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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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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>t14/gamebrd.cpp Example File</h1>

 
<pre>/****************************************************************
**
** Implementation of GameBoard class, Qt tutorial 14
**
****************************************************************/

#include "gamebrd.h"

#include &lt;<a href="qfont-h.html">qfont.h</a>&gt;
#include &lt;<a href="qapplication-h.html">qapplication.h</a>&gt;
#include &lt;<a href="qlabel-h.html">qlabel.h</a>&gt;
#include &lt;<a href="qaccel-h.html">qaccel.h</a>&gt;
#include &lt;<a href="qpushbutton-h.html">qpushbutton.h</a>&gt;
#include &lt;<a href="qlcdnumber-h.html">qlcdnumber.h</a>&gt;
#include &lt;<a href="qlayout-h.html">qlayout.h</a>&gt;
#include &lt;<a href="qvbox-h.html">qvbox.h</a>&gt;

#include "lcdrange.h"
#include "cannon.h"

<a name="f139"></a>GameBoard::GameBoard( <a href="qwidget.html">QWidget</a> *parent, const char *name )
        : <a href="qwidget.html">QWidget</a>( parent, name )
{
    <a href="qpushbutton.html">QPushButton</a> *quit = new <a href="qpushbutton.html">QPushButton</a>( "&amp;Quit", this, "quit" );
    quit-&gt;<a href="qwidget.html#setFont">setFont</a>( QFont( "Times", 18, QFont::Bold ) );

    <a href="qobject.html#connect">connect</a>( quit, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), qApp, SLOT(<a href="qapplication.html#quit">quit</a>()) );

    LCDRange *angle  = new LCDRange( "ANGLE", this, "angle" );
    angle-&gt;setRange( 5, 70 );

    LCDRange *force  = new LCDRange( "FORCE", this, "force" );
    force-&gt;setRange( 10, 50 );

    <a href="qvbox.html">QVBox</a> *box = new <a href="qvbox.html">QVBox</a>( this, "cannonFrame" );
    box-&gt;<a href="qframe.html#setFrameStyle">setFrameStyle</a>( QFrame::WinPanel | QFrame::Sunken );

    cannonField = new CannonField( box, "cannonField" );

    <a href="qobject.html#connect">connect</a>( angle, SIGNAL(valueChanged(int)),
             cannonField, SLOT(setAngle(int)) );
    <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(angleChanged(int)),
             angle, SLOT(setValue(int)) );

    <a href="qobject.html#connect">connect</a>( force, SIGNAL(valueChanged(int)),
             cannonField, SLOT(setForce(int)) );
    <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(forceChanged(int)),
             force, SLOT(setValue(int)) );

    <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(hit()),
             this, SLOT(hit()) );
    <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(missed()),
             this, SLOT(missed()) );

    <a href="qpushbutton.html">QPushButton</a> *shoot = new <a href="qpushbutton.html">QPushButton</a>( "&amp;Shoot", this, "shoot" );
    shoot-&gt;<a href="qwidget.html#setFont">setFont</a>( QFont( "Times", 18, QFont::Bold ) );

    <a href="qobject.html#connect">connect</a>( shoot, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), SLOT(fire()) );

    <a href="qobject.html#connect">connect</a>( cannonField, SIGNAL(canShoot(bool)),
             shoot, SLOT(<a href="qwidget.html#setEnabled">setEnabled</a>(bool)) );

    QPushButton *restart
        = new <a href="qpushbutton.html">QPushButton</a>( "&amp;New Game", this, "newgame" );
    restart-&gt;setFont( QFont( "Times", 18, QFont::Bold ) );

