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2 | **
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3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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26 | ****************************************************************************/
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27 |
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28 | /*!
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29 | \example widgets/tetrix
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30 | \title Tetrix Example
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31 |
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32 | The Tetrix example is a Qt version of the classic Tetrix game.
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33 |
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34 | \image tetrix-example.png
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35 |
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36 | The object of the game is to stack pieces dropped from the top of the
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37 | playing area so that they fill entire rows at the bottom of the playing area.
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38 |
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39 | When a row is filled, all the blocks on that row are removed, the player earns
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40 | a number of points, and the pieces above are moved down to occupy that row.
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41 | If more than one row is filled, the blocks on each row are removed, and the
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42 | player earns extra points.
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43 |
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44 | The \gui{Left} cursor key moves the current piece one space to the left, the
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45 | \gui{Right} cursor key moves it one space to the right, the \gui{Up} cursor
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46 | key rotates the piece counter-clockwise by 90 degrees, and the \gui{Down}
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47 | cursor key rotates the piece clockwise by 90 degrees.
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48 |
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49 | To avoid waiting for a piece to fall to the bottom of the board, press \gui{D}
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50 | to immediately move the piece down by one row, or press the \gui{Space} key to
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51 | drop it as close to the bottom of the board as possible.
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52 |
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53 | This example shows how a simple game can be created using only three classes:
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54 |
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55 | \list
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56 | \o The \c TetrixWindow class is used to display the player's score, number of
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57 | lives, and information about the next piece to appear.
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58 | \o The \c TetrixBoard class contains the game logic, handles keyboard input, and
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59 | displays the pieces on the playing area.
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60 | \o The \c TetrixPiece class contains information about each piece.
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61 | \endlist
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62 |
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63 | In this approach, the \c TetrixBoard class is the most complex class, since it
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64 | handles the game logic and rendering. One benefit of this is that the
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65 | \c TetrixWindow and \c TetrixPiece classes are very simple and contain only a
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66 | minimum of code.
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67 |
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68 | \section1 TetrixWindow Class Definition
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69 |
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70 | The \c TetrixWindow class is used to display the game information and contains
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71 | the playing area:
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72 |
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73 | \snippet examples/widgets/tetrix/tetrixwindow.h 0
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74 |
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75 | We use private member variables for the board, various display widgets, and
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76 | buttons to allow the user to start a new game, pause the current game, and quit.
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77 |
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78 | Although the window inherits QWidget, the constructor does not provide an
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79 | argument to allow a parent widget to be specified. This is because the window
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80 | will always be used as a top-level widget.
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81 |
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82 | \section1 TetrixWindow Class Implementation
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83 |
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84 | The constructor sets up the user interface elements for the game:
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85 |
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86 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 0
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87 |
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88 | We begin by constructing a \c TetrixBoard instance for the playing area and a
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89 | label that shows the next piece to be dropped into the playing area; the label
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90 | is initially empty.
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91 |
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92 | Three QLCDNumber objects are used to display the score, number of lives, and
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93 | lines removed. These initially show default values, and will be filled in
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94 | when a game begins:
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95 |
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96 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 1
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97 |
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98 | Three buttons with shortcuts are constructed so that the user can start a
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99 | new game, pause the current game, and quit the application:
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100 |
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101 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 2
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102 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 3
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103 |
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104 | These buttons are configured so that they never receive the keyboard focus;
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105 | we want the keyboard focus to remain with the \c TetrixBoard instance so that
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106 | it receives all the keyboard events. Nonetheless, the buttons will still respond
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107 | to \key{Alt} key shortcuts.
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108 |
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109 | We connect \l{QAbstractButton::}{clicked()} signals from the \gui{Start}
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110 | and \gui{Pause} buttons to the board, and from the \gui{Quit} button to the
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111 | application's \l{QApplication::}{quit()} slot.
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112 |
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113 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 4
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114 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 5
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115 |
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116 | Signals from the board are also connected to the LCD widgets for the purpose of
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117 | updating the score, number of lives, and lines removed from the playing area.
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118 |
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119 | We place the label, LCD widgets, and the board into a QGridLayout
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120 | along with some labels that we create with the \c createLabel() convenience
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121 | function:
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122 |
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123 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 6
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124 |
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125 | Finally, we set the grid layout on the widget, give the window a title, and
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126 | resize it to an appropriate size.
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127 |
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128 | The \c createLabel() convenience function simply creates a new label on the
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129 | heap, gives it an appropriate alignment, and returns it to the caller:
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130 |
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131 | \snippet examples/widgets/tetrix/tetrixwindow.cpp 7
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132 |
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133 | Since each label will be used in the widget's layout, it will become a child
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134 | of the \c TetrixWindow widget and, as a result, it will be deleted when the
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135 | window is deleted.
