPixmap>(new QPixmap(size())); QPainter painter(m_bkPic.data()); QImage img(":/Resources/gkhy_gray_banner.png"); QFont font("Verdana", 10); painter.setFont(font); // We will do something just as a doctor does in his O.R. when he // gets a pot from a pig's face and then paints it onto a man's whole // face. painter.fillRect(m_bkPic->rect(), QColor(img.pixel(0, 0))); painter.drawText(m_bkPic->rect(), Qt::AlignCenter, "Beijing Transuniverse Space Technology Co., Ltd"); QRect imgSrcRect = img.rect(); QPoint offset = m_bkPic->rect().center() - imgSrcRect.center(); QRect imgDestRect = imgSrcRect.translated(offset); painter.drawImage(imgDestRect, img); } bk.setTexture(*m_bkPic); setBackground(bk); QMdiArea::paintEvent(paintEvent); }
BoxWidget::BoxWidget(QWidget *parent, BasicBox *box) : QWidget(parent) { _curveMap = new QMap<std::string, CurveWidget *>(); QBrush brush; QPixmap pix(200, 70); pix.fill(Qt::transparent); brush.setTexture(pix); QPalette palette; palette.setColor(QPalette::Background, QColor(255, 0, 0, 127)); setPalette(palette); setWindowFlags(Qt::Widget); update(); _box = box; _comboBox = new QComboBox; _curveWidget = new CurveWidget(NULL); _tabWidget = new QTabWidget; _tabWidget->lower(); _tabWidget->setAttribute(Qt::WA_TranslucentBackground, true); _stackedLayout = new QStackedLayout; _stackedLayout->setStackingMode(QStackedLayout::StackAll); _curvePageLayout = new QGridLayout; setLayout(_stackedLayout); _parentWidget = parent; _curveWidgetList = new QList<CurveWidget *>; _startMenu = NULL; _endMenu = NULL; }
bool readBrushNode( const QDomElement& element, QBrush& brush ) { bool ok = true; QColor tempColor; Qt::BrushStyle tempStyle = Qt::NoBrush; QPixmap tempPixmap; QDomNode node = element.firstChild(); while( !node.isNull() ) { QDomElement element = node.toElement(); if( !element.isNull() ) { // was really an element QString tagName = element.tagName(); if( tagName == "Color" ) { ok = ok & readColorNode( element, tempColor ); } else if( tagName == "Style" ) { QString value; ok = ok & readStringNode( element, value ); tempStyle = stringToBrushStyle( value ); } else if( tagName == "Pixmap" ) { ok = ok & readPixmapNode( element, tempPixmap ); } else { qDebug( "Unknown tag in brush" ); } } node = node.nextSibling(); } if( ok ) { brush.setColor( tempColor ); brush.setStyle( tempStyle ); if( !tempPixmap.isNull() ) brush.setTexture( tempPixmap ); } return ok; }
TListPanel::TListPanel(QWidget* parent, Qt::WindowFlags) : QGraphicsView(parent) { QPixmap *brushPixmap = new QPixmap("TListPanel/brush.png", "PNG"); QBrush *backgroundBrush = new QBrush(); backgroundBrush->setTexture(*brushPixmap); this->setBackgroundBrush(*backgroundBrush); this->setCacheMode(QGraphicsView::CacheBackground); this->setAlignment(Qt::AlignLeft | Qt::AlignTop); this->setVisible(true); scene = new QGraphicsScene(this); this->setScene(scene); //infoText = new QGraphicsTextItem(""); this->currentIndex = 0; countItems = 0; x = 0; y = 0; h = 60; otst = 10; inc = 0; listItems = new QList<frameStruct*>(); frameItems = new QList<TFrameItem*>(); }
void LevelBase::drawLevelBase(QPainter &painter) { rect = new QRect(0, floorStart, gameWindow, 40); painter.drawRect(*rect); QBrush brush; brush.setTexture(*floor); painter.fillRect(*rect, brush); }//Draws the floor
void GraphicalRobotElement::tagVisionObservations (QGraphicsEllipseItem *post, QRectF rect, QString text) { QBrush brush; QPixmap pix (700, 700); pix.fill (Qt::yellow); QPainter paint (&pix); paint.setPen ("black"); paint.drawText (rect, Qt::AlignCenter , text); brush.setTexture (pix); post->setBrush (brush); }
