--- a/QTfrontend/ui/widget/bgwidget.cpp Sun Oct 30 08:01:26 2011 +0100
+++ b/QTfrontend/ui/widget/bgwidget.cpp Sun Oct 30 15:31:30 2011 +0100
@@ -36,7 +36,8 @@
fY += fYMov;
iAngle += 4;
if (iAngle >= 360) iAngle = 0;
- if (fY > wParent->height()) reset();
+ if ((fX - fXMov) > wParent->width()) reset();
+ else if ((fY - fYMov) > wParent->height()) reset();
}
void SpritePosition::reset()
@@ -73,7 +74,7 @@
for (int i = 0; i < SPRITE_MAX; i++) spritePositions[i] = new SpritePosition(this, sprite.height());
- for (int i = 0; i < 360; i++)
+ for (int i = 0; i < 90; i++)
{
rotatedSprites[i] = new QImage(sprite.width(), sprite.height(), QImage::Format_ARGB32);
rotatedSprites[i]->fill(0);
@@ -85,7 +86,7 @@
// p.setRenderHint(QPainter::Antialiasing);
p.setRenderHint(QPainter::SmoothPixmapTransform);
p.translate(translate.x(), translate.y());
- p.rotate(i);
+ p.rotate(4 * i);
p.translate(-1*translate.x(), -1*translate.y());
p.drawImage(0, 0, sprite);
}
@@ -98,7 +99,7 @@
BGWidget::~BGWidget()
{
for (int i = 0; i < SPRITE_MAX; i++) delete spritePositions[i];
- for (int i = 0; i < 360; i++) delete rotatedSprites[i];
+ for (int i = 0; i < 90; i++) delete rotatedSprites[i];
delete timerAnimation;
}
@@ -107,13 +108,15 @@
Q_UNUSED(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.drawImage(point.x(), point.y(), *rotatedSprites[spritePositions[i]->getAngle()/4]);
}
+
p.end();
}
@@ -121,9 +124,13 @@
{
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);
+ 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());
}
}