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272 lines
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<title>TQt Tutorial - Chapter 14: Facing the Wall</title>
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<td align="right" valign="center"><img src="logo32.png" align="right" width="64" height="32" border="0"></td></tr></table><h1 align=center>TQt Tutorial - Chapter 14: Facing the Wall</h1>
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<p> <center><img src="t14.png" alt="Screenshot of tutorial fourteen"></center>
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<p> This is the final example: a complete game.
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<p> We add keyboard accelerators and introduce mouse events to CannonField. We
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put a frame around the CannonField and add a barrier (wall) to make the
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game more challenging.
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<p> <ul>
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<li> <a href="t14-lcdrange-h.html">t14/lcdrange.h</a> contains the LCDRange
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class definition.
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<li> <a href="t14-lcdrange-cpp.html">t14/lcdrange.cpp</a> contains the LCDRange
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implementation.
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<li> <a href="t14-cannon-h.html">t14/cannon.h</a> contains the CannonField class
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definition.
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<li> <a href="t14-cannon-cpp.html">t14/cannon.cpp</a> contains the CannonField
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implementation.
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<li> <a href="t14-gamebrd-h.html">t14/gamebrd.h</a> contains the GameBoard
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class definition.
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<li> <a href="t14-gamebrd-cpp.html">t14/gamebrd.cpp</a> contains the GameBoard
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implementation.
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<li> <a href="t14-main-cpp.html">t14/main.cpp</a> contains MyWidget and main.
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</ul>
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<p> <h2> Line-by-line Walkthrough
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</h2>
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<a name="1"></a><p> <h3> <a href="t14-cannon-h.html">t14/cannon.h</a>
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</h3>
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<a name="1-1"></a><p> The CannonField can now receive mouse events to make the user aim the
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barrel by clicking on it and dragging. CannonField also has a barrier
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wall.
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<p>
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<p> <pre> protected:
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void paintEvent( <a href="qpaintevent.html">TQPaintEvent</a> * );
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void mousePressEvent( <a href="qmouseevent.html">TQMouseEvent</a> * );
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void mouseMoveEvent( <a href="qmouseevent.html">TQMouseEvent</a> * );
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void mouseReleaseEvent( <a href="qmouseevent.html">TQMouseEvent</a> * );
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</pre>
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<p> In addition to the familiar event handlers, CannonField implements
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three mouse event handlers. The names say it all.
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<p> <pre> void paintBarrier( <a href="ntqpainter.html">TQPainter</a> * );
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</pre>
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<p> This private function paints the barrier wall.
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<p> <pre> <a href="ntqrect.html">TQRect</a> barrierRect() const;
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</pre>
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<p> This private function returns the enclosing rectangle of the barrier.
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<p> <pre> bool barrelHit( const <a href="ntqpoint.html">TQPoint</a> & ) const;
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</pre>
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<p> This private function checks if a point is inside the barrel of the cannon.
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<p> <pre> bool barrelPressed;
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</pre>
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<p> This private variable is TRUE if the user has pressed the mouse on the
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barrel and not released it.
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<p> <h3> <a href="t14-cannon-cpp.html">t14/cannon.cpp</a>
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</h3>
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<a name="1-2"></a><p>
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<p> <pre> barrelPressed = FALSE;
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</pre>
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<p> This line has been added to the constructor. Initially, the mouse is
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not pressed on the barrel.
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<p> <pre> <a name="x2429"></a> } else if ( shotR.<a href="ntqrect.html#x">x</a>() > width() || shotR.<a href="ntqrect.html#y">y</a>() > height() ||
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shotR.<a href="ntqrect.html#intersects">intersects</a>(barrierRect()) ) {
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</pre>
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<p> Now that we have a barrier, there are three ways to miss. We test for
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the third, too.
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<p> <pre> void CannonField::<a href="ntqwidget.html#mousePressEvent">mousePressEvent</a>( <a href="qmouseevent.html">TQMouseEvent</a> *e )
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{
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if ( e-><a href="qmouseevent.html#button">button</a>() != LeftButton )
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return;
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<a name="x2418"></a> if ( barrelHit( e-><a href="qmouseevent.html#pos">pos</a>() ) )
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barrelPressed = TRUE;
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}
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</pre>
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<p> This is a TQt event handler. It is called when the user presses a
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mouse button when the mouse cursor is over the widget.
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<p> If the event was not generated by the left mouse button, we return
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immediately. Otherwise, we check if the position of the mouse cursor
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is within the cannon's barrel. If it is, we set <tt>barrelPressed</tt> to
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TRUE.
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<p> Notice that the pos() function returns a point in the widget's
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coordinate system.
