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gameboard.cpp Example File
tutorials/tutorial/t13/gameboard.cpp

 /****************************************************************************
 **
 ** Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies).
 ** Contact: Qt Software Information (qt-info@nokia.com)
 **
 ** This file is part of the example classes of the Qt Toolkit.
 **
 ** Commercial Usage
 ** Licensees holding valid Qt Commercial licenses may use this file in
 ** accordance with the Qt Commercial License Agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
 ** a written agreement between you and Nokia.
 **
 **
 ** GNU General Public License Usage
 ** Alternatively, 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 file LICENSE.GPL included in
 ** the packaging of this file.  Please review the following information
 ** to ensure GNU General Public Licensing requirements will be met:
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 ** http://www.gnu.org/copyleft/gpl.html.  In addition, as a special
 ** exception, Nokia gives you certain additional rights. These rights
 ** are described in the Nokia Qt GPL Exception version 1.3, included in
 ** the file GPL_EXCEPTION.txt in this package.
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 ** Qt for Windows(R) Licensees
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 #include <QApplication>
 #include <QFont>
 #include <QGridLayout>
 #include <QHBoxLayout>
 #include <QLCDNumber>
 #include <QLabel>
 #include <QPushButton>
 #include <QVBoxLayout>

 #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);

     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"));

     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);

     QGridLayout *gridLayout = new QGridLayout;
     gridLayout->addWidget(quit, 0, 0);
     gridLayout->addLayout(topLayout, 0, 1);
     gridLayout->addLayout(leftLayout, 1, 0);
     gridLayout->addWidget(cannonField, 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();
 }

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