| 1 | /****************************************************************************
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| 2 | **
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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| 4 | ** Contact: Qt Software Information (qt-info@nokia.com)
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| 6 | ** This file is part of the documentation of the Qt Toolkit.
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| 38 | ** $QT_END_LICENSE$
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| 39 | **
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| 40 | ****************************************************************************/
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| 41 |
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| 42 | /*!
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| 43 | \example graphicsview/collidingmice
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| 44 | \title Colliding Mice Example
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| 45 |
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| 46 | The Colliding Mice example shows how to use the Graphics View
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| 47 | framework to implement animated items and detect collision between
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| 48 | items.
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| 49 |
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| 50 | \image collidingmice-example.png
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| 51 |
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| 52 | Graphics View provides the QGraphicsScene class for managing and
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| 53 | interacting with a large number of custom-made 2D graphical items
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| 54 | derived from the QGraphicsItem class, and a QGraphicsView widget
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| 55 | for visualizing the items, with support for zooming and rotation.
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| 56 |
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| 57 | The example consists of an item class and a main function:
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| 58 | the \c Mouse class represents the individual mice extending
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| 59 | QGraphicsItem, and the \c main() function provides the main
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| 60 | application window.
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| 61 |
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| 62 | We will first review the \c Mouse class to see how to animate
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| 63 | items and detect item collision, and then we will review the \c
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| 64 | main() function to see how to put the items into a scene and how to
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| 65 | implement the corresponding view.
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| 66 |
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| 67 | \section1 Mouse Class Definition
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| 68 |
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| 69 | The \c mouse class inherits from QGraphicsItem. The
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| 70 | QGraphicsItem class is the base class for all graphical items in
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| 71 | the Graphics View framework, and provides a light-weight
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| 72 | foundation for writing your own custom items.
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| 73 |
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| 74 | \snippet examples/graphicsview/collidingmice/mouse.h 0
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| 75 |
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| 76 | When writing a custom graphics item, you must implement
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| 77 | QGraphicsItem's two pure virtual public functions: \l
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| 78 | {QGraphicsItem::}{boundingRect()}, which returns an estimate of
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| 79 | the area painted by the item, and \l {QGraphicsItem::}{paint()},
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| 80 | which implements the actual painting. In addition, we reimplement
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| 81 | the \l {QGraphicsItem::}{shape()} and \l {QGraphicsItem::}{advance()}.
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| 82 | We reimplement \l {QGraphicsItem::}{shape()} to return an accurate
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| 83 | shape of our mouse item; the default implementation simply returns
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| 84 | the item's bounding rectangle. We reimplement \l {QGraphicsItem::}{advance()}
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| 85 | to handle the animation so it all happens on one update.
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| 86 |
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| 87 | \section1 Mouse Class Definition
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| 88 |
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| 89 | When constructing a mouse item, we first ensure that all the item's
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| 90 | private variables are properly initialized:
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| 91 |
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| 92 | \snippet examples/graphicsview/collidingmice/mouse.cpp 0
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| 93 |
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| 94 | To calculate the various components of the mouse's color, we use
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| 95 | the global qrand() function which is a thread-safe version of the
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| 96 | standard C++ rand() function.
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| 97 |
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| 98 | Then we call the \l {QGraphicsItem::rotate()}{rotate()} function
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| 99 | inherited from QGraphicsItem. Items live in their own local
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| 100 | coordinate system. Their coordinates are usually centered around
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| 101 | (0, 0), and this is also the center for all transformations. By
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| 102 | calling the item's \l {QGraphicsItem::rotate()}{rotate()} function
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| 103 | we alter the direction in which the mouse will start moving.
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| 104 |
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| 105 | When the QGraphicsScene decides to advance the scene a frame it will call
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| 106 | QGraphicsItem::advance() on each of the items. This enables us to animate
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| 107 | our mouse using our reimplementation of the advance() function.
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| 108 |
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| 109 | \snippet examples/graphicsview/collidingmice/mouse.cpp 4
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| 110 | \snippet examples/graphicsview/collidingmice/mouse.cpp 5
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| 111 | \snippet examples/graphicsview/collidingmice/mouse.cpp 6
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| 112 |
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| 113 | First, we don't bother doing any advance if the step is 0 since we want to our advance in
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| 114 | the actual advance (advance() is called twice, once with step == 0 indicating that items
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| 115 | are about to advance and with step == 1 for the actual advance). We also ensure that the
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| 116 | mice stays within a circle with a radius of 150 pixels.