void LvlScene::setCircleDrawer() { if(cursor) {delete cursor; cursor=NULL;} QPen pen; QBrush brush; switch(placingItem) { case PLC_Block: case PLC_BGO: default: pen = QPen(Qt::gray, 2); brush = QBrush(Qt::darkGray); break; } //Align width and height to fit into item aligning long addW=LvlPlacingItems::gridSz-LvlPlacingItems::itemW%LvlPlacingItems::gridSz; long addH=LvlPlacingItems::gridSz-LvlPlacingItems::itemH%LvlPlacingItems::gridSz; if(addW==LvlPlacingItems::gridSz) addW=0; if(addH==LvlPlacingItems::gridSz) addH=0; LvlPlacingItems::itemW = LvlPlacingItems::itemW+addW; LvlPlacingItems::itemH = LvlPlacingItems::itemH+addH; if((placingItem != PLC_Water) && (!LvlPlacingItems::sizableBlock)) { QPixmap oneCell(LvlPlacingItems::itemW, LvlPlacingItems::itemH); oneCell.fill(QColor(0xFF, 0xFF, 0x00, 128)); QPainter p(&oneCell); p.setBrush(Qt::NoBrush); p.setPen(QPen(Qt::yellow, 2, Qt::SolidLine)); p.drawRect(0,0, LvlPlacingItems::itemW, LvlPlacingItems::itemH); brush.setTexture(oneCell); } cursor = addEllipse(0,0,1,1, pen, brush); //set data flags foreach(dataFlag flag, LvlPlacingItems::flags) cursor->setData(flag.first, flag.second); cursor->setData(ITEM_TYPE, "Circle"); cursor->setData(ITEM_IS_CURSOR, "CURSOR"); cursor->setZValue(7000); cursor->setOpacity( 0.5 ); cursor->setVisible(false); cursor->setEnabled(true); SwitchEditingMode(MODE_DrawCircle); DrawMode=true; }
void MainWindow::paintEvent(QPaintEvent *){ auto map = QPixmap(QString(":/other/bg-chess.xcf"));//":/other/bg-chess.jpg")); QPainter paint; paint.begin(this); QBrush brush; brush.setTexture(map); //brush.setStyle(Qt::RadialGradientPattern); paint.setBrush(brush);//(QBrush (QColor (255, 255, 255, 200))); paint.setPen (Qt::NoPen); paint.drawRect (0, 0, width(), height()); paint.end(); }
QGraphicsRectItem *Board::CreateBoard() { QGraphicsRectItem *item = new QGraphicsRectItem; QPixmap *pixmap = new QPixmap("D:\\programmieren\\RealChess\\ChessBoard.PNG"); QBrush *brush = new QBrush(); if(pixmap->isNull()) { item->setBrush(Qt::green); } else { brush->setTexture(*pixmap); item->setBrush(*pixmap); } item->setRect(0,0,600,600); return item; }
QBrush DesktopBackgroundDialog::background() { QBrush background; switch (m_type) { case (RazorWorkSpaceManager::BackgroundPixmap): { QPixmap pm(m_wallpaper); pm = pm.scaled(m_desktopSize, keepAspectCheckBox->isChecked() ? Qt::KeepAspectRatio : Qt::IgnoreAspectRatio, Qt::SmoothTransformation); background.setTexture(pm); break; } default: background.setColor(m_color); background.setStyle(Qt::SolidPattern); } save(); return background; }
imageViewer::imageViewer(QWidget *parent): QLabel(parent) { addToLog("image creation",LOGIMAG); validImage=false; setFrameStyle(QFrame::Sunken | QFrame::Panel); QBrush b; QPalette palette; b.setTexture(QPixmap::fromImage(QImage(":/icons/transparency.png"))); palette.setBrush(QPalette::Active,QPalette::Base,b); palette.setBrush(QPalette::Inactive,QPalette::Base,b); palette.setBrush(QPalette::Disabled,QPalette::Base,b); setPalette(palette); setBackgroundRole(QPalette::Base); setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Ignored); setBackgroundRole(QPalette::Dark); popup=new QMenu (this); newAct = new QAction(tr("&New"),this); connect(newAct, SIGNAL(triggered()), this, SLOT(slotNew())); loadAct = new QAction(tr("&Load"), this); connect(loadAct, SIGNAL(triggered()), this, SLOT(slotLoad())); toTXAct = new QAction(tr("&To TX"), this); connect(toTXAct, SIGNAL(triggered()), this, SLOT(slotToTX())); editAct = new QAction(tr("&Edit"), this); connect(editAct, SIGNAL(triggered()), this, SLOT(slotEdit())); printAct = new QAction(tr("&Print"), this); connect(printAct, SIGNAL(triggered()), this, SLOT(slotPrint())); deleteAct = new QAction(tr("&Delete"), this); connect(deleteAct, SIGNAL(triggered()), this, SLOT(slotDelete())); viewAct = new QAction(tr("&View"), this); connect(viewAct, SIGNAL(triggered()), this, SLOT(slotView())); propertiesAct = new QAction(tr("Propert&ies"), this); connect(propertiesAct, SIGNAL(triggered()), this, SLOT(slotProperties())); connect(configDialogPtr,SIGNAL(bgColorChanged()), SLOT(slotBGColorChanged())); init(RXIMG); activeMovie=false; // }
