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6 | <title>Qt Tutorial - Chapter 11: Giving It a Shot</title>
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30 | <font color="#004faf">Functions</font></a>
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31 | </td>
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32 | <td align="right" valign="center"><img src="logo32.png" align="right" width="64" height="32" border="0"></td></tr></table><h1 align=center>Qt Tutorial - Chapter 11: Giving It a Shot</h1>
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33 |
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34 |
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35 | <p> <center><img src="t11.png" alt="Screenshot of tutorial eleven"></center>
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36 | <p> In this example we introduce a timer to implement animated shooting.
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37 | <p> <ul>
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38 | <li> <a href="t11-lcdrange-h.html">t11/lcdrange.h</a> contains the LCDRange
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39 | class definition.
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40 | <li> <a href="t11-lcdrange-cpp.html">t11/lcdrange.cpp</a> contains the LCDRange
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41 | implementation.
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42 | <li> <a href="t11-cannon-h.html">t11/cannon.h</a> contains the CannonField class
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43 | definition.
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44 | <li> <a href="t11-cannon-cpp.html">t11/cannon.cpp</a> contains the CannonField
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45 | implementation.
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46 | <li> <a href="t11-main-cpp.html">t11/main.cpp</a> contains MyWidget and main.
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47 | </ul>
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48 | <p> <h2> Line-by-line Walkthrough
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49 | </h2>
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50 | <a name="1"></a><p> <h3> <a href="t11-cannon-h.html">t11/cannon.h</a>
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51 | </h3>
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52 | <a name="1-1"></a><p> The CannonField now has shooting capabilities.
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53 | <p>
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54 |
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55 | <p> <pre> void shoot();
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56 | </pre>
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57 | <p> Calling this slot will make the cannon shoot if a shot is not in the air.
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58 | <p> <pre> private slots:
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59 | void moveShot();
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60 | </pre>
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61 | <p> This private slot is used to move the shot while it is in the air,
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62 | using a <a href="qtimer.html">QTimer</a>.
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63 | <p> <pre> private:
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64 | void paintShot( <a href="qpainter.html">QPainter</a> * );
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65 | </pre>
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66 | <p> This private function paints the shot.
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67 | <p> <pre> <a href="qrect.html">QRect</a> shotRect() const;
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68 | </pre>
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69 | <p> This private function returns the shot's enclosing rectangle if
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70 | one is in the air; otherwise the returned rectangle is undefined.
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71 | <p> <pre> int timerCount;
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72 | <a href="qtimer.html">QTimer</a> * autoShootTimer;
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73 | float shoot_ang;
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74 | float shoot_f;
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75 | };
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76 | </pre>
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77 | <p> These private variables contain information that describes the shot. The
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78 | <tt>timerCount</tt> keeps track of the time passed since the shot was fired.
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79 | The <tt>shoot_ang</tt> is the cannon angle and <tt>shoot_f</tt> is the cannon force
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80 | when the shot was fired.
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81 | <p> <h3> <a href="t11-cannon-cpp.html">t11/cannon.cpp</a>
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82 | </h3>
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83 | <a name="1-2"></a><p>
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84 |
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85 | <p> <pre> #include <math.h>
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86 | </pre>
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87 | <p> We include the math library because we need the sin() and cos() functions.
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88 | <p> <pre> CannonField::CannonField( <a href="qwidget.html">QWidget</a> *parent, const char *name )
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89 | : <a href="qwidget.html">QWidget</a>( parent, name )
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90 | {
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91 | ang = 45;
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92 | f = 0;
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93 | timerCount = 0;
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94 | autoShootTimer = new <a href="qtimer.html">QTimer</a>( this, "movement handler" );
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95 | <a name="x2379"></a> <a href="qobject.html#connect">connect</a>( autoShootTimer, SIGNAL(<a href="qtimer.html#timeout">timeout</a>()),
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96 | this, SLOT(moveShot()) );
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97 | shoot_ang = 0;
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98 | shoot_f = 0;
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99 | <a href="qwidget.html#setPalette">setPalette</a>( QPalette( QColor( 250, 250, 200) ) );
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100 | }
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101 | </pre>
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102 | <p> We initialize our new private variables and connect the <a href="qtimer.html#timeout">QTimer::timeout</a>() signal to our moveShot() slot. We'll move the
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103 | shot every time the timer times out.
