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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitce599e4f9f94b4eb00c1b5edb85bce5431ab3df2 (patch)
treed3bb9f5d25a2dc09ca81adecf39621d871534297 /kturtle/src/canvas.cpp
downloadtdeedu-ce599e4f9f94b4eb00c1b5edb85bce5431ab3df2.tar.gz
tdeedu-ce599e4f9f94b4eb00c1b5edb85bce5431ab3df2.zip
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdeedu@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
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diff --git a/kturtle/src/canvas.cpp b/kturtle/src/canvas.cpp
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+/*
+ * Copyright (C) 2003 Cies Breijs <cies # kde ! nl>
+
+ This program is free software; you can redistribute it and/or
+ modify it under the terms of version 2 of the GNU General Public
+ License as published by the Free Software Foundation.
+
+ 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+
+
+// Note on this file:
+// It contains 200 lines of code just to make sure very long line are drawn correctly
+// till a certain extent... Beyond that extent the code just cuts the crap, since use user
+// it then probably not doing anything usefull anymore; so he she will not notice the code
+// is cheating a bit in order to prevent CPU hogging.
+// If anyone has a good fix for this problem, than please test it with these logo scripts:
+
+// # bastard script 1
+// reset
+// canvassize 350,348
+// center
+// for x = 1 to 255 [
+// fw x
+// tr x / 65
+// ]
+
+// # bastard script 2
+// reset
+// canvassize 350,350
+// center
+// for x = 1 to 255 [
+// fw x*x
+// tr x
+// ]
+
+// Thanks for looking at the code of KTurtle!
+
+// Updated 21.10.2004 by Kiril Jovchev
+// -- Changed that position is kept in double values.
+// This makes accuracy higher.
+
+
+// BEGIN includes, defines and constants
+
+#include <cmath>
+
+#include <qpainter.h>
+
+#include <kdebug.h>
+#include <klocale.h>
+#include <kmessagebox.h>
+
+#include "settings.h"
+#include "canvas.h"
+
+
+// this function is used in executer and canvas:
+#define ROUND2INT(x) ( (x) >= 0 ? (int)( (x) + .5 ) : (int)( (x) - .5 ) )
+
+const double PI = 3.14159265358979323846;
+const double DEG2RAD = 3.14159265358979323846/180;
+
+// END
+
+
+
+// BEGIN public methods
+
+Canvas::Canvas(QWidget *parent, const char *name) : QCanvasView(0, parent, name)
+{
+ // Create a new canvas for this view
+ canvas = new QCanvas(parent);
+ canvas->setAdvancePeriod(250); // refresh-rate in [ms]
+
+ // set initial values
+ initValues();
+
+ // at last we assign the canvas to the view
+ setCanvas(canvas);
+}
+
+Canvas::~Canvas()
+{
+ delete sprite;
+ delete spriteFrames;
+}
+
+
+QPixmap* Canvas::canvas2Pixmap()
+{
+ pixmap = QPixmap( canvas->width(), canvas->height() );
+ QPainter painter(&pixmap);