    <a href="qobject.html#connect">connect</a>( restart, SIGNAL(clicked()), this, SLOT(newGame()) );

    hits = new <a href="qlcdnumber.html">QLCDNumber</a>( 2, this, "hits" );
    shotsLeft = new <a href="qlcdnumber.html">QLCDNumber</a>( 2, this, "shotsleft" );
    <a href="qlabel.html">QLabel</a> *hitsL = new <a href="qlabel.html">QLabel</a>( "HITS", this, "hitsLabel" );
    QLabel *shotsLeftL
        = new <a href="qlabel.html">QLabel</a>( "SHOTS LEFT", this, "shotsleftLabel" );

    <a href="qaccel.html">QAccel</a> *accel = new <a href="qaccel.html">QAccel</a>( this );
    accel-&gt;<a href="qaccel.html#connectItem">connectItem</a>( accel-&gt;<a href="qaccel.html#insertItem">insertItem</a>( Key_Enter ),
                        this, SLOT(fire()) );
    accel-&gt;<a href="qaccel.html#connectItem">connectItem</a>( accel-&gt;<a href="qaccel.html#insertItem">insertItem</a>( Key_Return ),
                        this, SLOT(fire()) );
    accel-&gt;<a href="qaccel.html#connectItem">connectItem</a>( accel-&gt;<a href="qaccel.html#insertItem">insertItem</a>( CTRL+Key_Q ),
                        qApp, SLOT(<a href="qapplication.html#quit">quit</a>()) );

    <a href="qgridlayout.html">QGridLayout</a> *grid = new <a href="qgridlayout.html">QGridLayout</a>( this, 2, 2, 10 );
    grid-&gt;<a href="qgridlayout.html#addWidget">addWidget</a>( quit, 0, 0 );
    grid-&gt;<a href="qgridlayout.html#addWidget">addWidget</a>( box, 1, 1 );
    grid-&gt;<a href="qgridlayout.html#setColStretch">setColStretch</a>( 1, 10 );

    <a href="qvboxlayout.html">QVBoxLayout</a> *leftBox = new <a href="qvboxlayout.html">QVBoxLayout</a>;
    grid-&gt;<a href="qgridlayout.html#addLayout">addLayout</a>( leftBox, 1, 0 );
    leftBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( angle );
    leftBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( force );

    <a href="qhboxlayout.html">QHBoxLayout</a> *topBox = new <a href="qhboxlayout.html">QHBoxLayout</a>;
    grid-&gt;<a href="qgridlayout.html#addLayout">addLayout</a>( topBox, 0, 1 );
    topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( shoot );
    topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( hits );
    topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( hitsL );
    topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( shotsLeft );
    topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( shotsLeftL );
    topBox-&gt;<a href="qboxlayout.html#addStretch">addStretch</a>( 1 );
    topBox-&gt;<a href="qboxlayout.html#addWidget">addWidget</a>( restart );

    angle-&gt;setValue( 60 );
    force-&gt;setValue( 25 );
    angle-&gt;<a href="qwidget.html#setFocus">setFocus</a>();

    newGame();
}


void <a name="f140"></a>GameBoard::fire()
{
    if ( cannonField-&gt;gameOver() || cannonField-&gt;isShooting() )
        return;
    shotsLeft-&gt;<a href="qlcdnumber.html#display">display</a>( shotsLeft-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() - 1 );
    cannonField-&gt;shoot();
}


void <a name="f141"></a>GameBoard::hit()
{
    hits-&gt;<a href="qlcdnumber.html#display">display</a>( hits-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() + 1 );
    if ( shotsLeft-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() == 0 )
        cannonField-&gt;setGameOver();
    else
        cannonField-&gt;newTarget();
}


void <a name="f142"></a>GameBoard::missed()
{
    if ( shotsLeft-&gt;<a href="qlcdnumber.html#intValue">intValue</a>() == 0 )
        cannonField-&gt;setGameOver();
}


void <a name="f143"></a>GameBoard::newGame()
{
    shotsLeft-&gt;<a href="qlcdnumber.html#display">display</a>( 15 );
    hits-&gt;<a href="qlcdnumber.html#display">display</a>( 0 );
    cannonField-&gt;restartGame();
    cannonField-&gt;newTarget();
}
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