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<p> <pre> void CannonField::<a href="ntqwidget.html#mouseMoveEvent">mouseMoveEvent</a>( <a href="qmouseevent.html">TQMouseEvent</a> *e )
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{
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if ( !barrelPressed )
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return;
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<a href="ntqpoint.html">TQPoint</a> pnt = e-><a href="qmouseevent.html#pos">pos</a>();
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<a name="x2424"></a> if ( pnt.<a href="ntqpoint.html#x">x</a>() <= 0 )
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<a name="x2422"></a> pnt.<a href="ntqpoint.html#setX">setX</a>( 1 );
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<a name="x2425"></a> if ( pnt.<a href="ntqpoint.html#y">y</a>() >= <a href="ntqwidget.html#height">height</a>() )
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<a name="x2423"></a> pnt.<a href="ntqpoint.html#setY">setY</a>( <a href="ntqwidget.html#height">height</a>() - 1 );
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double rad = atan(((double)<a href="ntqwidget.html#rect">rect</a>().bottom()-pnt.<a href="ntqpoint.html#y">y</a>())/pnt.<a href="ntqpoint.html#x">x</a>());
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setAngle( tqRound ( rad*180/3.14159265 ) );
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}
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</pre>
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<p> This is another TQt event handler. It is called when the user already
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has pressed the mouse button inside this widget and then moves/drags
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the mouse. (You can make TQt send mouse move events even when no
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buttons are pressed. See <a href="ntqwidget.html#setMouseTracking">TQWidget::setMouseTracking</a>().)
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<p> This handler repositions the cannon's barrel according to the position of
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the mouse cursor.
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<p> First, if the barrel is not pressed, we return. Next, we fetch the
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mouse cursor's position. If the mouse cursor is to the left or below
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the widget, we adjust the point to be inside the widget.
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<p> Then we calculate the angle between the bottom edge of the widget and
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the imaginary line between the bottom-left corner of the widget and
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the cursor position. Finally we set the cannon's angle to the new
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value converted to degrees.
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<p> Remember that setAngle() redraws the cannon.
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<p> <pre> <a name="x2432"></a>void CannonField::<a href="ntqwidget.html#mouseReleaseEvent">mouseReleaseEvent</a>( <a href="qmouseevent.html">TQMouseEvent</a> *e )
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{
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<a name="x2417"></a> if ( e-><a href="qmouseevent.html#button">button</a>() == LeftButton )
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barrelPressed = FALSE;
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}
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</pre>
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<p> This TQt event handler is called whenever the user releases a mouse
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button and it was pressed inside this widget.
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<p> If the left button is released, we can be sure that the barrel is no
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longer pressed.
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<p> The paint event has two extra lines:
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<p> <pre> <a name="x2427"></a> if ( updateR.<a href="ntqrect.html#intersects">intersects</a>( barrierRect() ) )
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paintBarrier( &p );
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</pre>
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<p> paintBarrier() does the same sort of thing as paintShot(),
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paintTarget(), and paintCannon().
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<p> <pre> void CannonField::paintBarrier( <a href="ntqpainter.html">TQPainter</a> *p )
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{
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p-><a href="ntqpainter.html#setBrush">setBrush</a>( yellow );
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p-><a href="ntqpainter.html#setPen">setPen</a>( black );
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p-><a href="ntqpainter.html#drawRect">drawRect</a>( barrierRect() );
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}
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</pre>
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<p> This private function paints the barrier as a rectangle filled with
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yellow and with a black outline.
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<p> <pre> TQRect CannonField::barrierRect() const
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{
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return TQRect( 145, height() - 100, 15, 100 );
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}
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</pre>
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<p> This private function returns the rectangle of the barrier. We fix
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the bottom edge of the barrier to the bottom edge of the widget.
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<p> <pre> bool CannonField::barrelHit( const <a href="ntqpoint.html">TQPoint</a> &p ) const
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{
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<a href="ntqwmatrix.html">TQWMatrix</a> mtx;
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<a name="x2436"></a> mtx.<a href="ntqwmatrix.html#translate">translate</a>( 0, height() - 1 );
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<a name="x2435"></a> mtx.<a href="ntqwmatrix.html#rotate">rotate</a>( -ang );
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<a name="x2433"></a> mtx = mtx.<a href="ntqwmatrix.html#invert">invert</a>();
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<a name="x2434"></a><a name="x2426"></a> return barrelRect.<a href="ntqrect.html#contains">contains</a>( mtx.<a href="ntqwmatrix.html#map">map</a>(p) );
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}
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</pre>
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<p> This function returns TRUE if the point is in the barrel; otherwise it returns
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FALSE.
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<p> Here we use the class <a href="ntqwmatrix.html">TQWMatrix</a>. It is defined in the header file
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ntqwmatrix.h, which is included by ntqpainter.h.
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<p> <a href="ntqwmatrix.html">TQWMatrix</a> defines a coordinate system mapping. It can perform the same
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transformations as the <a href="ntqpainter.html">TQPainter</a>.
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<p> Here we perform the same transformation steps as we do when drawing
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the barrel in the paintCannon() function. First we translate the
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coordinate system and then we rotate it.
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<p> Now we need to check whether the point <tt>p</tt> (in widget coordinates) lies
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inside the barrel. To do this, we invert the <a href="ntqwmatrix.html#TransformationMode">transformation matrix</a>.
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The inverted matrix performs the inverse transformation that we used
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when drawing the barrel. We map the point <tt>p</tt> using the inverted
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matrix and return TRUE if it is inside the original barrel rectangle.