+ canvas->drawArea(canvas->rect(), &painter);
+ return &pixmap;
+}
+
+// END
+
+
+
+// BEGIN public slots
+
+void Canvas::slotClear()
+{
+ QCanvasItemList list = canvas->allItems();
+ QCanvasItemList::Iterator it = list.begin();
+ for (; it != list.end(); ++it)
+ {
+ // kill everything but the turtle (who lives on a seperate layer)
+ if ( *it && !( (*it)->z() == 250 ) ) delete *it;
+ }
+}
+
+void Canvas::slotClearSpriteToo()
+{
+ QCanvasItemList list = canvas->allItems();
+ QCanvasItemList::Iterator it = list.begin();
+ for (; it != list.end(); ++it)
+ {
+ if (*it) delete *it;
+ }
+}
+
+
+void Canvas::slotGo(double x, double y)
+{
+ int intX = ROUND2INT(x);
+ int intY = ROUND2INT(y);
+
+ if ( wrap && !canvas->onCanvas(intX, intY) )
+ {
+ QPoint offsetPoint = offset(intX, intY);
+ posX = x - ( offsetPoint.x() * canvasWidth );
+ posY = y - ( offsetPoint.y() * canvasHeight );
+ }
+ else
+ {
+ posX = x;
+ posY = y;
+ }
+ updateSpritePos();
+}
+
+void Canvas::slotGoX(double x)
+{
+ int intX = ROUND2INT(x);
+ int intPosY = ROUND2INT(posY);
+ if ( wrap && !canvas->onCanvas(intX, intPosY) )
+ {
+ QPoint offsetPoint = offset(intX, intPosY);
+ posX = x - ( offsetPoint.x() * canvasWidth );
+ }
+ else posX = x;
+ updateSpritePos();
+}
+
+void Canvas::slotGoY(double y)
+{
+ int intY = ROUND2INT(y);
+ int intPosX = ROUND2INT(posX);
+ if ( wrap && !canvas->onCanvas(intPosX, intY) )
+ {
+ QPoint offsetPoint = offset(intPosX, intY);
+ posY = y - ( offsetPoint.y() * canvasHeight );
+ }
+ else posY = y;
+ updateSpritePos();
+}
+
+void Canvas::slotForward(double x)
+{
+ double posXnew = posX + ( x * sin(direction * DEG2RAD) );
+ double posYnew = posY - ( x * cos(direction * DEG2RAD) );
+ if (pen) lineShell(posX, posY, posXnew, posYnew);
+ slotGo(posXnew, posYnew);
+}
+
+void Canvas::slotBackward(double x)
+{
+ double posXnew = posX - ( x * sin(direction * DEG2RAD) );
+ double posYnew = posY + ( x * cos(direction * DEG2RAD) );
+ if (pen) lineShell(posX, posY, posXnew, posYnew);
+ slotGo(posXnew, posYnew);
+}
+
+void Canvas::slotDirection(double deg)
+{
+ direction = deg;
+ updateSpriteAngle();
+}
+
+void Canvas::slotTurnLeft(double deg)
+{
+ direction = direction - deg;
+ updateSpriteAngle();
+}
+
+void Canvas::slotTurnRight(double deg)
+{
+ direction = direction + deg;
+ updateSpriteAngle();
+}
+
+void Canvas::slotCenter()
+{
+ posX = canvasWidth / 2;
+ posY = canvasHeight / 2;
+ updateSpritePos();
+}
+
+void Canvas::slotSetPenWidth(int w)
+{
+ if (w == 1) penWidth = 0; // 0 gives 1 pixel lines using fast algorithem
+ else penWidth = w;
+}
+
+void Canvas::slotPenUp()
+{
+ pen = false;
+}
+
+void Canvas::slotPenDown()
+{
+ pen = true;
+}
+
+void Canvas::slotSetFgColor(int r, int g, int b)
+{
+ // shouldn't it be checked if: ( 0 =< r, g, b =< 255) ?
