QTfrontend/bgwidget.cpp
author nemo
Thu, 01 Jul 2010 23:41:10 -0400
changeset 3608 c509bbc779e7
parent 2948 3f21a9dc93d0
child 4560 5d6c7f88db73
permissions -rw-r--r--
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2009 Kristian Lehmann <email@thexception.net>
 *
 * 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"

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

SpritePosition::~SpritePosition()
{
}

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

void SpritePosition::reset()
{
    fY = -1 * iSpriteHeight;
    fX = (qrand() % ((int)(wParent->width() * 1.5))) - wParent->width()/2;
    fYMov = ((qrand() % 400)+300) / 100.0f;
    fXMov = fYMov * 0.5f;
    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)
{
    setAttribute(Qt::WA_NoSystemBackground, true);
    sprite.load(":/res/Star.png");

    setAutoFillBackground(false);

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

    for (int i = 0; i < 360; 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(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 < 360; i++) delete rotatedSprites[i];
    delete timerAnimation;
}

void BGWidget::paintEvent(QPaintEvent *event)
{
    QPainter p;
    p.begin(this);
    //p.setRenderHint(QPainter::Antialiasing);
    for (int i = 0; i < SPRITE_MAX; i++)
    {
        QPoint point = spritePositions[i]->pos();
        p.drawImage(point.x(), point.y(), *rotatedSprites[spritePositions[i]->getAngle()]);
    }
    p.end();
}

void BGWidget::animate()
{
    for (int i = 0; i < SPRITE_MAX; i++)
    {
        // bottom edge of star *seems* clipped, but in fact, if I switch to just plain old repaint()/update() it is still clipped - artifact of transform?  As for 5, is arbitrary number. 4 was noticeably clipping, 5 seemed same as update() - I assume extra room is due to rotation and value really should be calculated proportional to width/height
        update(spritePositions[i]->pos().x(),spritePositions[i]->pos().y(), sprite.width()+5, sprite.height()+5);
        spritePositions[i]->move();
    }
}

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

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

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