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/* -------------------------------------------------------------
   KDE Tuberling
   Object to draw on the game board
   mailto:e.bischoff@noos.fr
 ------------------------------------------------------------- */

#include <tqbitmap.h>
#include <tqpainter.h>

#include "todraw.h"

// Constructor with no arguments
ToDraw::ToDraw()
  : position()
{
  number = -1;
}

// Copy constructor
ToDraw::ToDraw(const ToDraw &model)
  : position(model.position)
{
  number = model.number;
}

// Constructor with arguments
ToDraw::ToDraw(int declaredNumber, const TQRect &declaredPosition)
  : position(declaredPosition)
{
  number = declaredNumber;
}

// Affectation operator
ToDraw &ToDraw::operator=(const ToDraw &model)
{
  if (&model == this) return *this;

  position = model.position;
  number = model.number;

  return *this;
}

// Draw an object previously laid down on the game board
void ToDraw::draw(TQPainter &artist, const TQRect &area,
                  const TQRect *objectsLayout,
                  const TQPixmap *gameboard, const TQBitmap *masks) const
{
  if (!position.intersects(area)) return;

  TQPixmap objectPixmap(objectsLayout[number].size());
  TQBitmap shapeBitmap(objectsLayout[number].size());

  bitBlt(&objectPixmap, TQPoint(0, 0), gameboard, objectsLayout[number], Qt::CopyROP);
  bitBlt(&shapeBitmap, TQPoint(0, 0), masks, objectsLayout[number], Qt::CopyROP);
  objectPixmap.setMask(shapeBitmap);
  artist.drawPixmap(position.topLeft(), objectPixmap);
}

// Load an object from a file
bool ToDraw::load(FILE *fp, int decorations, bool &eof)
{
  int nitems;
  int pl, pt, pr, pb;

  nitems = fscanf(fp, "%d\t%d %d %d %d\n", &number, &pl, &pt, &pr, &pb);

  if (nitems == EOF)
  {
    eof = true;
    return true;
  }
  eof = false;
  if (nitems != 5) return false;

  if (number < 0 || number >= decorations) return false;

  position.setCoords(pl, pt, pr, pb);

  return true;
}

// Save an object to a file
void ToDraw::save(FILE *fp) const
{
  fprintf(fp, "%d\t%d %d %d %d\n",
              number,
              position.left(), position.top(), position.right(), position.bottom());
}