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/*******************************************************************
*
* Copyright 2006 Dmitry Suzdalev <dimsuz@gmail.com>
*
* This file is part of the KDE project "KLines"
*
* KLines 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; either version 2, or (at your option)
* any later version.
*
* KLines 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 KLines; see the file COPYING. If not, write to
* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
********************************************************************/
#include "ballitem.h"
#include "renderer.h"
#include <kdebug.h>
#include <QGraphicsScene>
#include <KGameRenderer>
BallItem::BallItem( QGraphicsScene* parent )
: KGameRenderedItem(KLinesRenderer::renderer() , "", NULL)
{
parent->addItem(this);
setShapeMode( BoundingRectShape );
m_color = NumColors; // = uninitialized
m_timeLine.setCurveShape( QTimeLine::LinearCurve );
m_timeLine.setLoopCount(0);
connect(&m_timeLine, SIGNAL(frameChanged(int)), SLOT(animFrameChanged(int)) );
}
void BallItem::setColor( BallColor c, bool setPix )
{
m_color = c;
if(setPix)
setSpriteKey(KLinesRenderer::ballPixmapId(m_color));
}
void BallItem::startSelectedAnimation()
{
if(m_timeLine.state() == QTimeLine::Running)
return;
// it needs to be here rather than in constructor,
// because if different theme would get selected
// new settings will be picked up from KLinesRenderer
m_timeLine.setDuration(KLinesRenderer::animDuration(KLinesRenderer::SelectedAnim));
m_timeLine.setFrameRange(0, KLinesRenderer::frameCount(KLinesRenderer::SelectedAnim)-1);
m_timeLine.start();
}
void BallItem::stopAnimation()
{
m_timeLine.stop();
setSpriteKey(KLinesRenderer::ballPixmapId(m_color));
}
void BallItem::animFrameChanged(int frame)
{
setSpriteKey(KLinesRenderer::animationFrameId(KLinesRenderer::SelectedAnim, m_color, frame ));
}
#include "ballitem.moc"
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