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tqt3/doc/html/t14-cannon-h.html

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<pre>/****************************************************************
**
** Definition of CannonField class, TQt tutorial 14
**
****************************************************************/
#ifndef CANNON_H
#define CANNON_H
class TQTimer;
#include &lt;<a href="tqwidget-h.html">tqwidget.h</a>&gt;
class CannonField : public <a href="tqwidget.html">TQWidget</a>
{
TQ_OBJECT
public:
CannonField( <a href="tqwidget.html">TQWidget</a> *parent=0, const char *name=0 );
int angle() const { return ang; }
int force() const { return f; }
bool gameOver() const { return gameEnded; }
bool isShooting() const;
<a href="ntqsize.html">TQSize</a> sizeHint() const;
<a href="ntqsizepolicy.html">TQSizePolicy</a> sizePolicy() const;
public slots:
void setAngle( int degrees );
void setForce( int newton );
void shoot();
void newTarget();
void setGameOver();
void restartGame();
private slots:
void moveShot();
signals:
void hit();
void missed();
void angleChanged( int );
void forceChanged( int );
void canShoot( bool );
protected:
void paintEvent( <a href="qpaintevent.html">TQPaintEvent</a> * );
void mousePressEvent( <a href="qmouseevent.html">TQMouseEvent</a> * );
void mouseMoveEvent( <a href="qmouseevent.html">TQMouseEvent</a> * );
void mouseReleaseEvent( <a href="qmouseevent.html">TQMouseEvent</a> * );
private:
void paintShot( <a href="ntqpainter.html">TQPainter</a> * );
void paintTarget( <a href="ntqpainter.html">TQPainter</a> * );
void paintBarrier( <a href="ntqpainter.html">TQPainter</a> * );
void paintCannon( <a href="ntqpainter.html">TQPainter</a> * );
<a href="ntqrect.html">TQRect</a> cannonRect() const;
<a href="ntqrect.html">TQRect</a> shotRect() const;
<a href="ntqrect.html">TQRect</a> targetRect() const;
<a href="ntqrect.html">TQRect</a> barrierRect() const;
bool barrelHit( const <a href="ntqpoint.html">TQPoint</a> &amp; ) const;
int ang;
int f;
int timerCount;
<a href="tqtimer.html">TQTimer</a> * autoShootTimer;
float shoot_ang;
float shoot_f;
<a href="ntqpoint.html">TQPoint</a> target;
bool gameEnded;
bool barrelPressed;
};
#endif // CANNON_H
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