void ThumbnailCanvas::paintEvent(QPaintEvent* event) { QWidget::paintEvent(event); //paint grid if (m_pixmap.isNull()) { return; } QPainter painter(this); QSize pixSize = m_pixmap.size(); QPoint topleft; QBrush brush; brush.setTexture(m_gridPixmap); QPixmap scaledPix = m_pixmap.scaled(event->rect().size(), Qt::KeepAspectRatio); if (event->rect().width() > event->rect().height()) { topleft.setX((event->rect().width() - scaledPix.width()) / 2); } else { topleft.setY((event->rect().height() - scaledPix.height()) / 2); } painter.fillRect(topleft.x(), topleft.y(), scaledPix.width(), scaledPix.height(), brush); if (needFitCanvas) { painter.drawPixmap(topleft, scaledPix); } else{ qDebug() << m_pixmap.size(); painter.drawPixmap(topleft, m_pixmap); } }
void Board::initializeBoard() { /* WHITE CHIPS --------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------*/ QPixmap *w_chipPixmapTower = new QPixmap("D:\\programmieren\\RealChess\\chip_w_t.JPG"); if(w_chipPixmapTower->isNull()) { } else { QBrush *brush = new QBrush(*w_chipPixmapTower); brush->setTexture(*w_chipPixmapTower); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *w_chipPixmapHorse = new QPixmap("D:\\programmieren\\RealChess\\chip_w_h.JPG"); if(w_chipPixmapHorse->isNull()) { } else { QBrush *brush = new QBrush(*w_chipPixmapHorse); brush->setTexture(*w_chipPixmapHorse); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *w_chipPixmapBishop = new QPixmap("D:\\programmieren\\RealChess\\chip_w_l.JPG"); if(w_chipPixmapBishop->isNull()) { } else { QBrush *brush = new QBrush(*w_chipPixmapBishop); brush->setTexture(*w_chipPixmapBishop); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *w_chipPixmapQueen = new QPixmap("D:\\programmieren\\RealChess\\chip_w_q.JPG"); if(w_chipPixmapQueen->isNull()) { } else { QBrush *brush = new QBrush(*w_chipPixmapQueen); brush->setTexture(*w_chipPixmapQueen); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *w_chipPixmapKing = new QPixmap("D:\\programmieren\\RealChess\\chip_w_k.JPG"); if(w_chipPixmapKing->isNull()) { } else { QBrush *brush = new QBrush(*w_chipPixmapKing); brush->setTexture(*w_chipPixmapKing); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *w_chipPixmapBauer = new QPixmap("D:\\programmieren\\RealChess\\chip_w_b.JPG"); if(w_chipPixmapBauer->isNull()) { } else { QBrush *brush = new QBrush(*w_chipPixmapBauer); brush->setTexture(*w_chipPixmapBauer); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } /* BLACK CHIPS ------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------*/ QPixmap *b_chipPixmapTower = new QPixmap("D:\\programmieren\\RealChess\\chip_b_t.JPG"); if(b_chipPixmapTower->isNull()) { } else { QBrush *brush = new QBrush(*b_chipPixmapTower); brush->setTexture(*b_chipPixmapTower); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *b_chipPixmapHorse = new QPixmap("D:\\programmieren\\RealChess\\chip_b_h.JPG"); if(b_chipPixmapHorse->isNull()) { } else { QBrush *brush = new QBrush(*b_chipPixmapHorse); brush->setTexture(*b_chipPixmapHorse); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *b_chipPixmapBishop = new QPixmap("D:\\programmieren\\RealChess\\chip_b_l.JPG"); if(b_chipPixmapBishop->isNull()) { } else { QBrush *brush = new QBrush(*b_chipPixmapBishop); brush->setTexture(*b_chipPixmapBishop); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *b_chipPixmapQueen = new QPixmap("D:\\programmieren\\RealChess\\chip_b_q.JPG"); if(b_chipPixmapQueen->isNull()) { } else { QBrush *brush = new QBrush(*b_chipPixmapQueen); brush->setTexture(*b_chipPixmapQueen); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *b_chipPixmapKing = new QPixmap("D:\\programmieren\\RealChess\\chip_b_k.JPG"); if(b_chipPixmapKing->isNull()) { } else { QBrush *brush = new QBrush(*b_chipPixmapKing); brush->setTexture(*b_chipPixmapKing); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } QPixmap *b_chipPixmapBauer = new QPixmap("D:\\programmieren\\RealChess\\chip_b_b.JPG"); if(b_chipPixmapBauer->isNull()) { } else { QBrush *brush = new QBrush(*b_chipPixmapBauer); brush->setTexture(*b_chipPixmapBauer); //qDebug() <<"Chip: Brush Image Available"; //check if brush image is available } ///* WHITE CHIPS --------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------------*/ // Chip *w_Chip_1 = new Chip(); // w_Chip_1->chipType = w_chBauer; // w_Chip_1->playerNumber = playerWhite; // w_Chip_1->initialBoardOffset_x = 0; // w_Chip_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_1->initialBoardOffset_x , y()+BoardOffset+SQUAREWIDTH ); // w_Chip_1->currentSquare = 8; // w_Chip_1->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_1->currentSquare] = w_Chip_1->chipType; // scene()->addItem(w_Chip_1); // Chip *w_Chip_2 = new Chip(); // w_Chip_2->initialBoardOffset_x = 1; // w_Chip_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_2->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_2); // w_Chip_2->currentSquare = 9; // w_Chip_2->chipType = w_chBauer; // w_Chip_2->playerNumber = playerWhite; // w_Chip_2->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_2->currentSquare] = w_Chip_2->chipType; // Chip *w_Chip_3 = new Chip(); // w_Chip_3->initialBoardOffset_x = 2; // w_Chip_3->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_3->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_3); // w_Chip_3->currentSquare = 10; // w_Chip_3->chipType = w_chBauer; // w_Chip_3->playerNumber = playerWhite; // w_Chip_3->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_3->currentSquare] = w_Chip_3->chipType; // Chip *w_Chip_4 = new Chip(); // w_Chip_4->initialBoardOffset_x = 3; // w_Chip_4->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_4->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_4); // w_Chip_4->currentSquare = 11; // w_Chip_4->chipType = w_chBauer; // w_Chip_4->playerNumber = playerWhite; // w_Chip_4->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_4->currentSquare] = w_Chip_4->chipType; // Chip *w_Chip_5 = new Chip(); // w_Chip_5->initialBoardOffset_x = 4; // w_Chip_5->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_5->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_5); // w_Chip_5->currentSquare = 12; // w_Chip_5->chipType = w_chBauer; // w_Chip_5->playerNumber = playerWhite; // w_Chip_5->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_5->currentSquare] = w_Chip_5->chipType; // Chip *w_Chip_6 = new Chip(); // w_Chip_6->initialBoardOffset_x = 5; // w_Chip_6->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_6->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_6); // w_Chip_6->currentSquare = 13; // w_Chip_6->chipType = w_chBauer; // w_Chip_6->playerNumber = playerWhite; // w_Chip_6->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_6->currentSquare] = w_Chip_6->chipType; // Chip *w_Chip_7 = new Chip(); // w_Chip_7->initialBoardOffset_x = 6; // w_Chip_7->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_7->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_7); // w_Chip_7->currentSquare = 14; // w_Chip_7->chipType = w_chBauer; // w_Chip_7->playerNumber = playerWhite; // w_Chip_7->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_7->currentSquare] = w_Chip_7->chipType; // Chip *w_Chip_8 = new Chip(); // w_Chip_8->initialBoardOffset_x = 7; // w_Chip_8->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_8->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH); // scene()->addItem(w_Chip_8); // w_Chip_8->currentSquare = 15; // w_Chip_8->chipType = w_chBauer; // w_Chip_8->playerNumber = playerWhite; // w_Chip_8->setBrush(*w_chipPixmapBauer); // bBoardState[w_Chip_8->currentSquare] = w_Chip_8->chipType; // Chip *w_Chip_Tower_1 = new Chip(); // w_Chip_Tower_1->chipType = w_chTower; // w_Chip_Tower_1->playerNumber = playerWhite; // w_Chip_Tower_1->initialBoardOffset_x = 