+ fgR = r;
+ fgG = g;
+ fgB = b;
+}
+
+void Canvas::slotSetBgColor(int r, int g, int b)
+{
+ canvas->setBackgroundColor( QColor(r, g, b) );
+}
+
+void Canvas::slotResizeCanvas(int x, int y)
+{
+ if (x <= 0 || y <= 0)
+ {
+ // TODO put error message
+ x = 100;
+ y = 100;
+ }
+ canvasWidth = x;
+ canvasHeight = y;
+ canvas->resize(x, y);
+ emit CanvasResized();
+}
+
+
+// I'm having major problems with the canvas and qt-3.2
+// qt-3.3 will fix it and the supposed fix is allready in qt-copy
+// i'll not work any further on sprites, while i dont have qt-3.3 or a fresh qt-copy
+
+void Canvas::slotSpriteShow()
+{
+ sprite->show();
+}
+
+void Canvas::slotSpriteHide()
+{
+ sprite->hide();
+}
+
+void Canvas::slotSpritePress()
+{
+}
+
+void Canvas::slotSpriteChange(int x)
+{
+ sprite->setFrame(x);
+ sprite->move(ROUND2INT(posX - sprite->width()/2), ROUND2INT(posY - sprite->height()/2));
+}
+
+void Canvas::slotPrint(QString text)
+{
+ QCanvasText* t = new QCanvasText(text, font, canvas);
+ // text does not do the wrapping, never... sorry
+ t->setColor( QColor(fgR, fgG, fgB) );
+ t->move(ROUND2INT(posX), ROUND2INT(posY));
+ t->show();
+}
+
+void Canvas::slotFontType(QString family, QString extra)
+{
+ font.setFamily(family);
+ font.setBold( extra.contains("bold") > 0 );
+ font.setItalic( extra.contains("italic") > 0 );
+ font.setUnderline( extra.contains("underline") > 0 );
+ font.setOverline( extra.contains("overline") > 0 );
+ font.setStrikeOut( extra.contains("strikeout") > 0 );
+}
+
+void Canvas::slotFontSize(int px)
+{
+ font.setPixelSize(px);
+}
+
+void Canvas::slotWrapOn()
+{
+ wrap = true;
+}
+
+void Canvas::slotWrapOff()
+{
+ wrap = false;
+}
+
+void Canvas::slotReset()
+{
+ slotClearSpriteToo();
+ initValues();
+}
+
+// END
+
+
+
+// BEGIN private methods
+
+void Canvas::initValues()
+{
+ // canvas size
+ slotResizeCanvas( Settings::canvasWidth(), Settings::canvasHeight() );
+ canvasWidth = Settings::canvasWidth();
+ canvasHeight = Settings::canvasHeight();
+ // colors
+ canvas->setBackgroundColor( QColor(255, 255, 255) ); // background
+ fgR = 0; // pencolor (forground)
+ fgG = 0;
+ fgB = 0;
+ // pen, wrap, direction and font
+ penWidth = 0;
+ pen = true;
+ wrap = true;
+ direction = 0;
+ font = QFont("serif", 18);
+ // the position
+ posX = canvasWidth / 2;
+ posY = canvasHeight / 2;
+ // construct the default sprite
+ loadSpriteFrames("turtle");
+ updateSpritePos();
+ updateSpriteAngle();
+ sprite->show();
+}
+
+
+void Canvas::lineShell(double xa, double ya, double xb, double yb)
+{
+ // line can fallback into this function in case of cutLoop == true
+ cutLoop = false;
+ // Reset the loop detection memory
+ prevStartPos3 = prevStartPos2 = prevStartPos1 = prevEndPos3 = prevEndPos2 = prevEndPos1 = QPoint(0, 0);
+ // and go!
+ line(xa, ya, xb, yb);
+}
+
+void Canvas::line(double xa, double ya, double xb, double yb)
+{
+ QCanvasLine* l = new QCanvasLine(canvas);
+ int intXa = ROUND2INT(xa);
+ int intYa = ROUND2INT(ya);
+ int intXb = ROUND2INT(xb);
+ int intYb = ROUND2INT(yb);
+ l->setPoints(intXa, intYa, intXb, intYb);
+ l->setPen( QPen(QColor(fgR, fgG, fgB), penWidth, SolidLine) );
+ l->setZ(1);
+ l->show();
+ // kdDebug(0)<<"Canvas::line(); xa:"<<xa<<", ya:"<<ya<<", xb:"<<xb<<", yb:"<<yb<<endl;
+ if ( wrap && !canvas->onCanvas( ROUND2INT(xb), ROUND2INT(yb) ) )
+ {
+ if (endlessLoop( QPoint(intXa, intYa), QPoint(intXb, intYb) ) == true) // detect for endless loop
+ {
+ slotCenter();
+ kdDebug(0)<<"Canvas::line(): ENDLESS LOOP DETECTED, BROKE THE LOOP"<<endl;
+ cutLoop = true;
+ return;
+ }
+
+ QPoint translation = translationFactor(xa, ya, xb, yb);
+ if (translation == QPoint(0, 0) )
+ {
+ // this could never happen in theory
+ kdDebug(0)<<"Canvas::line(): ***********ERRORRR***********"<<endl;
+ return;
+ }
+ // kdDebug(0)<<"Canvas::line(); translate by: <<tranlation<<endl;
+ line (xa + translation.x() * canvasWidth, ya + translation.y() * canvasHeight,
+ xb + translation.x() * canvasWidth, yb + translation.y() * canvasHeight);
+ if (cutLoop == true)
+ {
+ // kdDebug(0)<<"Canvas::line(): cutLoop is set to TRUE! ABORT LINE MISSION"<<endl;
+ return;
+ }
+ }
+}
+
+bool Canvas::endlessLoop(QPoint begin, QPoint end)
+{
+ // kdDebug(0)<<"prevStartPos3: "<<prevStartPos3<<", prevStartPos2: "<<prevStartPos2<<", prevStartPos1: "<<prevStartPos1<<", prevStartPos0: "<<begin<<", prevEndPos3: "<<prevEndPos3<<", prevEndPos2: "<<prevEndPos2<<", prevEndPos1: "<<prevEndPos1<<", prevEndPos0: "<<end<<endl;
+ if ( prevStartPos2 == begin && prevStartPos3 == prevStartPos1 &&
+ prevEndPos2 == end && prevEndPos3 == prevEndPos1 )
+ {
+ // this is to break the horrible endless loop bug that i cannot fix...