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104 | <p> <pre> void CannonField::shoot()
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105 | {
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106 | <a name="x2376"></a> if ( autoShootTimer-><a href="qtimer.html#isActive">isActive</a>() )
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107 | return;
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108 | timerCount = 0;
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109 | shoot_ang = ang;
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110 | shoot_f = f;
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111 | <a name="x2377"></a> autoShootTimer-><a href="qtimer.html#start">start</a>( 50 );
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112 | }
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113 | </pre>
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114 | <p> This function shoots a shot unless a shot is in the air. The <tt>timerCount</tt>
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115 | is reset to zero. The <tt>shoot_ang</tt> and <tt>shoot_f</tt> are set to the current
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116 | cannon angle and force. Finally, we start the timer.
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117 | <p> <pre> void CannonField::moveShot()
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118 | {
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119 | <a href="qregion.html">QRegion</a> r( shotRect() );
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120 | timerCount++;
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121 |
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122 | <a href="qrect.html">QRect</a> shotR = shotRect();
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123 |
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124 | if ( shotR.<a href="qrect.html#x">x</a>() > width() || shotR.<a href="qrect.html#y">y</a>() > height() )
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125 | <a name="x2378"></a> autoShootTimer-><a href="qtimer.html#stop">stop</a>();
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126 | else
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127 | <a name="x2373"></a> r = r.<a href="qrect.html#unite">unite</a>( QRegion( shotR ) );
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128 | <a href="qwidget.html#repaint">repaint</a>( r );
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129 | }
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130 | </pre>
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131 | <p> moveShot() is the slot that moves the shot, called every 50
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132 | milliseconds when the <a href="qtimer.html">QTimer</a> fires.
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133 | <p> Its tasks are to compute the new position, repaint the screen with the
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134 | shot in the new position, and if necessary, stop the timer.
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135 | <p> First we make a <a href="qregion.html">QRegion</a> that holds the old shotRect(). A <a href="qregion.html">QRegion</a>
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136 | is capable of holding any sort of region, and we'll use it here to
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137 | simplify the painting. ShotRect() returns the rectangle where the
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138 | shot is now - it is explained in detail later.
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139 | <p> Then we increment the <tt>timerCount</tt>, which has the effect of moving the
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140 | shot one step along its trajectory.
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141 | <p> Next we fetch the new shot rectangle.
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142 | <p> If the shot has moved beyond the right or bottom edge of the widget, we
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143 | stop the timer or we add the new shotRect() to the QRegion.
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144 | <p> Finally, we repaint the QRegion. This will send a single paint event
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145 | for just the one or two rectangles that need updating.
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146 | <p> <pre> void CannonField::<a href="qwidget.html#paintEvent">paintEvent</a>( <a href="qpaintevent.html">QPaintEvent</a> *e )
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147 | {
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148 | <a name="x2369"></a> <a href="qrect.html">QRect</a> updateR = e-><a href="qpaintevent.html#rect">rect</a>();
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149 | <a href="qpainter.html">QPainter</a> p( this );
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150 |
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151 | <a name="x2370"></a> if ( updateR.<a href="qrect.html#intersects">intersects</a>( cannonRect() ) )
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152 | paintCannon( &p );
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153 | if ( autoShootTimer-><a href="qtimer.html#isActive">isActive</a>() &&
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154 | updateR.<a href="qrect.html#intersects">intersects</a>( shotRect() ) )
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155 | paintShot( &p );
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156 | }
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157 | </pre>
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158 | <p> The paint event function has been split in two since the previous
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159 | chapter. Now we fetch the bounding rectangle of the region that
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160 | needs painting, check whether it intersects either the cannon and/or
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161 | the shot, and if necessary, call paintCannon() and/or paintShot().
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162 | <p> <pre> void CannonField::paintShot( <a href="qpainter.html">QPainter</a> *p )
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163 | {
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164 | p-><a href="qpainter.html#setBrush">setBrush</a>( black );
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165 | p-><a href="qpainter.html#setPen">setPen</a>( NoPen );
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166 | <a name="x2366"></a> p-><a href="qpainter.html#drawRect">drawRect</a>( shotRect() );
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167 | }
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168 | </pre>
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169 | <p> This private function paints the shot by drawing a black filled rectangle.
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170 | <p> We leave out the implementation of paintCannon(); it is the same as
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171 | the paintEvent() from the previous chapter.
