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IndoorMap/mapview/model/MMFloorObstacles.h
k-a-z-u 8017241c6e split line(old) and wall(new)
added new walling
started working on windows
2018-07-25 16:20:34 +02:00

129 lines
3.3 KiB
C++

#ifndef MMFLOOROBSTACLES_H
#define MMFLOOROBSTACLES_H
#include "MapLayer.h"
#include "MMFloorObstacleCircle.h"
#include "MMFloorObstacleLine.h"
#include "MMFloorObstacleWall.h"
#include "MMFloorObstacleDoor.h"
#include "MMFloorObstacleObject.h"
#include <Indoor/floorplan/v2/Floorplan.h>
/**
* layer that contains all of one floor's obstacles
*/
class MMFloorObstacles : public MapLayer {
Floorplan::Floor* floor;
public:
/** ctor with the floor */
MMFloorObstacles(MapLayer* parent, Floorplan::Floor* floor) : MapLayer(parent, MapLayerType::FLOOR_OBSTACLES), floor(floor) {
// the obstacles
for (Floorplan::FloorObstacle* o : floor->obstacles) {
if (dynamic_cast<Floorplan::FloorObstacleLine*>(o)) {
addElement(new MMFloorObstacleLine(this, floor, (Floorplan::FloorObstacleLine*)o));
} else if (dynamic_cast<Floorplan::FloorObstacleWall*>(o)) {
addElement(new MMFloorObstacleWall(this, floor, (Floorplan::FloorObstacleWall*)o));
} else if (dynamic_cast<Floorplan::FloorObstacleCircle*>(o)) {
addElement(new MMFloorObstacleCircle(this, floor, (Floorplan::FloorObstacleCircle*)o));
} else if (dynamic_cast<Floorplan::FloorObstacleDoor*>(o)) {
addElement(new MMFloorObstacleDoor(this, floor, (Floorplan::FloorObstacleDoor*)o));
} else if (dynamic_cast<Floorplan::FloorObstacleObject*>(o)) {
addElement(new MMFloorObstacleObject(this, floor, (Floorplan::FloorObstacleObject*)o));
} else {
throw new Exception("todo: not yet implemented obstacle type");
}
}
}
bool isVisible() const override {
return floor->obstacles.enabled;
}
void setVisible(const bool visible) override {
this-> floor->obstacles.enabled = visible;
onVisibilityChanged(visible);
}
/** get the corresponding floor from the underlying model */
Floorplan::Floor* getFloor() {return floor;}
//TODO: check
MMFloorObstacleWall* createWall(Floorplan::FloorObstacleWall* obs) {
// add to underlying model
floor->obstacles.push_back(obs);
// add to myself as element
MMFloorObstacleWall* mm = new MMFloorObstacleWall(this, floor, obs);
addElement(mm);
return mm;
}
//TODO: check
MMFloorObstacleDoor* createDoor(Floorplan::FloorObstacleDoor* obs) {
// add to underlying model
floor->obstacles.push_back(obs);
// add to myself as element
MMFloorObstacleDoor* mm = new MMFloorObstacleDoor(this, floor, obs);
addElement(mm);
return mm;
}
//TODO: check
MMFloorObstacleLine* createLine(Floorplan::FloorObstacleLine* obs) {
// add to underlying model
floor->obstacles.push_back(obs);
// add to myself as element
MMFloorObstacleLine* mm = new MMFloorObstacleLine(this, floor, obs);
addElement(mm);
return mm;
}
//TODO: check
MMFloorObstacleCircle* createCircle(Floorplan::FloorObstacleCircle* obs) {
// add to underlying model
floor->obstacles.push_back(obs);
// add to myself as element
MMFloorObstacleCircle* mm = new MMFloorObstacleCircle(this, floor, obs);
addElement(mm);
return mm;
}
//TODO: check
MMFloorObstacleObject* createObject(Floorplan::FloorObstacleObject* obs) {
// add to underlying model
floor->obstacles.push_back(obs);
// add to myself as element
MMFloorObstacleObject* mm = new MMFloorObstacleObject(this, floor, obs);
addElement(mm);
return mm;
}
std::string getLayerName() const override {return "obstacles";}
};
#endif // MMFLOOROBSTACLES_H