+ // i need more simple reproductions of this bug to really find it
+ // for now i say it is something with QCanvas but i'm likely wrong on thisone
+ // kdDebug(0)<<"Canvas::endlessLoop TRUE!!"<<endl;
+ return true;
+ }
+ else
+ {
+ // kdDebug(0)<<"Canvas::endlessLoop FASLE!!"<<endl;
+ prevStartPos3 = prevStartPos2;
+ prevStartPos2 = prevStartPos1;
+ prevStartPos1 = begin;
+ prevEndPos3 = prevEndPos2;
+ prevEndPos2 = prevEndPos1;
+ prevEndPos1 = end;
+ return false;
+ }
+ return false; // fallback will not be used
+}
+
+bool Canvas::pointInRange(double px, double py, double xa, double ya, double xb, double yb)
+{
+ if ( ( ( px >= xa && px <= xb ) || ( px <= xa && px >= xb ) ) &&
+ ( ( py >= ya && py <= yb ) || ( py <= ya && py >= yb ) ) ) return true;
+ return false;
+}
+
+QPoint Canvas::offset(int x, int y)
+{
+ // This funktion makes is easy to read since deviding int's is a weird thing:
+ // int x = 5 / 2, outputs: x = 2, with: 5 % 2 = 1 (the rest value)
+ if (x < 0) x = x - canvasWidth;
+ if (y < 0) y = y - canvasHeight;
+ QPoint offsetPoint( x / canvasWidth, y / canvasHeight);
+ return offsetPoint;
+}
+
+QPoint Canvas::translationFactor(double xa, double ya, double xb, double yb)
+{
+ // this class returns a QPoint which can be used to properly 'wrap' a line
+ QPoint crossPoint[4]; // under wicked circumstances we can need this
+ // namely when crossing both corners, we have 4 bordercrossings
+ QPoint translate[4];
+ int i = 0;
+ if ( (xb - xa) > -0.00001 && (xb - xa) < 0.00001 ) // check for an infinite tangent (direction coefficient)
+ {
+ i++;
+ translate[i] = QPoint( 0, 1 );
+ crossPoint[i] = QPoint( ROUND2INT(xa), 0 );
+ i++;
+ translate[i] = QPoint(0,-1 );
+ crossPoint[i] = QPoint( ROUND2INT(xa), canvasHeight );
+ }
+ else
+ {
+ // Here we find out what crossing points the line has with canvas border lines (lines are ENDLESS here)
+
+ // f(t) == (yb - ya) / (xb - xa) * t + ya - (A * xa) == A*t + B
+ double A = (yb - ya) / (xb - xa);
+ double B = ya - (A * xa);
+
+ double x_sT = -B / A; // A * x_sT + B == 0 => x_sT == -B / A
+ double x_sB = ( (double)(canvasHeight) - B ) / A; // A * x_sB + B == CH => x_sB == (CH - B) / A
+ double y_sL = B; // A * 0 + B == y_sL => y_sL == B
+ double y_sR = ( A * (double)(canvasWidth) ) + B; // A * CW + B == y_sR
+ // kdDebug(0)<<"Canvas::translationFactor; rc:"<<A<<", xTop:"<<x_sT<<", xBot:"<<x_sB<<", yLft:"<<y_sL<<", yRft:"<<y_sR<<". "<<endl;
+
+ // Here we find out what crossing points are on the borders AND on the linePIECES
+ // pointInRange only checks wether the crossing point of the ENDLESS line is on the line PIECE.
