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-rw-r--r--main/dependencies/qt3/tutorial/t14/gamebrd.cpp143
1 files changed, 143 insertions, 0 deletions
diff --git a/main/dependencies/qt3/tutorial/t14/gamebrd.cpp b/main/dependencies/qt3/tutorial/t14/gamebrd.cpp
new file mode 100644
index 000000000..6f613b2b7
--- /dev/null
+++ b/main/dependencies/qt3/tutorial/t14/gamebrd.cpp
@@ -0,0 +1,143 @@
+/****************************************************************
+**
+** Implementation of GameBoard class, Qt tutorial 14
+**
+****************************************************************/
+
+#include "gamebrd.h"
+
+#include <qfont.h>
+#include <qapplication.h>
+#include <qlabel.h>
+#include <qaccel.h>
+#include <qpushbutton.h>
+#include <qlcdnumber.h>
+#include <qlayout.h>
+#include <qvbox.h>
+
+#include "lcdrange.h"
+#include "cannon.h"
+
+GameBoard::GameBoard( QWidget *parent, const char *name )
+ : QWidget( parent, name )
+{
+ QPushButton *quit = new QPushButton( "&Quit", this, "quit" );
+ quit->setFont( QFont( "Times", 18, QFont::Bold ) );
+
+ connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
+
+ LCDRange *angle = new LCDRange( "ANGLE", this, "angle" );
+ angle->setRange( 5, 70 );
+
+ LCDRange *force = new LCDRange( "FORCE", this, "force" );
+ force->setRange( 10, 50 );
+
+ QVBox *box = new QVBox( this, "cannonFrame" );
+ box->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );
+
+ cannonField = new CannonField( box, "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( "&Shoot", this, "shoot" );
+ shoot->setFont( QFont( "Times", 18, QFont::Bold ) );
+
+ connect( shoot, SIGNAL(clicked()), SLOT(fire()) );
+
+ connect( cannonField, SIGNAL(canShoot(bool)),
+ shoot, SLOT(setEnabled(bool)) );
+
+ QPushButton *restart
+ = new QPushButton( "&New Game", this, "newgame" );
+ restart->setFont( QFont( "Times", 18, QFont::Bold ) );
+
+ connect( restart, SIGNAL(clicked()), this, SLOT(newGame()) );
+
+ hits = new QLCDNumber( 2, this, "hits" );
+ shotsLeft = new QLCDNumber( 2, this, "shotsleft" );
+ QLabel *hitsL = new QLabel( "HITS", this, "hitsLabel" );
+ QLabel *shotsLeftL
+ = new QLabel( "SHOTS LEFT", this, "shotsleftLabel" );
+
+ QAccel *accel = new QAccel( this );
+ accel->connectItem( accel->insertItem( Key_Enter ),
+ this, SLOT(fire()) );
+ accel->connectItem( accel->insertItem( Key_Return ),
+ this, SLOT(fire()) );
+ accel->connectItem( accel->insertItem( CTRL+Key_Q ),
+ qApp, SLOT(quit()) );
+
+ QGridLayout *grid = new QGridLayout( this, 2, 2, 10 );
+ grid->addWidget( quit, 0, 0 );
+ grid->addWidget( box, 1, 1 );
+ grid->setColStretch( 1, 10 );
+
+ QVBoxLayout *leftBox = new QVBoxLayout;
+ grid->addLayout( leftBox, 1, 0 );
+ leftBox->addWidget( angle );
+ leftBox->addWidget( force );
+
+ QHBoxLayout *topBox = new QHBoxLayout;
+ grid->addLayout( topBox, 0, 1 );
+ topBox->addWidget( shoot );
+ topBox->addWidget( hits );
+ topBox->addWidget( hitsL );
+ topBox->addWidget( shotsLeft );
+ topBox->addWidget( shotsLeftL );
+ topBox->addStretch( 1 );
+ topBox->addWidget( restart );
+
+ 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();
+}