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📄 q3canvas.cpp

📁 奇趣公司比较新的qt/emd版本
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    \i Canvas items are usually much faster to manipulate and redraw than    child widgets, with the speed advantage becoming especially great when    there are \e many canvas items and non-rectangular items. In most    situations canvas items are also a lot more memory efficient than child    widgets.    \i It's easy to detect overlapping items (collision detection).    \i The canvas can be larger than a widget. A million-by-million canvas    is perfectly possible. At such a size a widget might be very    inefficient, and some window systems might not support it at all,    whereas Q3Canvas scales well. Even with a billion pixels and a million    items, finding a particular canvas item, detecting collisions, etc.,    is still fast (though the memory consumption may be prohibitive    at such extremes).    \i Two or more Q3CanvasView objects can view the same canvas.    \i An arbitrary transformation matrix can be set on each Q3CanvasView    which makes it easy to zoom, rotate or shear the viewed canvas.    \i Widgets provide a lot more functionality, such as input (QKeyEvent,    QMouseEvent etc.) and layout management (QGridLayout etc.).    \endlist    A canvas consists of a background, a number of canvas items organized by    x, y and z coordinates, and a foreground. A canvas item's z coordinate    can be treated as a layer number -- canvas items with a higher z    coordinate appear in front of canvas items with a lower z coordinate.    The background is white by default, but can be set to a different color    using setBackgroundColor(), or to a repeated pixmap using    setBackgroundPixmap() or to a mosaic of smaller pixmaps using    setTiles(). Individual tiles can be set with setTile(). There    are corresponding get functions, e.g. backgroundColor() and    backgroundPixmap().    Note that Q3Canvas does not inherit from QWidget, even though it has some    functions which provide the same functionality as those in QWidget. One    of these is setBackgroundPixmap(); some others are resize(), size(),    width() and height(). \l Q3CanvasView is the widget used to display a    canvas on the screen.    Canvas items are added to a canvas by constructing them and passing the    canvas to the canvas item's constructor. An item can be moved to a    different canvas using Q3CanvasItem::setCanvas().    Canvas items are movable (and in the case of Q3CanvasSprites, animated)    objects that inherit Q3CanvasItem. Each canvas item has a position on the    canvas (x, y coordinates) and a height (z coordinate), all of which are    held as floating-point numbers. Moving canvas items also have x and y    velocities. It's possible for a canvas item to be outside the canvas    (for example Q3CanvasItem::x() is greater than width()). When a canvas    item is off the canvas, onCanvas() returns false and the canvas    disregards the item. (Canvas items off the canvas do not slow down any    of the common operations on the canvas.)    Canvas items can be moved with Q3CanvasItem::move(). The advance()    function moves all Q3CanvasItem::animated() canvas items and    setAdvancePeriod() makes Q3Canvas move them automatically on a periodic    basis. In the context of the Q3Canvas classes, to `animate' a canvas item    is to set it in motion, i.e. using Q3CanvasItem::setVelocity(). Animation    of a canvas item itself, i.e. items which change over time, is enabled    by calling Q3CanvasSprite::setFrameAnimation(), or more generally by    subclassing and reimplementing Q3CanvasItem::advance(). To detect collisions    use one of the Q3CanvasItem::collisions() functions.    The changed parts of the canvas are redrawn (if they are visible in a    canvas view) whenever update() is called. You can either call update()    manually after having changed the contents of the canvas, or force    periodic updates using setUpdatePeriod(). If you have moving objects on    the canvas, you must call advance() every time the objects should    move one step further. Periodic calls to advance() can be forced using    setAdvancePeriod(). The advance() function will call    Q3CanvasItem::advance() on every item that is \link    Q3CanvasItem::animated() animated\endlink and trigger an update of the    affected areas afterwards. (A canvas item that is `animated' is simply    a canvas item that is in motion.)    Q3Canvas organizes its canvas items into \e chunks; these are areas on    the canvas that are used to speed up most operations. Many operations    start by eliminating most chunks (i.e. those which haven't changed)    and then process only the canvas items that are in the few interesting    (i.e. changed) chunks. A valid chunk, validChunk(), is one which is on    the canvas.    