/**************************************************************************** ** ** Copyright (C) 1992-2007 Trolltech ASA. All rights reserved. ** ** This file is part of Qt Jambi. ** ** ** This file may be used under the terms of the GNU General Public ** License version 2.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of ** this file. Please review the following information to ensure GNU ** General Public Licensing requirements will be met: ** http://www.trolltech.com/products/qt/opensource.html ** ** If you are unsure which license is appropriate for your use, please ** review the following information: ** http://www.trolltech.com/products/qt/licensing.html or contact the ** sales department at sales@trolltech.com. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ****************************************************************************/ #ifndef GAMESCENE_H #define GAMESCENE_H #include "gamegrammar.h" #include <QtGui/QGraphicsView> class QPainter ; class QGraphicsItem ; class QStyleOptionGraphicsItem ; class GameObject ; class GameScene: public QGraphicsView { Q_OBJECT public: GameScene(QWidget *parent = 0); ~GameScene(); void addGameObject(AbstractGameObject *gameObject); void setEgoObject(AbstractGameObject *ego_object); bool inProximityOfEgo(const AbstractGameObject *o) const; void addToEgoInventory(AbstractGameObject *o); void lookAround(); virtual void message(const QString &msg); inline QList<AbstractGameObject *> egoInventory() const { return m_ego_inventory; } inline void removeFromEgoInventory(AbstractGameObject *o) { m_ego_inventory.removeAll(o); } inline bool egoHasInInventory(AbstractGameObject *o) { return m_ego_inventory.contains(o); } inline QString description() const { return m_description; } inline QImage background() const { return m_current_background; } inline bool blocked() const { return !m_message.isEmpty(); } inline qreal closestZ() const { return m_closest_z; } inline qreal farthestZ() const { return m_farthest_z; } inline qreal horizon() const { return m_horizon; } inline GameGrammar *grammar() const { return m_grammar; } inline void setDescription(const QString &description) { m_description = description; } inline void setBackground(const QImage &image) { m_current_background = image; } inline void setFarthestZ(qreal z) { m_farthest_z = z; } inline void setClosestZ(qreal z) { m_closest_z = z; } inline void setHorizon(qreal y) { m_horizon = y; } inline void addNameToGameObject(AbstractGameObject *o, const QString &other_name) { m_grammar->addNameToGameObject(o, other_name); } protected: virtual void keyPressEvent(QKeyEvent *e); virtual void drawForeground(QPainter *painter, const QRectF &); virtual void drawBackground(QPainter *painter, const QRectF &); private: GameGrammar *m_grammar; QString m_description; AbstractGameObject *m_ego_object; QList<AbstractGameObject *> m_ego_inventory; QStringList m_message; QString m_current_input; QImage m_current_background; qreal m_horizon; qreal m_farthest_z; qreal m_closest_z; }; #endif