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| 117 |
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| 118 | Note the \l {QGraphicsItem::mapFromScene()}{mapFromScene()}
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| 119 | function provided by QGraphicsItem. This function maps a position
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| 120 | given in \e scene coordinates, to the item's coordinate system.
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| 121 |
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| 122 | \snippet examples/graphicsview/collidingmice/mouse.cpp 7
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| 123 | \snippet examples/graphicsview/collidingmice/mouse.cpp 8
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| 124 | \snippet examples/graphicsview/collidingmice/mouse.cpp 9
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| 125 | \codeline
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| 126 | \snippet examples/graphicsview/collidingmice/mouse.cpp 10
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| 127 |
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| 128 | Then we try to avoid colliding with other mice.
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| 129 |
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| 130 | \snippet examples/graphicsview/collidingmice/mouse.cpp 11
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| 131 |
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| 132 | Finally, we calculate the mouse's speed and its eye direction (for
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| 133 | use when painting the mouse), and set its new position.
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| 134 |
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| 135 | The position of an item describes its origin (local coordinate (0,
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| 136 | 0)) in the parent coordinates. The \l {QGraphicsItem::setPos()}
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| 137 | function sets the position of the item to the given position in
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| 138 | the parent's coordinate system. For items with no parent, the
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| 139 | given position is interpreted as scene coordinates. QGraphicsItem
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| 140 | also provides a \l {QGraphicsItem::}{mapToParent()} function to
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| 141 | map a position given in item coordinates, to the parent's
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| 142 | coordinate system. If the item has no parent, the position will be
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| 143 | mapped to the scene's coordinate system instead.
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| 144 |
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| 145 | Then it is time to provide an implementation for the pure virtual
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| 146 | functions inherited from QGraphicsItem. Let's first take a look at
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| 147 | the \l {QGraphicsItem::}{boundingRect()} function:
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| 148 |
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| 149 | \snippet examples/graphicsview/collidingmice/mouse.cpp 1
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| 150 |
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| 151 | The \l {QGraphicsItem::boundingRect()}{boundingRect()} function
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| 152 | defines the outer bounds of the item as a rectangle. Note that the
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| 153 | Graphics View framework uses the bounding rectangle to determine
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| 154 | whether the item requires redrawing, so all painting must be
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| 155 | restricted inside this rectangle.
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| 156 |
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| 157 | \snippet examples/graphicsview/collidingmice/mouse.cpp 3
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| 158 |
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| 159 | The Graphics View framework calls the \l
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| 160 | {QGraphicsItem::paint()}{paint()} function to paint the contents
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| 161 | of the item; the function paints the item in local coordinates.
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| 162 |
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| 163 | Note the painting of the ears: Whenever a mouse item collides with
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| 164 | other mice items its ears are filled with red; otherwise they are
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| 165 | filled with dark yellow. We use the
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| 166 | QGraphicsScene::collidingItems() function to check if there are
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| 167 | any colliding mice. The actual collision detection is handled by
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| 168 | the Graphics View framework using shape-shape intersection. All we
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| 169 | have to do is to ensure that the QGraphicsItem::shape() function
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| 170 | returns an accurate shape for our item:
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| 171 |
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| 172 | \snippet examples/graphicsview/collidingmice/mouse.cpp 2
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| 173 |
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| 174 | Because the complexity of arbitrary shape-shape intersection grows
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| 175 | with an order of magnitude when the shapes are complex, this
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| 176 | operation can be noticably time consuming. An alternative approach
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| 177 | is to reimplement the \l
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| 178 | {QGraphicsItem::collidesWithItem()}{collidesWithItem()} function
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| 179 | to provide your own custom item and shape collision algorithm.
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| 180 |
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| 181 | This completes the \c Mouse class implementation, it is now ready
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| 182 | for use. Let's take a look at the \c main() function to see how to
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| 183 | implement a scene for the mice and a view for displaying the
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| 184 | contents of the scene.
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| 185 |
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| 186 | \section1 The Main() Function
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| 187 |
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| 188 | In this example we have chosen to let the \c main() function
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| 189 | provide the main application window, creating the items and the
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| 190 | scene, putting the items into the scene and creating a
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| 191 | corresponding view.
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| 192 |
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| 193 | \snippet examples/graphicsview/collidingmice/main.cpp 0
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| 194 |
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| 195 | First, we create an application object and call the global
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| 196 | qsrand() function to specify the seed used to generate a new
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| 197 | random number sequence of pseudo random integers with the
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| 198 | previously mentioned qrand() function.