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172 | <p> <pre> QRect CannonField::shotRect() const
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173 | {
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174 | const double gravity = 4;
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175 |
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176 | double time = timerCount / 4.0;
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177 | double velocity = shoot_f;
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178 | double radians = shoot_ang*3.14159265/180;
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179 |
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180 | double velx = velocity*cos( radians );
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181 | double vely = velocity*sin( radians );
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182 | <a name="x2372"></a> double x0 = ( barrelRect.<a href="qrect.html#right">right</a>() + 5 )*cos(radians);
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183 | double y0 = ( barrelRect.<a href="qrect.html#right">right</a>() + 5 )*sin(radians);
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184 | double x = x0 + velx*time;
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185 | double y = y0 + vely*time - 0.5*gravity*time*time;
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186 |
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187 | <a href="qrect.html">QRect</a> r = QRect( 0, 0, 6, 6 );
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188 | <a name="x2371"></a> r.<a href="qrect.html#moveCenter">moveCenter</a>( QPoint( qRound(x), height() - 1 - qRound(y) ) );
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189 | return r;
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190 | }
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191 | </pre>
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192 | <p> This private function calculates the center point of the shot and returns
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193 | the enclosing rectangle of the shot. It uses the initial cannon force and
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194 | angle in addition to <tt>timerCount</tt>, which increases as time passes.
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195 | <p> The formula used is the classical Newtonian formula for frictionless
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196 | movement in a gravity field. For simplicity, we've chosen to
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197 | disregard any Einsteinian effects.
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198 | <p> We calculate the center point in a coordinate system where y
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199 | coordinates increase upward. After we have calculated the center
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200 | point, we construct a <a href="qrect.html">QRect</a> with size 6x6 and move its center point to
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201 | the point calculated above. In the same operation we convert the
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202 | point into the widget's coordinate system (see <a href="coordsys.html">The
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203 | Coordinate System</a>).
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204 | <p> The qRound() function is an inline function defined in qglobal.h (included
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205 | by all other Qt header files). qRound() rounds a double to the closest
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206 | integer.
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207 | <p> <h3> <a href="t11-main-cpp.html">t11/main.cpp</a>
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208 | </h3>
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209 | <a name="1-3"></a><p>
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210 |
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211 | <p> <pre> class MyWidget: public <a href="qwidget.html">QWidget</a>
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212 | {
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213 | public:
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214 | MyWidget( <a href="qwidget.html">QWidget</a> *parent=0, const char *name=0 );
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215 | };
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216 | </pre>
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217 | <p> The only addition is the Shoot button.
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218 | <p> <pre> <a href="qpushbutton.html">QPushButton</a> *shoot = new <a href="qpushbutton.html">QPushButton</a>( "&Shoot", this, "shoot" );
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219 | <a name="x2382"></a> shoot-><a href="qwidget.html#setFont">setFont</a>( QFont( "Times", 18, QFont::Bold ) );
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220 | </pre>
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221 | <p> In the constructor we create and set up the Shoot button exactly like we
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222 | did with the Quit button. Note that the first argument to the constructor
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223 | is the button text, and the third is the widget's name.
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224 | <p> <pre> <a href="qobject.html#connect">connect</a>( shoot, SIGNAL(<a href="qbutton.html#clicked">clicked</a>()), cannonField, SLOT(shoot()) );
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225 | </pre>
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226 | <p> Connects the clicked() signal of the Shoot button to the shoot() slot
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227 | of the CannonField.
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228 | <p> <h2> Behavior
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229 | </h2>
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230 | <a name="2"></a><p> The cannon can shoot, but there's nothing to shoot at.
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231 | <p> (See <a href="tutorial1-07.html#compiling">Compiling</a> for how to create a
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232 | makefile and build the application.)
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233 | <p> <h2> Exercises
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234 | </h2>
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235 | <a name="3"></a><p> Make the shot a filled circle. Hint: <a href="qpainter.html#drawEllipse">QPainter::drawEllipse</a>() may
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236 | help.
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237 | <p> Change the color of the cannon when a shot is in the air.
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238 | <p> You're now ready for <a href="tutorial1-12.html">Chapter 12.</a>
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239 | <p> [<a href="tutorial1-10.html">Previous tutorial</a>]
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240 | [<a href="tutorial1-12.html">Next tutorial</a>]
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241 | [<a href="tutorial.html">Main tutorial page</a>]
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242 | <p>
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243 | <!-- eof -->
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244 | <p><address><hr><div align=center>
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245 | <table width=100% cellspacing=0 border=0><tr>
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246 | <td>Copyright © 2007
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247 | <a href="troll.html">Trolltech</a><td align=center><a href="trademarks.html">Trademarks</a>
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248 | <td align=right><div align=right>Qt 3.3.8</div>
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249 | </table></div></address></body>
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250 | </html>
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