In hindsight my emscripten-ifdef (70d416a8f63f) is nonsense.
As fpcrtl_glShaderSource() would not be defined and lead to compiling issues.
So either it's 3 ifdefs (in pas2cRedo, pas2cSystem and misc.c),
in order to toggle between fpcrtl_ and the native function,
or alternatively have no ifdef for it at all.
I'm going with none at all,
which means emscripten will compile with the original (const) function prototype,
being wrapped by the fpcrtl_ function, same as non-emscripten builds.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2009 Kristian Lehmann <email@thexception.net>
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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();
}