QTfrontend/ui/widget/bgwidget.cpp
author dag10
Sun, 27 Jan 2013 20:17:30 -0500
changeset 8453 06541556df53
parent 8420 98e3cc0418f9
child 9080 9b42757d7e71
permissions -rw-r--r--
Reorganized layout and appearance of rooms list page. Creating a new room uses a dialog prompt for the room name, which is preset to whatever your last room name was. Removed dotted rectangle around selected cell in rooms list. Removed bug where gamecfgwidget would be in master mode when joining a game as a slave. Can now join selected room when return is pressed. Can also move room selection while room search box has focus.

/*
 * 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();
}