0; // w_Chip_Tower_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Tower_1->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Tower_1); // w_Chip_Tower_1->currentSquare = 0; // w_Chip_Tower_1->setBrush(*w_chipPixmapTower); // bBoardState[w_Chip_Tower_1->currentSquare] = w_Chip_Tower_1->chipType; // Chip *w_Chip_Horse_1 = new Chip(); // w_Chip_Horse_1->chipType = w_chHorse; // w_Chip_Horse_1->playerNumber = playerWhite; // w_Chip_Horse_1->initialBoardOffset_x = 1; // w_Chip_Horse_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Horse_1->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Horse_1); // w_Chip_Horse_1->currentSquare = 1; // w_Chip_Horse_1->setBrush(*w_chipPixmapHorse); // bBoardState[w_Chip_Horse_1->currentSquare] = w_Chip_Horse_1->chipType; // Chip *w_Chip_Bishop_1 = new Chip(); // w_Chip_Bishop_1->chipType = w_chBishop; // w_Chip_Bishop_1->playerNumber = playerWhite; // w_Chip_Bishop_1->initialBoardOffset_x = 2; // w_Chip_Bishop_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Bishop_1->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Bishop_1); // w_Chip_Bishop_1->currentSquare = 2; // w_Chip_Bishop_1->setBrush(*w_chipPixmapBishop); // bBoardState[w_Chip_Bishop_1->currentSquare] = w_Chip_Bishop_1->chipType; // Chip *w_Chip_Queen = new Chip(); // w_Chip_Queen->chipType = w_chQueen; // w_Chip_Queen->playerNumber = playerWhite; // w_Chip_Queen->initialBoardOffset_x = 3; // w_Chip_Queen->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Queen->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Queen); // w_Chip_Queen->currentSquare = 3; // w_Chip_Queen->setBrush(*w_chipPixmapQueen); // bBoardState[w_Chip_Queen->currentSquare] = w_Chip_Queen->chipType; // Chip *w_Chip_King = new Chip(); // w_Chip_King->chipType = w_chKing; // w_Chip_King->playerNumber = playerWhite; // w_Chip_King->initialBoardOffset_x = 4; // w_Chip_King->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_King->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_King); // w_Chip_King->currentSquare = 4; // w_Chip_King->setBrush(*w_chipPixmapKing); // bBoardState[w_Chip_King->currentSquare] = w_Chip_King->chipType; // Chip *w_Chip_Bishop_2 = new Chip(); // w_Chip_Bishop_2->chipType = w_chBishop; // w_Chip_Bishop_2->playerNumber = playerWhite; // w_Chip_Bishop_2->initialBoardOffset_x = 5; // w_Chip_Bishop_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Bishop_2->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Bishop_2); // w_Chip_Bishop_2->currentSquare = 5; // w_Chip_Bishop_2->setBrush(*w_chipPixmapBishop); // bBoardState[w_Chip_Bishop_2->currentSquare] = w_Chip_Bishop_2->chipType; // Chip *w_Chip_Horse_2 = new Chip(); // w_Chip_Horse_2->chipType = w_chHorse; // w_Chip_Horse_2->playerNumber = playerWhite; // w_Chip_Horse_2->initialBoardOffset_x = 6; // w_Chip_Horse_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Horse_2->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Horse_2); // w_Chip_Horse_2->currentSquare = 6; // w_Chip_Horse_2->setBrush(*w_chipPixmapHorse); // bBoardState[w_Chip_Horse_2->currentSquare] = w_Chip_Horse_2->chipType; // Chip *w_Chip_Tower_2 = new Chip(); // w_Chip_Tower_2->chipType = w_chTower; // w_Chip_Tower_2->playerNumber = playerWhite; // w_Chip_Tower_2->initialBoardOffset_x = 7; // w_Chip_Tower_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*w_Chip_Tower_2->initialBoardOffset_x,y()+BoardOffset); // scene()->addItem(w_Chip_Tower_2); // w_Chip_Tower_2->currentSquare = 7; // w_Chip_Tower_2->setBrush(*w_chipPixmapTower); // bBoardState[w_Chip_Tower_2->currentSquare] = w_Chip_Tower_2->chipType; ///* BLACK CHIPS ------------------------------------------------------------------------------------------------- //----------------------------------------------------------------------------------------------------------------*/ // Chip *b_Chip_1 = new Chip(); // b_Chip_1->chipType = b_chBauer; // b_Chip_1->playerNumber = playerBlack; // b_Chip_1->initialBoardOffset_x = 