|  | Home · All Classes · Main Classes · Grouped Classes · Modules · Functions |

# gameboard.cpp Example File
tutorials/tutorial/t14/gameboard.cpp

     /****************************************************************************
     **
     ** Copyright (C) 2005-2008 Trolltech ASA. All rights reserved.
     **
     ** This file is part of the example classes of the Qt Toolkit.
     **
     ** This file may be used under the terms of the GNU General Public
     ** License versions 2.0 or 3.0 as published by the Free Software
     ** Foundation and appearing in the files LICENSE.GPL2 and LICENSE.GPL3
     ** included in the packaging of this file.  Alternatively you may (at
     ** your option) use any later version of the GNU General Public
     ** License if such license has been publicly approved by Trolltech ASA
     ** (or its successors, if any) and the KDE Free Qt Foundation. In
     ** addition, as a special exception, Trolltech gives you certain
     ** additional rights. These rights are described in the Trolltech GPL
     ** Exception version 1.2, which can be found at
     ** http://www.trolltech.com/products/qt/gplexception/ and in the file
     ** GPL_EXCEPTION.txt in this package.
     **
     ** Please review the following information to ensure GNU General
     ** Public Licensing requirements will be met:
     ** http://trolltech.com/products/qt/licenses/licensing/opensource/. If
     ** you are unsure which license is appropriate for your use, please
     ** review the following information:
     ** http://trolltech.com/products/qt/licenses/licensing/licensingoverview
     ** or contact the sales department at sales@trolltech.com.
     **
     ** In addition, as a special exception, Trolltech, as the sole
     ** copyright holder for Qt Designer, grants users of the Qt/Eclipse
     ** Integration plug-in the right for the Qt/Eclipse Integration to
     ** link to functionality provided by Qt Designer and its related
     ** libraries.
     **
     ** This file is provided "AS IS" with NO WARRANTY OF ANY KIND,
     ** INCLUDING THE WARRANTIES OF DESIGN, MERCHANTABILITY AND FITNESS FOR
     ** A PARTICULAR PURPOSE. Trolltech reserves all rights not expressly
     ** granted herein.
     **
     ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
     ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
     **
     ****************************************************************************/

     #include <QApplication>
     #include <QFont>
     #include <QGridLayout>
     #include <QHBoxLayout>
     #include <QLCDNumber>
     #include <QLabel>
     #include <QPushButton>
     #include <QShortcut>
     #include <QVBoxLayout>
     #include <QWidget>

     #include "cannonfield.h"
     #include "gameboard.h"
     #include "lcdrange.h"

     GameBoard::GameBoard(QWidget *parent)
         : QWidget(parent)
     {
         QPushButton *quit = new QPushButton(tr("&Quit"));
         quit->setFont(QFont("Times", 18, QFont::Bold));

         connect(quit, SIGNAL(clicked()), qApp, SLOT(quit()));

         LCDRange *angle = new LCDRange(tr("ANGLE"));
         angle->setRange(5, 70);

         LCDRange *force = new LCDRange(tr("FORCE"));
         force->setRange(10, 50);

         QFrame *cannonBox = new QFrame;
         cannonBox->setFrameStyle(QFrame::WinPanel | QFrame::Sunken);

         cannonField = new CannonField;

         connect(angle, SIGNAL(valueChanged(int)),
                 cannonField, SLOT(setAngle(int)));
         connect(cannonField, SIGNAL(angleChanged(int)),
                 angle, SLOT(setValue(int)));

         connect(force, SIGNAL(valueChanged(int)),
                 cannonField, SLOT(setForce(int)));
         connect(cannonField, SIGNAL(forceChanged(int)),
                 force, SLOT(setValue(int)));

         connect(cannonField, SIGNAL(hit()),
                 this, SLOT(hit()));
         connect(cannonField, SIGNAL(missed()),
                 this, SLOT(missed()));

         QPushButton *shoot = new QPushButton(tr("&Shoot"));
         shoot->setFont(QFont("Times", 18, QFont::Bold));

         connect(shoot, SIGNAL(clicked()),
                 this, SLOT(fire()));
         connect(cannonField, SIGNAL(canShoot(bool)),
                 shoot, SLOT(setEnabled(bool)));

         QPushButton *restart = new QPushButton(tr("&New Game"));
         restart->setFont(QFont("Times", 18, QFont::Bold));

         connect(restart, SIGNAL(clicked()), this, SLOT(newGame()));

         hits = new QLCDNumber(2);
         hits->setSegmentStyle(QLCDNumber::Filled);

         shotsLeft = new QLCDNumber(2);
         shotsLeft->setSegmentStyle(QLCDNumber::Filled);

         QLabel *hitsLabel = new QLabel(tr("HITS"));
         QLabel *shotsLeftLabel = new QLabel(tr("SHOTS LEFT"));

         (void) new QShortcut(Qt::Key_Enter, this, SLOT(fire()));
         (void) new QShortcut(Qt::Key_Return, this, SLOT(fire()));
         (void) new QShortcut(Qt::CTRL + Qt::Key_Q, this, SLOT(close()));

         QHBoxLayout *topLayout = new QHBoxLayout;
         topLayout->addWidget(shoot);
         topLayout->addWidget(hits);
         topLayout->addWidget(hitsLabel);
         topLayout->addWidget(shotsLeft);
         topLayout->addWidget(shotsLeftLabel);
         topLayout->addStretch(1);
         topLayout->addWidget(restart);

         QVBoxLayout *leftLayout = new QVBoxLayout;
         leftLayout->addWidget(angle);
         leftLayout->addWidget(force);

         QVBoxLayout *cannonLayout = new QVBoxLayout;
         cannonLayout->addWidget(cannonField);
         cannonBox->setLayout(cannonLayout);

         QGridLayout *gridLayout = new QGridLayout;
         gridLayout->addWidget(quit, 0, 0);
         gridLayout->addLayout(topLayout, 0, 1);
         gridLayout->addLayout(leftLayout, 1, 0);
         gridLayout->addWidget(cannonBox, 1, 1, 2, 1);
         gridLayout->setColumnStretch(1, 10);
         setLayout(gridLayout);

         angle->setValue(60);
         force->setValue(25);
         angle->setFocus();

         newGame();
     }

     void GameBoard::fire()
     {
         if (cannonField->gameOver() || cannonField->isShooting())
             return;
         shotsLeft->display(shotsLeft->intValue() - 1);
         cannonField->shoot();
     }

     void GameBoard::hit()
     {
         hits->display(hits->intValue() + 1);
         if (shotsLeft->intValue() == 0)
             cannonField->setGameOver();
         else
             cannonField->newTarget();
     }

     void GameBoard::missed()
     {
         if (shotsLeft->intValue() == 0)
             cannonField->setGameOver();
     }

     void GameBoard::newGame()
     {
         shotsLeft->display(15);
         hits->display(0);
         cannonField->restartGame();
         cannonField->newTarget();
     }