+ if ( 0 <= x_sT && x_sT <= canvasWidth && pointInRange(x_sT, 0, xa, ya, xb, yb) )
+ {
+ i++;
+ translate[i] = QPoint( 0, 1 );
+ crossPoint[i] = QPoint( ROUND2INT(x_sT), 0 );
+ }
+ if ( 0 <= x_sB && x_sB <= canvasWidth && pointInRange(x_sB, canvasHeight, xa, ya, xb, yb) )
+ {
+ i++;
+ translate[i] = QPoint( 0,-1 );
+ crossPoint[i] = QPoint( ROUND2INT(x_sB), ROUND2INT(canvasHeight) );
+ }
+ if ( 0 <= y_sL && y_sL <= canvasHeight && pointInRange(0, y_sL, xa, ya, xb, yb) )
+ {
+ i++;
+ translate[i] = QPoint( 1, 0 );
+ crossPoint[i] = QPoint( 0, ROUND2INT(y_sL) );
+ }
+ if ( 0 <= y_sR && y_sR <= canvasHeight && pointInRange(canvasWidth, y_sR, xa, ya, xb, yb) )
+ {
+ i++;
+ translate[i] = QPoint(-1, 0 );
+ crossPoint[i] = QPoint( ROUND2INT(canvasWidth), ROUND2INT(y_sR) );
+ }
+
+ if ( i == 0 )
+ {
+ // kdDebug(0)<<"Canvas::translationFactor: FIRST NO BORDER CROSSINGS DETECTED"<<endl;
+ QPoint returnValue = QPoint(0, 0); // initiate the returnValue
+ // Here a fallback if the line has no crossings points with any borders.
+ // This mostly happens because of unlucky rounding, when this happens the line is nearly
+ // crossing a corner of the canvas.
+ // This code make sure the line is tranlated back onto the canvas.
+ // The -2 and +2 was just something i learnt from examples... I HAVE NO PROOF FOR THIS!
+ // This, luckily, allmost never happens.
+ if ( -2 <= x_sT && x_sT <= (canvasWidth + 2) && pointInRange(x_sT, 0, xa, ya, xb, yb) )
+ {
+ returnValue = returnValue + QPoint(0, 1);
+ }
+ if ( -2 <= x_sB && x_sB <= (canvasWidth + 2) && pointInRange(x_sB, canvasHeight, xa, ya, xb, yb) )
+ {
+ returnValue = returnValue + QPoint(0,-1);
+ }
+ if ( -2 <= y_sL && y_sL <= (canvasHeight + 2) && pointInRange(0, y_sL, xa, ya, xb, yb) )
+ {
+ returnValue = returnValue + QPoint(1, 0);
+ }
+ if ( -2 <= y_sR && y_sR <= (canvasHeight + 2) && pointInRange(canvasWidth, y_sR, xa, ya, xb, yb) )
+ {
+ returnValue = returnValue + QPoint(-1, 0);
+ }
+
+ if ( returnValue == QPoint(0, 0) )
+ {
+ // kdDebug(0)<<"Canvas::translationFactor: *****This shouldn't happen (1) *****"<<endl;
+ // and this doesnt happen, that why +3 and -3 are ok values and the code above works.