1-1; // b_Chip_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_1->initialBoardOffset_x , y()+BoardOffset+SQUAREWIDTH*6 ); // b_Chip_1->currentSquare = 48; // b_Chip_1->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_1->currentSquare] = b_Chip_1->chipType; // scene()->addItem(b_Chip_1); // Chip *b_Chip_2 = new Chip(); // b_Chip_2->initialBoardOffset_x = 2-1; // b_Chip_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_2->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_2); // b_Chip_2->currentSquare = 49; // b_Chip_2->chipType = b_chBauer; // b_Chip_2->playerNumber = playerBlack; // b_Chip_2->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_2->currentSquare] = b_Chip_2->chipType; // Chip *b_Chip_3 = new Chip(); // b_Chip_3->initialBoardOffset_x = 3-1; // b_Chip_3->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_3->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_3); // b_Chip_3->currentSquare = 50; // b_Chip_3->chipType = b_chBauer; // b_Chip_3->playerNumber = playerBlack; // b_Chip_3->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_3->currentSquare] = b_Chip_3->chipType; // Chip *b_Chip_4 = new Chip(); // b_Chip_4->initialBoardOffset_x = 4-1; // b_Chip_4->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_4->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_4); // b_Chip_4->currentSquare = 51; // b_Chip_4->chipType = b_chBauer; // b_Chip_4->playerNumber = playerBlack; // b_Chip_4->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_4->currentSquare] = b_Chip_4->chipType; // Chip *b_Chip_5 = new Chip(); // b_Chip_5->initialBoardOffset_x = 5-1; // b_Chip_5->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_5->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_5); // b_Chip_5->currentSquare = 52; // b_Chip_5->chipType = b_chBauer; // b_Chip_5->playerNumber = playerBlack; // b_Chip_5->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_5->currentSquare] = b_Chip_5->chipType; // Chip *b_Chip_6 = new Chip(); // b_Chip_6->initialBoardOffset_x = 6-1; // b_Chip_6->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_6->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_6); // b_Chip_6->currentSquare = 53; // b_Chip_6->chipType = b_chBauer; // b_Chip_6->playerNumber = playerBlack; // b_Chip_6->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_6->currentSquare] = b_Chip_6->chipType; // Chip *b_Chip_7 = new Chip(); // b_Chip_7->initialBoardOffset_x = 7-1; // b_Chip_7->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_7->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_7); // b_Chip_7->currentSquare = 54; // b_Chip_7->chipType = b_chBauer; // b_Chip_7->playerNumber = playerBlack; // b_Chip_7->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_7->currentSquare] = b_Chip_7->chipType; // Chip *b_Chip_8 = new Chip(); // b_Chip_8->initialBoardOffset_x = 8-1; // b_Chip_8->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_8->initialBoardOffset_x,y()+BoardOffset+SQUAREWIDTH*6); // scene()->addItem(b_Chip_8); // b_Chip_8->currentSquare = 55; // b_Chip_8->chipType = b_chBauer; // b_Chip_8->playerNumber = playerBlack; // b_Chip_8->setBrush(*b_chipPixmapBauer); // bBoardState[b_Chip_8->currentSquare] = b_Chip_8->chipType; // Chip *b_Chip_Tower_1 = new Chip(); // b_Chip_Tower_1->chipType = b_chTower; // b_Chip_Tower_1->playerNumber = playerBlack; // b_Chip_Tower_1->initialBoardOffset_x = 0; // b_Chip_Tower_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Tower_1->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Tower_1); // b_Chip_Tower_1->currentSquare = 56; // b_Chip_Tower_1->setBrush(*b_chipPixmapTower); // bBoardState[b_Chip_Tower_1->currentSquare] = b_Chip_Tower_1->chipType; // Chip *b_Chip_Horse_1 = new Chip(); // b_Chip_Horse_1->chipType = b_chHorse; // b_Chip_Horse_1->playerNumber = playerBlack; // b_Chip_Horse_1->initialBoardOffset_x = 