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136 |
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137 | \section1 TetrixPiece Class Definition
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138 |
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139 | The \c TetrixPiece class holds information about a piece in the game's
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140 | playing area, including its shape, position, and the range of positions it can
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141 | occupy on the board:
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142 |
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143 | \snippet examples/widgets/tetrix/tetrixpiece.h 0
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144 |
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145 | Each shape contains four blocks, and these are defined by the \c coords private
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146 | member variable. Additionally, each piece has a high-level description that is
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147 | stored internally in the \c pieceShape variable.
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148 |
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149 | The constructor is written inline in the definition, and simply ensures that
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150 | each piece is initially created with no shape. The \c shape() function simply
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151 | returns the contents of the \c pieceShape variable, and the \c x() and \c y()
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152 | functions return the x and y-coordinates of any given block in the shape.
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153 |
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154 | \section1 TetrixPiece Class Implementation
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155 |
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156 | The \c setRandomShape() function is used to select a random shape for a piece:
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157 |
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158 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 0
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159 |
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160 | For convenience, it simply chooses a random shape from the \c TetrixShape enum
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161 | and calls the \c setShape() function to perform the task of positioning the
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162 | blocks.
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163 |
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164 | The \c setShape() function uses a look-up table of pieces to associate each
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165 | shape with an array of block positions:
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166 |
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167 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 1
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168 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 2
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169 |
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170 | These positions are read from the table into the piece's own array of positions,
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171 | and the piece's internal shape information is updated to use the new shape.
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172 |
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173 | The \c x() and \c y() functions are implemented inline in the class definition,
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174 | returning positions defined on a grid that extends horizontally and vertically
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175 | with coordinates from -2 to 2. Although the predefined coordinates for each
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176 | piece only vary horizontally from -1 to 1 and vertically from -1 to 2, each
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177 | piece can be rotated by 90, 180, and 270 degrees.
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178 |
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179 | The \c minX() and \c maxX() functions return the minimum and maximum horizontal
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180 | coordinates occupied by the blocks that make up the piece:
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181 |
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182 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 3
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183 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 4
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184 |
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185 | Similarly, the \c minY() and \c maxY() functions return the minimum and maximum
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186 | vertical coordinates occupied by the blocks:
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187 |
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188 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 5
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189 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 6
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190 |
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191 | The \c rotatedLeft() function returns a new piece with the same shape as an
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192 | existing piece, but rotated counter-clockwise by 90 degrees:
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193 |
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194 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 7
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195 |
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196 | Similarly, the \c rotatedRight() function returns a new piece with the same
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197 | shape as an existing piece, but rotated clockwise by 90 degrees:
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198 |
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199 | \snippet examples/widgets/tetrix/tetrixpiece.cpp 9
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200 |
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201 | These last two functions enable each piece to create rotated copies of itself.
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202 |
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203 | \section1 TetrixBoard Class Definition
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204 |
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205 | The \c TetrixBoard class inherits from QFrame and contains the game logic and display features:
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206 |
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207 | \snippet examples/widgets/tetrix/tetrixboard.h 0
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208 |
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209 | Apart from the \c setNextPieceLabel() function and the \c start() and \c pause()
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210 | public slots, we only provide public functions to reimplement QWidget::sizeHint()
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211 | and QWidget::minimumSizeHint(). The signals are used to communicate changes to
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212 | the player's information to the \c TetrixWindow instance.
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213 |
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214 | The rest of the functionality is provided by reimplementations of protected event
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215 | handlers and private functions:
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216 |
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217 | \snippet examples/widgets/tetrix/tetrixboard.h 1
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218 |
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219 | The board is composed of a fixed-size array whose elements correspond to
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220 | spaces for individual blocks. Each element in the array contains a \c TetrixShape
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221 | value corresponding to the type of shape that occupies that element.
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222 |
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223 | Each shape on the board will occupy four elements in the array, and these will
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224 | all contain the enum value that corresponds to the type of the shape.
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225 |
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226 | We use a QBasicTimer to control the rate at which pieces fall toward the bottom
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227 | of the playing area. This allows us to provide an implementation of
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228 | \l{QObject::}{timerEvent()} that we can use to update the widget.
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229 |
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230 | \section1 TetrixBoard Class Implementation
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231 |
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232 | In the constructor, we customize the frame style of the widget, ensure that
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233 | keyboard input will be received by the widget by using Qt::StrongFocus for the
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234 | focus policy, and initialize the game state:
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235 |
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236 | \snippet examples/widgets/tetrix/tetrixboard.cpp 0
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237 |
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238 | The first (next) piece is also set up with a random shape.