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| 199 |
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| 200 | Then it is time to create the scene:
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| 201 |
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| 202 | \snippet examples/graphicsview/collidingmice/main.cpp 1
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| 203 |
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| 204 | The QGraphicsScene class serves as a container for
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| 205 | QGraphicsItems. It also provides functionality that lets you
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| 206 | efficiently determine the location of items as well as determining
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| 207 | which items that are visible within an arbitrary area on the
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| 208 | scene.
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| 209 |
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| 210 | When creating a scene it is recommended to set the scene's
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| 211 | rectangle, i.e., the rectangle that defines the extent of the
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| 212 | scene. It is primarily used by QGraphicsView to determine the
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| 213 | view's default scrollable area, and by QGraphicsScene to manage
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| 214 | item indexing. If not explicitly set, the scene's default
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| 215 | rectangle will be the largest bounding rectangle of all the items
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| 216 | on the scene since the scene was created (i.e., the rectangle will
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| 217 | grow when items are added or moved in the scene, but it will never
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| 218 | shrink).
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| 219 |
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| 220 | \snippet examples/graphicsview/collidingmice/main.cpp 2
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| 221 |
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| 222 | The item index function is used to speed up item discovery. \l
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| 223 | {QGraphicsScene::NoIndex}{NoIndex} implies that item location is
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| 224 | of linear complexity, as all items on the scene are
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| 225 | searched. Adding, moving and removing items, however, is done in
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| 226 | constant time. This approach is ideal for dynamic scenes, where
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| 227 | many items are added, moved or removed continuously. The
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| 228 | alternative is \l {QGraphicsScene::BspTreeIndex}{BspTreeIndex}
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| 229 | which makes use of binary search resulting in item location
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| 230 | algorithms that are of an order closer to logarithmic complexity.
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| 231 |
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| 232 | \snippet examples/graphicsview/collidingmice/main.cpp 3
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| 233 |
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| 234 | Then we add the mice to the scene.
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| 235 |
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| 236 | \snippet examples/graphicsview/collidingmice/main.cpp 4
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| 237 |
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| 238 | To be able to view the scene we must also create a QGraphicsView
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| 239 | widget. The QGraphicsView class visualizes the contents of a scene
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| 240 | in a scrollable viewport. We also ensure that the contents is
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| 241 | rendered using antialiasing, and we create the cheese background
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| 242 | by setting the view's background brush.
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| 243 |
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| 244 | The image used for the background is stored as a binary file in
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| 245 | the application's executable using Qt's \l {The Qt Resource
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| 246 | System}{resource system}. The QPixmap constructor accepts both
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| 247 | file names that refer to actual files on disk and file names that
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| 248 | refer to the application's embedded resources.
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| 249 |
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| 250 | \snippet examples/graphicsview/collidingmice/main.cpp 5
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| 251 |
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| 252 | Then we set the cache mode; QGraphicsView can cache pre-rendered
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| 253 | content in a pixmap, which is then drawn onto the viewport. The
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| 254 | purpose of such caching is to speed up the total rendering time
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| 255 | for areas that are slow to render, e.g., texture, gradient and
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| 256 | alpha blended backgrounds. The \l
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| 257 | {QGraphicsView::CacheMode}{CacheMode} property holds which parts
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| 258 | of the view that are cached, and the \l
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| 259 | {QGraphicsView::CacheBackground}{CacheBackground} flag enables
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| 260 | caching of the view's background.
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| 261 |
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| 262 | By setting the \l {QGraphicsView::dragMode}{dragMode} property we
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| 263 | define what should happen when the user clicks on the scene
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| 264 | background and drags the mouse. The \l
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| 265 | {QGraphicsView::ScrollHandDrag}{ScrollHandDrag} flag makes the
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| 266 | cursor change into a pointing hand, and dragging the mouse around
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| 267 | will scroll the scrollbars.
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| 268 |
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| 269 | \snippet examples/graphicsview/collidingmice/main.cpp 6
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| 270 |
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| 271 | In the end, we set the application window's title and size before
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| 272 | we enter the main event loop using the QApplication::exec()
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| 273 | function.
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| 274 |
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| 275 | Finally, we create a QTimer and connect its timeout() signal to the advance()
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| 276 | slot of the scene. Every time the timer fires, the scene will advance one frame.
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| 277 | We then tell the timer to fire every 1000/33 millisecond. This will
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| 278 | give us a frame rate of 30 frames a second, which is fast enough for most animations.
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| 279 | Doing the animation with a single timer connect to advance the scene ensures that all the
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| 280 | mice are moved at one point and, more importantly, only one update is sent to the screen
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| 281 | after all the mice have moved.
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| 282 | */
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