1; // b_Chip_Horse_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Horse_1->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Horse_1); // b_Chip_Horse_1->currentSquare = 57; // b_Chip_Horse_1->setBrush(*b_chipPixmapHorse); // bBoardState[b_Chip_Horse_1->currentSquare] = b_Chip_Horse_1->chipType; // Chip *b_Chip_Bishop_1 = new Chip(); // b_Chip_Bishop_1->chipType = b_chBishop; // b_Chip_Bishop_1->playerNumber = playerBlack; // b_Chip_Bishop_1->initialBoardOffset_x = 2; // b_Chip_Bishop_1->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Bishop_1->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Bishop_1); // b_Chip_Bishop_1->currentSquare = 58; // b_Chip_Bishop_1->setBrush(*b_chipPixmapBishop); // bBoardState[b_Chip_Bishop_1->currentSquare] = b_Chip_Bishop_1->chipType; // Chip *b_Chip_Queen = new Chip(); // b_Chip_Queen->chipType = b_chQueen; // b_Chip_Queen->playerNumber = playerBlack; // b_Chip_Queen->initialBoardOffset_x = 3; // b_Chip_Queen->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Queen->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Queen); // b_Chip_Queen->currentSquare = 59; // b_Chip_Queen->setBrush(*b_chipPixmapQueen); // bBoardState[b_Chip_Queen->currentSquare] = b_Chip_Queen->chipType; // Chip *b_Chip_King = new Chip(); // b_Chip_King->chipType = b_chKing; // b_Chip_King->playerNumber = playerBlack; // b_Chip_King->initialBoardOffset_x = 4; // b_Chip_King->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_King->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_King); // b_Chip_King->currentSquare = 60; // b_Chip_King->setBrush(*b_chipPixmapKing); // bBoardState[b_Chip_King->currentSquare] = b_Chip_King->chipType; // Chip *b_Chip_Bishop_2 = new Chip(); // b_Chip_Bishop_2->chipType = b_chBishop; // b_Chip_Bishop_2->playerNumber = playerBlack; // b_Chip_Bishop_2->initialBoardOffset_x = 5; // b_Chip_Bishop_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Bishop_2->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Bishop_2); // b_Chip_Bishop_2->currentSquare = 61; // b_Chip_Bishop_2->setBrush(*b_chipPixmapBishop); // bBoardState[b_Chip_Bishop_2->currentSquare] = b_Chip_Bishop_2->chipType; // Chip *b_Chip_Horse_2 = new Chip(); // b_Chip_Horse_2->chipType = b_chHorse; // b_Chip_Horse_2->playerNumber = playerBlack; // b_Chip_Horse_2->initialBoardOffset_x = 6; // b_Chip_Horse_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Horse_2->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Horse_2); // b_Chip_Horse_2->currentSquare = 62; // b_Chip_Horse_2->setBrush(*b_chipPixmapHorse); // bBoardState[b_Chip_Horse_2->currentSquare] = b_Chip_Horse_2->chipType; // Chip *b_Chip_Tower_2 = new Chip(); // b_Chip_Tower_2->chipType = b_chTower; // b_Chip_Tower_2->playerNumber = playerBlack; // b_Chip_Tower_2->initialBoardOffset_x = 7; // b_Chip_Tower_2->setPos( (x()+BoardOffset) + SQUAREWIDTH*b_Chip_Tower_2->initialBoardOffset_x,y()+BoardOffset+7*SQUAREWIDTH); // scene()->addItem(b_Chip_Tower_2); // b_Chip_Tower_2->currentSquare = 63; // b_Chip_Tower_2->setBrush(*b_chipPixmapTower); // bBoardState[b_Chip_Tower_2->currentSquare] = b_Chip_Tower_2->chipType; }
// ////////////////////////Apply section background///////////////////////////// void LvlScene::setSectionBG(LevelSection section, bool forceTiled) { //QGraphicsPixmapItem * item=NULL; QGraphicsRectItem * itemRect=NULL; QBrush brush; QPen pen; QPixmap image = Themes::Image(Themes::dummy_bg); QPixmap nullimage; obj_BG *bgConfig=NULL; QPixmap *img=NULL; QPixmap *img2=NULL; //Second image buffer //need a BGitem bool noimage=false, wrong=false; long x,y,h,w; if( (section.size_left!=0) || (section.size_top!=0)|| (section.size_bottom!=0)|| (section.size_right!