+ }
+ return returnValue;
+ }
+ }
+
+ QPoint returnValue = QPoint(0, 0); // a new returnValue QPoint gets inited
+ if (i == 1)
+ {
+ // only one border crossing, this is normal when the start point
+ // is within the canvas and no corners are crossed
+ // kdDebug(0)<<"***only one border crossing!"<<endl;
+ return translate[1];
+ }
+ if (i > 1)
+ {
+ // more than one border crossing starting point if of the canvas
+ // we now have to find out which crossing occurs 'first' to know how to translate the line
+ // NOTE2SELF: the line does NOT have to start on the canvas!!
+ QPoint endPos( ROUND2INT(xb), ROUND2INT(yb));
+ int smallestSize = ( QPoint( ROUND2INT(xa), ROUND2INT(ya) ) - endPos ).manhattanLength();
+ // smallestSize is initiated to the total size of the line
+ for (int ii = 1; ii <= i; ii++)
+ {
+ int testSize = ( crossPoint[ii] - endPos ).manhattanLength(); // size till the crosspoint
+ if (testSize < smallestSize) // if testSize is smaller then...
+ {
+ smallestSize = testSize; // ...it becomes smallestSize
+ returnValue = translate[ii];
+ // and the returnValue is updated to the corresponing translaton factors
+ // kdDebug(0)<<"Canvas::translationFactor: UPDATED"<<endl;
+ }
+ else if (testSize == smallestSize) // this only happens on corners
+ {
+ // kdDebug(0)<<"Canvas::translationFactor: CORNER EXCEPTION"<<endl;
+ returnValue = QPoint(0, 0);
+ if (xb < 0) returnValue = returnValue + QPoint( 1, 0);
+ else if (xb > canvasWidth) returnValue = returnValue + QPoint(-1, 0);
+
+ if (yb < 0) returnValue = returnValue + QPoint( 0, 1);
+ else if (yb > canvasHeight) returnValue = returnValue + QPoint( 0,-1);
+
+ return returnValue;
+ }
+ }
+ // kdDebug(0)<<"Canvas::translationFactor: NOT RETURNED YET SO DOING IT NOW"<<endl;
+ return returnValue;
+ }
+ // kdDebug(0)<<"Canvas::translationFactor: *****This shouldn't happen (3) *****"<<endl;
+ return returnValue;
+}
+
+
+
+// Sprite related methods:
+
+void Canvas::loadSpriteFrames(QString name)
+{
+ // read the pixmaps name.0001.png, name.0002.png, ..., name.0035.png: the different rotations
+ // #0000 for 0 or 360, #0001 for 10, #0002 for 20, ..., #0018 for 180, etc.
+
+ // WARNING if the dir doesnt exists the app will crash!!!
+ // This will be fixed in qt3.3 and in the current qt-copy
+ QPixmap turtlePix = QPixmap(locate("data","kturtle/pics/turtle.0000.png") );
+ if ( turtlePix.isNull() )
+ {
+ KMessageBox::sorry( this,
+ i18n("The turtle picture could not be found. "
+ "Please check your installation."), i18n("Error") );
+ return;
+ }
+ QString spritePath = locate("data","kturtle/pics/"+name+".0000.png");
+ spritePath.remove(".0000.png");
+ spriteFrames = new QCanvasPixmapArray(spritePath+".%1.png", 36);
+ sprite = new QCanvasSprite(spriteFrames, canvas);
+ sprite->setZ(250);
+}
+
+void Canvas::updateSpritePos()
+{
+ sprite->move( posX - ( sprite->width() / 2 ), posY - ( sprite->height() / 2 ), -1 );
+}
+
+void Canvas::updateSpriteAngle()
+{
+ // get the direction back on the 1st circle
+ while (direction < 0 || direction >= 360)
+ {
+ if (direction >= 360) direction = direction - 360;
+ if (direction < 0) direction = direction + 360;
+ }
+ // convert to degrees, fix the direction, divide by 10 (for picnr), and round
+ int i = (int) ( direction / 10 );
+ // kdDebug(0)<<"########## direction = "<<direction<<"; int i = "<< i << endl;
+ // int i = (int) ( ( ( (-direction * 180) / PI ) / 10) + 0.000000001 );
+ sprite->setFrame(i);
+ updateSpritePos(); // pixmaps of different rotations have different sizes, so refresh
+}
+
+// END
+
+
+#include "canvas.moc"