QTfrontend/ui/widget/bgwidget.cpp
author dag10 <gottlieb.drew@gmail.com>
Wed, 16 Jan 2013 18:34:43 -0500
changeset 8393 85bd6c7b2641
parent 6952 7f70f37bbf08
child 8420 98e3cc0418f9
permissions -rw-r--r--
Can now change theme for static and mission maps. Fixed mission map descriptions that had commas which broke them. Now, you must escape commas in map descriptions. Made bgwidget repaint on animation tick to avoid buffer-not-clearing issue with widgets that change overtop the background leaving a ghost image of the widget's previous state. Generated map is now the default map in the mapconfig widget.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2009 Kristian Lehmann <email@thexception.net>
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#include "bgwidget.h"
#include "hwconsts.h"

SpritePosition::SpritePosition(QWidget * parent, int sw, int sh)
{
    wParent = parent;
    iSpriteWidth = sw;
    iSpriteHeight = sh;
    reset();
}

SpritePosition::~SpritePosition()
{
}

void SpritePosition::move()
{
    fX += fXMov;
    fY += fYMov;
    iAngle += 4;
    if (iAngle >= 360) iAngle = 0;
    if ((fX - fXMov) > wParent->width()) reset();
    else if ((fY - fYMov) > wParent->height()) reset();
}

void SpritePosition::reset()
{
    // random movement values
    fYMov = ((qrand() % 400)+300) / 100.0f;
    fXMov = fYMov * 0.2f+((qrand()%100)/100.0f * 0.6f); //so between 0.2 and 0.8, or 0.5 +/- 0.3

    // random respawn locations
    int tmp = fXMov * (wParent->height() / fYMov);
    fX = (qrand() % (wParent->width() + tmp)) - tmp;

    // adjust respawn location to be next to (but outside) the parent's limits
    if (fX > -iSpriteWidth)
    {
        fY = -1 * iSpriteHeight;
    }
    else
    {
        fY = qrand() % wParent->height();
        fX = -iSpriteWidth;
    }

    // random initial angle
    iAngle = qrand() % 360;
}

QPoint SpritePosition::pos()
{
    return QPoint((int)fX,(int)fY);
}

int SpritePosition::getAngle()
{
    return iAngle;
}

void SpritePosition::init()
{
    fY = qrand() % (wParent->height() + 1);
    fX = qrand() % (wParent->width() + 1);
}

BGWidget::BGWidget(QWidget * parent) : QWidget(parent), enabled(false)
{
    setAttribute(Qt::WA_NoSystemBackground, true);

    QString fname;

    //For each season, there is a replacement for the star (Star.png)
    //Todo: change element for easter and birthday
    //Simply replace Confetti.png and Egg.png with an appropriate graphic)
    switch (season)
    {
        case SEASON_CHRISTMAS :
            fname = "Flake.png";
            break;
        case SEASON_EASTER :
            fname = "Egg.png";
            break;
        case SEASON_HWBDAY :
            fname = "Confetti.png";
            break;
        default :
            fname = "Star.png";
    }

    sprite.load(":/res/" + fname);

    setAutoFillBackground(false);

    for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i] = new SpritePosition(this, sprite.width(), sprite.height());

    for (int i = 0; i < 90; i++)
    {
        rotatedSprites[i] = new QImage(sprite.width(), sprite.height(), QImage::Format_ARGB32);
        rotatedSprites[i]->fill(0);

        QPoint translate(sprite.width()/2, sprite.height()/2);

        QPainter p;
        p.begin(rotatedSprites[i]);
        //  p.setRenderHint(QPainter::Antialiasing);
        p.setRenderHint(QPainter::SmoothPixmapTransform);
        p.translate(translate.x(), translate.y());
        p.rotate(4 * i);
        p.translate(-1*translate.x(), -1*translate.y());
        p.drawImage(0, 0, sprite);
    }

    timerAnimation = new QTimer();
    connect(timerAnimation, SIGNAL(timeout()), this, SLOT(animate()));
    timerAnimation->setInterval(ANIMATION_INTERVAL);
}

BGWidget::~BGWidget()
{
    for (int i = 0; i < SPRITE_MAX; i++) delete spritePositions[i];
    for (int i = 0; i < 90; i++) delete rotatedSprites[i];
    delete timerAnimation;
}

void BGWidget::paintEvent(QPaintEvent *event)
{
    Q_UNUSED(event);
    if (!enabled)
        return;

    QPainter p;

    p.begin(this);

    for (int i = 0; i < SPRITE_MAX; i++)
    {
        QPoint point = spritePositions[i]->pos();
        p.drawImage(point.x(), point.y(), *rotatedSprites[spritePositions[i]->getAngle()/4]);
    }

    p.end();
}

void BGWidget::animate()
{
    if (!enabled)
        return;

    for (int i = 0; i < SPRITE_MAX; i++)
    {
        QPoint oldPos = spritePositions[i]->pos();
        spritePositions[i]->move();
        QPoint newPos = spritePositions[i]->pos();

        int xdiff = newPos.x() - oldPos.x();
        int ydiff = newPos.y() - oldPos.y();
        update(oldPos.x(), oldPos.y(), xdiff+sprite.width(), ydiff+sprite.height());
    }

    repaint(); // Repaint every frame. Prevents ghosting of widgets if widgets resize in runtime.
}

void BGWidget::startAnimation()
{
    timerAnimation->start();
}

void BGWidget::stopAnimation()
{
    timerAnimation->stop();
    repaint();
}

void BGWidget::init()
{
    for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i]->init();
}