yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2009 Kristian Lehmann <email@thexception.net>
* Copyright (c) 2009-2011 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"
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)
{
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.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);
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()
{
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());
}
}
void BGWidget::startAnimation()
{
timerAnimation->start();
}
void BGWidget::stopAnimation()
{
timerAnimation->stop();
}
void BGWidget::init()
{
for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i]->init();
}