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<p> <h3> <a href="t14-gamebrd-cpp.html">t14/gamebrd.cpp</a>
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</h3>
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<a name="1-3"></a><p>
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<p> <pre> #include <<a href="qaccel-h.html">ntqaccel.h</a>>
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</pre>
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<p> We include the class definition of <a href="ntqaccel.html">TQAccel</a>.
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<p> <pre> <a href="ntqvbox.html">TQVBox</a> *box = new <a href="ntqvbox.html">TQVBox</a>( this, "cannonFrame" );
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box-><a href="ntqframe.html#setFrameStyle">setFrameStyle</a>( TQFrame::WinPanel | TQFrame::Sunken );
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cannonField = new CannonField( box, "cannonField" );
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</pre>
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<p> We create and set up a <a href="ntqvbox.html">TQVBox</a>, set its frame style, and then create
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<tt>CannonField</tt> as a child of that box. Because nothing else is in the
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box, the effect is that the <a href="ntqvbox.html">TQVBox</a> will put a frame around the
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CannonField.
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<p> <pre> <a href="ntqaccel.html">TQAccel</a> *accel = new <a href="ntqaccel.html">TQAccel</a>( this );
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<a name="x2438"></a><a name="x2437"></a> accel-><a href="ntqaccel.html#connectItem">connectItem</a>( accel-><a href="ntqaccel.html#insertItem">insertItem</a>( Key_Enter ),
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this, SLOT(fire()) );
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accel-><a href="ntqaccel.html#connectItem">connectItem</a>( accel-><a href="ntqaccel.html#insertItem">insertItem</a>( Key_Return ),
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this, SLOT(fire()) );
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</pre>
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<p> Here we create and set up an accelerator. An accelerator is an object
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that intercepts keyboard events to an application and calls slots if
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certain keys are pressed. This mechanism is also called shortcut
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keys. Note that an accelerator is a child of a widget and will be
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destroyed when that widget is destroyed. <a href="ntqaccel.html">TQAccel</a> is <em>not</em> a widget
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and has no visible effect on its parent.
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<p> We define two shortcut keys. We want the slot fire() to be called
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when the user presses Enter, and we want the application to quit when
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key Ctrl+Q is pressed. Because Enter is sometimes Return and there
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are even keyboards with <em>both</em> keys, we make both Enter and Return
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invoke fire().
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<p> <pre> accel-><a href="ntqaccel.html#connectItem">connectItem</a>( accel-><a href="ntqaccel.html#insertItem">insertItem</a>( CTRL+Key_Q ),
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tqApp, SLOT(<a href="ntqapplication.html#quit">quit</a>()) );
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</pre>
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<p> And then we set up Ctrl+Q to do the same thing as Alt+Q. Some
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people are more used to Ctrl+Q (and anyway it shows how do do it).
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<p> CTRL, Key_Enter, Key_Return and Key_Q are all constants provided by
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TQt. They're actually TQt::Key_Enter, etc., but practically all classes
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inherit the <a href="ntqt.html">TQt</a> namespace class.
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<p> <pre> <a href="qgridlayout.html">TQGridLayout</a> *grid = new <a href="qgridlayout.html">TQGridLayout</a>( this, 2, 2, 10 );
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<a name="x2441"></a> grid-><a href="qgridlayout.html#addWidget">addWidget</a>( quit, 0, 0 );
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grid-><a href="qgridlayout.html#addWidget">addWidget</a>( box, 1, 1 );
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<a name="x2442"></a> grid-><a href="qgridlayout.html#setColStretch">setColStretch</a>( 1, 10 );
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</pre>
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<p> We put <tt>box</tt> (the <a href="ntqvbox.html">TQVBox</a>), not the CannonField, in the lower-right
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cell.
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<p> <h2> Behavior
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</h2>
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<a name="2"></a><p> The cannon now shoots when you press Enter. You can also position the
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cannon's angle using the mouse. The barrier makes it a little more
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challenging to play the game. We also have a nice looking frame
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around the CannonField.
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<p> (See <a href="tutorial1-07.html#compiling">Compiling</a> for how to create a
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makefile and build the application.)
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<p> <h2> Exercises
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</h2>
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<a name="3"></a><p> Write a space invaders game.
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<p> (This exercise was first done by
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<a href="mailto:igorr@ifi.uio.no">Igor Rafienko</a>. You can
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<a href="http://www.stud.ifi.uio.no/~igorr/download.html">download his game</a>.)
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<p> The new exercise is: Write a Breakout game.
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<p> Final exhortation: Go forth now and create <em>masterpieces of the programming art!</em>
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<p>
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<p> [<a href="tutorial1-13.html">Previous tutorial</a>]
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[<a href="tutorial1-01.html">First tutorial</a>]
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[<a href="tutorial.html">Main tutorial page</a>]
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<p>
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<a href="troll.html">Trolltech</a><td align=center><a href="trademarks.html">Trademarks</a>
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<td align=right><div align=right>TQt 3.3.8</div>
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</table></div></address></body>
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