#include "gameview.h" #include "gamescene.h" #include #include #include GameView::GameView(QGraphicsScene *scene, QWidget *parent) : QGraphicsView(scene, parent), rubberBand(0) { setBackgroundBrush(QBrush(QColor(0, 0, 0))); setRenderHints(QPainter::TextAntialiasing | QPainter::Antialiasing/* | QPainter::SmoothPixmapTransform*/); setFocusPolicy(Qt::NoFocus); setViewportUpdateMode(BoundingRectViewportUpdate); connect(scene, SIGNAL(sceneRectChanged(const QRectF &)), this, SLOT(updateSceneRect(const QRectF &))); connect(scene, SIGNAL(sigStartRubberBand(const QPointF &)), this, SLOT(startRubberBand(const QPointF &))); connect(scene, SIGNAL(sigResizeRubberBand(const QPointF &)), this, SLOT(resizeRubberBand(const QPointF &))); connect(scene, SIGNAL(sigStopRubberBand()), this, SLOT(stopRubberBand())); aCloseMostRecentZoneView = new QAction(this); aCloseMostRecentZoneView->setShortcut(tr("Esc")); connect(aCloseMostRecentZoneView, SIGNAL(triggered()), scene, SLOT(closeMostRecentZoneView())); addAction(aCloseMostRecentZoneView); rubberBand = new QRubberBand(QRubberBand::Rectangle, this); } void GameView::resizeEvent(QResizeEvent *event) { QGraphicsView::resizeEvent(event); GameScene *s = dynamic_cast(scene()); if (s) { s->processViewSizeChange(event->size()); } updateSceneRect(scene()->sceneRect()); } void GameView::updateSceneRect(const QRectF &rect) { fitInView(rect, Qt::KeepAspectRatio); } void GameView::startRubberBand(const QPointF &_selectionOrigin) { selectionOrigin = _selectionOrigin; rubberBand->setGeometry(QRect(mapFromScene(selectionOrigin), QSize(0, 0))); rubberBand->show(); } void GameView::resizeRubberBand(const QPointF &cursorPoint) { if (rubberBand) rubberBand->setGeometry(QRect(mapFromScene(selectionOrigin), cursorPoint.toPoint()).normalized()); } void GameView::stopRubberBand() { rubberBand->hide(); }