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239 |
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240 | The \c setNextPieceLabel() function is used to pass in an externally-constructed
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241 | label to the board, so that it can be shown alongside the playing area:
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242 |
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243 | \snippet examples/widgets/tetrix/tetrixboard.cpp 1
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244 |
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245 | We provide a reasonable size hint and minimum size hint for the board, based on
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246 | the size of the space for each block in the playing area:
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247 |
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248 | \snippet examples/widgets/tetrix/tetrixboard.cpp 2
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249 | \snippet examples/widgets/tetrix/tetrixboard.cpp 3
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250 |
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251 | By using a minimum size hint, we indicate to the layout in the parent widget
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252 | that the board should not shrink below a minimum size.
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253 |
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254 | A new game is started when the \c start() slot is called. This resets the
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255 | game's state, the player's score and level, and the contents of the board:
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256 |
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257 | \snippet examples/widgets/tetrix/tetrixboard.cpp 4
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258 |
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259 | We also emit signals to inform other components of these changes before creating
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260 | a new piece that is ready to be dropped into the playing area. We start the
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261 | timer that determines how often the piece drops down one row on the board.
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262 |
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263 | The \c pause() slot is used to temporarily stop the current game by stopping the
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264 | internal timer:
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265 |
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266 | \snippet examples/widgets/tetrix/tetrixboard.cpp 5
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267 | \snippet examples/widgets/tetrix/tetrixboard.cpp 6
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268 |
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269 | We perform checks to ensure that the game can only be paused if it is already
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270 | running and not already paused.
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271 |
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272 | The \c paintEvent() function is straightforward to implement. We begin by
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273 | calling the base class's implementation of \l{QWidget::}{paintEvent()} before
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274 | constructing a QPainter for use on the board:
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275 |
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276 | \snippet examples/widgets/tetrix/tetrixboard.cpp 7
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277 |
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278 | Since the board is a subclass of QFrame, we obtain a QRect that covers the area
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279 | \e inside the frame decoration before drawing our own content.
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280 |
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281 | If the game is paused, we want to hide the existing state of the board and
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282 | show some text. We achieve this by painting text onto the widget and returning
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283 | early from the function. The rest of the painting is performed after this point.
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284 |
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285 | The position of the top of the board is found by subtracting the total height
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286 | of each space on the board from the bottom of the frame's internal rectangle.
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287 | For each space on the board that is occupied by a piece, we call the
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288 | \c drawSquare() function to draw a block at that position.
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289 |
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290 | \snippet examples/widgets/tetrix/tetrixboard.cpp 8
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291 | \snippet examples/widgets/tetrix/tetrixboard.cpp 9
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292 |
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293 | Spaces that are not occupied by blocks are left blank.
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294 |
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295 | Unlike the existing pieces on the board, the current piece is drawn
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296 | block-by-block at its current position:
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297 |
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298 | \snippet examples/widgets/tetrix/tetrixboard.cpp 10
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299 | \snippet examples/widgets/tetrix/tetrixboard.cpp 11
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300 | \snippet examples/widgets/tetrix/tetrixboard.cpp 12
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301 |
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302 | The \c keyPressEvent() handler is called whenever the player presses a key while
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303 | the \c TetrixBoard widget has the keyboard focus.
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304 |
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305 | \snippet examples/widgets/tetrix/tetrixboard.cpp 13
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306 |
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307 | If there is no current game, the game is running but paused, or if there is no
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308 | current shape to control, we simply pass on the event to the base class.
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309 |
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310 | We check whether the event is about any of the keys that the player uses to
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311 | control the current piece and, if so, we call the relevant function to handle
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312 | the input:
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313 |
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314 | \snippet examples/widgets/tetrix/tetrixboard.cpp 14
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315 |
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316 | In the case where the player presses a key that we are not interested in, we
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317 | again pass on the event to the base class's implementation of
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318 | \l{QWidget::}{keyPressEvent()}.
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319 |
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320 | The \c timerEvent() handler is called every time the class's QBasicTimer
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321 | instance times out. We need to check that the event we receive corresponds to
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322 | our timer. If it does, we can update the board:
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323 |
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324 | \snippet examples/widgets/tetrix/tetrixboard.cpp 15
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325 | \snippet examples/widgets/tetrix/tetrixboard.cpp 16
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326 | \snippet examples/widgets/tetrix/tetrixboard.cpp 17
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327 |
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328 | If a row (or line) has just been filled, we create a new piece and reset the
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329 | timer; otherwise we move the current piece down by one row. We let the base
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330 | class handle other timer events that we receive.