The chunk size is a key factor to Q3Canvas's speed: if there are too many    chunks, the speed benefit of grouping canvas items into chunks is    reduced. If the chunks are too large, it takes too long to process each    one. The Q3Canvas constructor tries to pick a suitable size, but you    can call retune() to change it at any time. The chunkSize() function    returns the current chunk size. The canvas items always make sure    they're in the right chunks; all you need to make sure of is that    the canvas uses the right chunk size. A good rule of thumb is that    the size should be a bit smaller than the average canvas item    size. If you have moving objects, the chunk size should be a bit    smaller than the average size of the moving items.    The foreground is normally nothing, but if you reimplement    drawForeground(), you can draw things in front of all the canvas    items.    Areas can be set as changed with setChanged() and set unchanged with    setUnchanged(). The entire canvas can be set as changed with    setAllChanged(). A list of all the items on the canvas is returned by    allItems().    An area can be copied (painted) to a QPainter with drawArea().    If the canvas is resized it emits the resized() signal.    The examples/canvas application and the 2D graphics page of the    examples/demo application demonstrate many of Q3Canvas's facilities.    \sa Q3CanvasView Q3CanvasItem, QtCanvas, {Porting to Graphics View}*/void Q3Canvas::init(int w, int h, int chunksze, int mxclusters){    d = new Q3CanvasData;    awidth=w;    aheight=h;    chunksize=chunksze;    maxclusters=mxclusters;    chwidth=(w+chunksize-1)/chunksize;    chheight=(h+chunksize-1)/chunksize;    chunks=new Q3CanvasChunk[chwidth*chheight];    update_timer = 0;    bgcolor = white;    grid = 0;    htiles = 0;    vtiles = 0;    dblbuf = false;    debug_redraw_areas = false;}/*!    Create a Q3Canvas with no size. \a parent and \a name are passed to    the QObject superclass.    \warning You \e must call resize() at some time after creation to    be able to use the canvas.*/Q3Canvas::Q3Canvas(QObject* parent, const char* name)    : QObject(parent, name){    init(0,0);}/*!    Constructs a Q3Canvas that is \a w pixels wide and \a h pixels high.*/Q3Canvas::Q3Canvas(int w, int h){    init(w,h);}/*!    Constructs a Q3Canvas which will be composed of \a h tiles    horizontally and \a v tiles vertically. Each tile will be an image    \a tilewidth by \a tileheight pixels taken from pixmap \a p.    The pixmap \a p is a list of tiles, arranged left to right, (and    in the case of pixmaps that have multiple rows of tiles, top to    bottom), with tile 0 in the top-left corner, tile 1 next to the    right, and so on, e.g.    \table    \row \i 0 \i 1 \i 2 \i 3    \row \i 4 \i 5 \i 6 \i 7    \endtable    The Q3Canvas is initially sized to show exactly the given number of    tiles horizontally and vertically. If it is resized to be larger,    the entire matrix of tiles will be repeated as often as necessary    to cover the area. If it is smaller, tiles to the right and bottom    will not be visible.    \sa setTiles()*/Q3Canvas::Q3Canvas(QPixmap p,	int h, int v, int tilewidth, int tileheight){    init(h*tilewidth, v*tileheight, scm(tilewidth,tileheight));    setTiles(p, h, v, tilewidth, tileheight);}void qt_unview(Q3Canvas* c){    for (Q3CanvasView* view=c->d->viewList.first(); view != 0; view=c->d->viewList.next()) {	view->viewing = 0;    }}/*!    Destroys the canvas and all the canvas's canvas items.*/Q3Canvas::~Q3Canvas(){    qt_unview(this);    Q3CanvasItemList all = allItems();    for (Q3CanvasItemList::Iterator it=all.begin(); it!=all.end(); ++it)	delete *it;    delete [] chunks;    delete [] grid;    delete d;}/*!\internalReturns the chunk at a chunk position \a i, \a j.*/Q3CanvasChunk& Q3Canvas::chunk(int i, int j) const{    return chunks[i+chwidth*j];}/*!\internalReturns the chunk at a pixel position \a x, \a y.*/Q3CanvasChunk& Q3Canvas::chunkContaining(int x, int y) const{    return chunk(x/chunksize,y/chunksize);}/*!    Returns a list of all the items in the canvas.*/Q3CanvasItemList Q3Canvas::allItems(){    Q3CanvasItemList list;    for (Q3PtrDictIterator<void> it=d->itemDict; it.currentKey(); ++it) {	list.prepend((Q3CanvasItem*)it.currentKey());    }    return list;}/*!    Changes the size of the canvas to have a width of \a w and a    height of \a h. This is a slow operation.*/void Q3Canvas::resize(int w, int h){    if (awidth==w && aheight==h)	return;    Q3CanvasItem* item;    Q3PtrList<Q3CanvasItem> hidden;    for (Q3PtrDictIterator<void> it=d->itemDict; it.currentKey(); ++it) {	if (((Q3CanvasItem*)it.currentKey())->isVisible()) {	    ((Q3CanvasItem*)it.currentKey())->hide();	    hidden.append(((Q3CanvasItem*)it.currentKey()));	}    }    int nchwidth=(w+chunksize-1)/chunksize;    int nchheight=(h+chunksize-1)/chunksize;    Q3CanvasChunk* newchunks = new Q3CanvasChunk[nchwidth*nchheight];    // Commit the new values.    //    awidth=w;    aheight=h;    chwidth=nchwidth;    chheight=nchheight;    delete [] chunks;    chunks=newchunks;    for (item=hidden.first(); item != 0; item=hidden.next()) {	item->show();    }    setAllChanged();    emit resized();}/*!    \fn void Q3Canvas::resized()    This signal is emitted whenever the canvas is resized. Each    Q3CanvasView connects to this signal to keep the scrollview's size    correct.*//*!    Change the efficiency tuning parameters to \a mxclusters clusters,    each of size \a chunksze. This is a slow operation if there are    many objects on the canvas.    The canvas is divided into chunks which are rectangular areas \a    chunksze wide by \a chunksze high. Use a chunk size which is about    the average size of the canvas items. If you choose a chunk size    which is too small it will increase the amount of calculation    required when drawing since each change will affect many chunks.    If you choose a chunk size which is too large the amount of    drawing required will increase because for each change, a lot of    drawing will be required since there will be many (unchanged)    canvas items which are in the same chunk as the changed canvas    items.    Internally, a canvas uses a low-resolution "chunk matrix" to keep    track of all the items in the canvas. A 64x64 chunk matrix is the    default for a 1024x1024 pixel canvas, where each chunk collects    canvas items in a 16x16 pixel square. This default is also    affected by setTiles(). You can tune this default using this    function. For example if you have a very large canvas and want to    trade off speed for memory then you might set the chunk size to 32    or 64.    The \a mxclusters argument is the number of rectangular groups of    chunks that will be separately drawn. If the canvas has a large    number of small, dispersed items, this should be about that    number. Our testing suggests that a large number of clusters is    almost always best.*/void Q3Canvas::retune(int chunksze, int mxclusters){    maxclusters=mxclusters;    if (chunksize!=chunksze) {	Q3PtrList<Q3CanvasItem> hidden;	for (Q3PtrDictIterator<void> it=d->itemDict; it.currentKey(); ++it) {	    if (((Q3CanvasItem*)it.currentKey())->isVisible()) {		((Q3CanvasItem*)it.currentKey())->hide();		hidden.append(((Q3CanvasItem*)it.currentKey()));	    }	}	chunksize=chunksze;	int nchwidth=(awidth+chunksize-1)/chunksize;	int nchheight=(aheight+chunksize-1)/chunksize;	Q3CanvasChunk* newchunks = new Q3CanvasChunk[nchwidth*nchheight];	// Commit the new values.	//	chwidth=nchwidth;	chheight=nchheight;	delete [] chunks;	chunks=newchunks;	for (Q3CanvasItem* item=hidden.first(); item != 0; item=hidden.next()) {	    item->show();	}    }}/*!    \fn int Q3Canvas::width() const    Returns the width of the canvas, in pixels.*//*!    \fn int Q3Canvas::height() const    Returns the height of the canvas, in pixels.*//*!    \fn QSize Q3Canvas::size() const    Returns the size of the canvas, in pixels.*//*!    \fn QRect Q3Canvas::rect() const    Returns a rectangle the size of the canvas.*//*!    \fn bool Q3Canvas::onCanvas(int x, int y) const    Returns true if the pixel position (\a x, \a y) is on the canvas;    otherwise returns false.    \sa validChunk()*//*!    \fn bool Q3Canvas::onCanvas(const QPoint& p) const    \overload    Returns true if the pixel position \a p is on the canvas;    otherwise returns false.    \sa validChunk()*//*!    \fn bool Q3Canvas::validChunk(int x, int y) const    Returns true if the chunk position (\a x, \a y) is on the canvas;    otherwise returns false.    \sa onCanvas()*//*!  \fn bool Q3Canvas::validChunk(const QPoint& p) const  \overload  Returns true if the chunk position \a p is on the canvas; otherwise  returns false.  \sa onCanvas()*//*!    \fn int Q3Canvas::chunkSize() const    Returns the chunk size of the canvas.    \sa retune()*//*!\fn bool Q3Canvas::sameChunk(int x1, int y1, int x2, int y2) const\internalTells if the points (\a x1, \a y1) and (\a x2, \a y2) are within the same chunk.*//*!\internalThis method adds an the item \a item to the list of Q3CanvasItem objectsin the Q3Canvas. The Q3CanvasItem class calls this.*/void Q3Canvas::addItem(Q3CanvasItem* item){    d->itemDict.insert((void*)item,(void*)1);}/*!\internalThis method adds the item \a item to the list of Q3CanvasItem objectsto be moved. The Q3CanvasItem class calls this.*/void Q3Canvas::addAnimation(Q3CanvasItem* item){    d->animDict.insert((void*)item,(void*)1);}/*!\internalThis method adds the item \a item  to the list of Q3CanvasItem objectswhich are no longer to be moved. The Q3CanvasItem class calls this.*/void Q3Canvas::removeAnimation(Q3CanvasItem* item){    d->animDict.remove((void*)item);}/*!\internalThis method removes the item \a item from the list of Q3CanvasItem objectsin this Q3Canvas. The Q3CanvasItem class calls this.*/void Q3Canvas::removeItem(Q3CanvasItem* item){    d->itemDict.remove((void*)item);}/*!\internalThis method adds the view \a view to the list of Q3CanvasView objectsviewing this Q3Canvas. The Q3CanvasView class calls this.*/void Q3Canvas::addView(Q3CanvasView* view){    d->viewList.append(view);    if (htiles>1 || vtiles>1 || pm.isNull())	view->viewport()->setBackgroundColor(backgroundColor());}/*!

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