=0) ) { //Don't draw on unallocated section entry x=section.size_left; y=section.size_top; w=section.size_right; h=section.size_bottom; #ifdef _DEBUG_ WriteToLog(QtDebugMsg, "SetSectionBG-> Check for user images"); #endif noimage=true; if(section.background != 0 ) { //Find user image if(uBGs.contains(section.background)) { noimage=false; obj_BG &bgx = uBGs[section.background]; bgConfig=&bgx; img =&bgx.image; img2=&bgx.second_image; } else //If not exist, will be used default if(pConfigs->main_bg.contains(section.background)) { noimage=false; obj_BG &bgx = pConfigs->main_bg[section.background]; bgConfig=&bgx; img =&bgx.image; img2=&bgx.second_image; } if(noimage) { #ifdef _DEBUG_ WriteToLog(QtWarningMsg, "SetSectionBG-> Image not found"); #endif img=ℑ img2=&nullimage; wrong=true; } } else noimage=true; brush = QBrush(QColor(0, 0, 0)); pen = QPen(Qt::NoPen); if((!noimage)&&(!img->isNull())) { DrawBG(x, y, w, h, section.id, *img, *img2, *bgConfig, forceTiled); } else { if(wrong) brush.setTexture(image); itemRect = new QGraphicsRectItem; itemRect->setPen(pen); itemRect->setBrush(brush); itemRect->setRect(x, y, labs(x-w), labs(y-h)); addItem(itemRect); } #ifdef _DEBUG_ WriteToLog(QtDebugMsg, QString("SetSectionBG-> Item placed to x=%1 y=%2 h=%3 w=%4").arg(x).arg(y) .arg((long)fabs(x-w)).arg((long)fabs(y-h))); #endif // if(itemRect!=NULL) { itemRect->setData(ITEM_TYPE, QString("BackGround%1").arg(section.id) ); itemRect->setZValue(Z_backImage); } } //Don't draw on reserved section entry }
// ////////////////////////Apply section background///////////////////////////// void LvlScene::setSectionBG(LevelSection section, bool forceTiled) { //QGraphicsPixmapItem * item=NULL; QGraphicsRectItem * itemRect=NULL; QBrush brush; QPen pen; QPixmap image = Themes::Image(Themes::dummy_bg); QPixmap img; QPixmap img2; //Second image buffer //need a BGitem bool isUser1=false, isUser2=false, noimage=false, wrong=false; long x,y,h,w, j; if( (section.size_left!=0) || (section.size_top!=0)|| (section.size_bottom!=0)|| (section.size_right!=0) ) { //Don't draw on unallocated section entry x=section.size_left; y=section.size_top; w=section.size_right; h=section.size_bottom; #ifdef _DEBUG_ WriteToLog(QtDebugMsg, "SetSectionBG-> Check for user images"); #endif isUser1=false; // user's images are exist isUser2=false; // user's images are exist noimage=true; j = 0; if(section.background != 0 ) { //Find user image for(j=0;j<uBGs.size();j++) { if(uBGs[j].id==section.background) { noimage=false; if((uBGs[j].q==0)||(uBGs[j].q==2)) //set first image {img = uBGs[j].image; isUser1=true;} if((uBGs[j].q>=1)){ // set Second image img2 = uBGs[j].second_image; isUser2=true;} break; } } //If not exist, will be used default j=pConfigs->getBgI(section.background); if(j>=0) { noimage=false; if(!isUser1) img = pConfigs->main_bg[j].image; if(!isUser2) img2 = pConfigs->main_bg[j].second_image; } if((noimage)&&(!isUser1)) { #ifdef _DEBUG_ WriteToLog(QtWarningMsg, "SetSectionBG-> Image not found"); #endif img=image; wrong=true; } } else noimage=true; //pConfigs->main_bg[j].type; brush = QBrush(QColor(0, 0, 0)); //QBrush brush(QColor(255, 255, 255)); pen = QPen(Qt::NoPen); //for (int i = 0; i < 11; i++) { //item = addRect(QRectF(x, y, , ), pen, brush); if((!noimage)&&(!img.isNull())) { //item = addPixmap(image); //item = new QGraphicsPixmapItem; DrawBG(x, y, w, h, section.id, img, img2, pConfigs->main_bg[j], forceTiled); //BgItem[section.id]->setParentItem(item); //addItem(item); //item->setData(ITEM_TYPE, "BackGround"+QString::number(section.id) ); //item->setPos(x, y); } else { if(wrong) brush.setTexture(image); itemRect = new QGraphicsRectItem; itemRect->setPen(pen); itemRect->setBrush(brush); itemRect->setRect(x, y, (long)fabs(x-w), (long)fabs(y-h)); addItem(itemRect); } #ifdef _DEBUG_ WriteToLog(QtDebugMsg, QString("SetSectionBG-> Item placed to x=%1 y=%2 h=%3 w=%4").arg(x).arg(y) .arg((long)fabs(x-w)).arg((long)fabs(y-h))); #endif // if(itemRect!=NULL) { itemRect->setData(ITEM_TYPE, QString("BackGround%1").arg(section.id) ); itemRect->setZValue(Z_backImage); } } //Don't draw on reserved section entry }