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331 |
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332 | The \c clearBoard() function simply fills the board with the
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333 | \c TetrixShape::NoShape value:
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334 |
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335 | \snippet examples/widgets/tetrix/tetrixboard.cpp 18
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336 |
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337 | The \c dropDown() function moves the current piece down as far as possible on
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338 | the board, either until it is touching the bottom of the playing area or it is
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339 | stacked on top of another piece:
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340 |
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341 | \snippet examples/widgets/tetrix/tetrixboard.cpp 19
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342 | \snippet examples/widgets/tetrix/tetrixboard.cpp 20
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343 |
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344 | The number of rows the piece has dropped is recorded and passed to the
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345 | \c pieceDropped() function so that the player's score can be updated.
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346 |
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347 | The \c oneLineDown() function is used to move the current piece down by one row
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348 | (line), either when the user presses the \gui{D} key or when the piece is
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349 | scheduled to move:
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350 |
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351 | \snippet examples/widgets/tetrix/tetrixboard.cpp 21
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352 |
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353 | If the piece cannot drop down by one line, we call the \c pieceDropped() function
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354 | with zero as the argument to indicate that it cannot fall any further, and that
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355 | the player should receive no extra points for the fall.
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356 |
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357 | The \c pieceDropped() function itself is responsible for awarding points to the
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358 | player for positioning the current piece, checking for full rows on the board
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359 | and, if no lines have been removed, creating a new piece to replace the current
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360 | one:
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361 |
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362 | \snippet examples/widgets/tetrix/tetrixboard.cpp 22
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363 | \snippet examples/widgets/tetrix/tetrixboard.cpp 23
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364 |
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365 | We call \c removeFullLines() each time a piece has been dropped. This scans
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366 | the board from bottom to top, looking for blank spaces on each row.
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367 |
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368 | \snippet examples/widgets/tetrix/tetrixboard.cpp 24
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369 | \snippet examples/widgets/tetrix/tetrixboard.cpp 25
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370 | \snippet examples/widgets/tetrix/tetrixboard.cpp 26
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371 | \snippet examples/widgets/tetrix/tetrixboard.cpp 27
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372 |
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373 | If a row contains no blank spaces, the rows above it are copied down by one row
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374 | to compress the stack of pieces, the top row on the board is cleared, and the
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375 | number of full lines found is incremented.
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376 |
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377 | \snippet examples/widgets/tetrix/tetrixboard.cpp 28
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378 | \snippet examples/widgets/tetrix/tetrixboard.cpp 29
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379 |
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380 | If some lines have been removed, the player's score and the total number of lines
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381 | removed are updated. The \c linesRemoved() and \c scoreChanged() signals are
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382 | emitted to send these new values to other widgets in the window.
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383 |
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384 | Additionally, we set the timer to elapse after half a second, set the
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385 | \c isWaitingAfterLine flag to indicate that lines have been removed, unset
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386 | the piece's shape to ensure that it is not drawn, and update the widget.
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387 | The next time that the \c timerEvent() handler is called, a new piece will be
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388 | created and the game will continue.
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389 |
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390 | The \c newPiece() function places the next available piece at the top of the
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391 | board, and creates a new piece with a random shape:
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392 |
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393 | \snippet examples/widgets/tetrix/tetrixboard.cpp 30
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394 | \snippet examples/widgets/tetrix/tetrixboard.cpp 31
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395 |
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396 | We place a new piece in the middle of the board at the top. The game is over if
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397 | the piece can't move, so we unset its shape to prevent it from being drawn, stop
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398 | the timer, and unset the \c isStarted flag.
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399 |
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400 | The \c showNextPiece() function updates the label that shows the next piece to
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401 | be dropped:
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402 |
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403 | \snippet examples/widgets/tetrix/tetrixboard.cpp 32
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404 | \snippet examples/widgets/tetrix/tetrixboard.cpp 33
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405 |
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406 | We draw the piece's component blocks onto a pixmap that is then set on the label.
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407 |
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408 | The \c tryMove() function is used to determine whether a piece can be positioned
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409 | at the specified coordinates:
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410 |
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411 | \snippet examples/widgets/tetrix/tetrixboard.cpp 34
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412 |
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413 | We examine the spaces on the board that the piece needs to occupy and, if they
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414 | are already occupied by other pieces, we return \c false to indicate that the
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415 | move has failed.
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416 |
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417 | \snippet examples/widgets/tetrix/tetrixboard.cpp 35
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418 |
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419 | If the piece could be placed on the board at the desired location, we update the
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420 | current piece and its position, update the widget, and return \c true to indicate
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421 | success.
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422 |
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423 | The \c drawSquare() function draws the blocks (normally squares) that make up
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424 | each piece using different colors for pieces with different shapes:
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425 |
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426 | \snippet examples/widgets/tetrix/tetrixboard.cpp 36
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427 |
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428 | We obtain the color to use from a look-up table that relates each shape to an
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429 | RGB value, and use the painter provided to draw the block at the specified
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430 | coordinates.
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431 | */
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