doc/src/examples/collidingmice-example.qdoc
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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file.  Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights.  These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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    \example graphicsview/collidingmice
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    \title Colliding Mice Example
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    The Colliding Mice example shows how to use the Graphics View
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    framework to implement animated items and detect collision between
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    items.
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    \image collidingmice-example.png
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    Graphics View provides the QGraphicsScene class for managing and
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    interacting with a large number of custom-made 2D graphical items
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    derived from the QGraphicsItem class, and a QGraphicsView widget
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    for visualizing the items, with support for zooming and rotation.
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    The example consists of an item class and a main function:
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    the \c Mouse class represents the individual mice extending
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    QGraphicsItem, and the \c main() function provides the main
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    application window.
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    We will first review the \c Mouse class to see how to animate
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    items and detect item collision, and then we will review the \c
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    main() function to see how to put the items into a scene and how to
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    implement the corresponding view.
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    \section1 Mouse Class Definition
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    The \c mouse class inherits from QGraphicsItem. The
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    QGraphicsItem class is the base class for all graphical items in
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    the Graphics View framework, and provides a light-weight
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    foundation for writing your own custom items.
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    \snippet examples/graphicsview/collidingmice/mouse.h 0
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    When writing a custom graphics item, you must implement
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    QGraphicsItem's two pure virtual public functions: \l
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    {QGraphicsItem::}{boundingRect()}, which returns an estimate of
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    the area painted by the item, and \l {QGraphicsItem::}{paint()},
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    which implements the actual painting. In addition, we reimplement
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    the \l {QGraphicsItem::}{shape()} and \l {QGraphicsItem::}{advance()}.
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    We reimplement \l {QGraphicsItem::}{shape()} to return an accurate
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    shape of our mouse item; the default implementation simply returns
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    the item's bounding rectangle. We reimplement \l {QGraphicsItem::}{advance()}
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    to handle the animation so it all happens on one update.
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    \section1 Mouse Class Definition
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    When constructing a mouse item, we first ensure that all the item's
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    private variables are properly initialized:
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 0
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    To calculate the various components of the mouse's color, we use
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    the global qrand() function which is a thread-safe version of the
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    standard C++ rand() function.
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    Then we call the \l {QGraphicsItem::setRotation()}{setRotation()} function
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    inherited from QGraphicsItem. Items live in their own local
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    coordinate system. Their coordinates are usually centered around
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    (0, 0), and this is also the center for all transformations. By
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    calling the item's \l {QGraphicsItem::setRotation()}{setRotation()} function
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    we alter the direction in which the mouse will start moving.
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	When the QGraphicsScene decides to advance the scene a frame it will call 
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	QGraphicsItem::advance() on each of the items. This enables us to animate
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	our mouse using our reimplementation of the advance() function.
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 4
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 5
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 6
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    First, we don't bother doing any advance if the step is 0 since we want to our advance in 
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	the actual advance (advance() is called twice, once with step == 0 indicating that items 
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	are about to advance and with step == 1 for the actual advance). We also ensure that the 
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	mice stays within a circle with a radius of 150 pixels.
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    Note the \l {QGraphicsItem::mapFromScene()}{mapFromScene()}
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    function provided by QGraphicsItem. This function maps a position
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    given in \e scene coordinates, to the item's coordinate system.
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 7
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 8
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 9
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    \codeline
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 10
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    Then we try to avoid colliding with other mice.
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 11
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    Finally, we calculate the mouse's speed and its eye direction (for
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    use when painting the mouse), and set its new position.
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    The position of an item describes its origin (local coordinate (0,
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    0)) in the parent coordinates. The \l {QGraphicsItem::setPos()}
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    function sets the position of the item to the given position in
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    the parent's coordinate system. For items with no parent, the
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    given position is interpreted as scene coordinates. QGraphicsItem
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    also provides a \l {QGraphicsItem::}{mapToParent()} function to
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    map a position given in item coordinates, to the parent's
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    coordinate system. If the item has no parent, the position will be
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    mapped to the scene's coordinate system instead.
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    Then it is time to provide an implementation for the pure virtual
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    functions inherited from QGraphicsItem. Let's first take a look at
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    the \l {QGraphicsItem::}{boundingRect()} function:
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 1
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    The \l {QGraphicsItem::boundingRect()}{boundingRect()} function
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    defines the outer bounds of the item as a rectangle. Note that the
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    Graphics View framework uses the bounding rectangle to determine
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    whether the item requires redrawing, so all painting must be
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    restricted inside this rectangle.
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 3
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    The Graphics View framework calls the \l
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    {QGraphicsItem::paint()}{paint()} function to paint the contents
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    of the item; the function paints the item in local coordinates.
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    Note the painting of the ears: Whenever a mouse item collides with
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    other mice items its ears are filled with red; otherwise they are
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    filled with dark yellow. We use the
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    QGraphicsScene::collidingItems() function to check if there are
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    any colliding mice.  The actual collision detection is handled by
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    the Graphics View framework using shape-shape intersection. All we
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    have to do is to ensure that the QGraphicsItem::shape() function
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    returns an accurate shape for our item:
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    \snippet examples/graphicsview/collidingmice/mouse.cpp 2
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    Because the complexity of arbitrary shape-shape intersection grows
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    with an order of magnitude when the shapes are complex, this
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    operation can be noticably time consuming. An alternative approach
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    is to reimplement the \l
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    {QGraphicsItem::collidesWithItem()}{collidesWithItem()} function
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    to provide your own custom item and shape collision algorithm.
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    This completes the \c Mouse class implementation, it is now ready
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    for use. Let's take a look at the \c main() function to see how to
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    implement a scene for the mice and a view for displaying the
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    contents of the scene.
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    \section1 The Main() Function
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    In this example we have chosen to let the \c main() function
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    provide the main application window, creating the items and the
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    scene, putting the items into the scene and creating a
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    corresponding view.
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    \snippet examples/graphicsview/collidingmice/main.cpp 0
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    First, we create an application object and call the global
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    qsrand() function to specify the seed used to generate a new
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    random number sequence of pseudo random integers with the
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    previously mentioned qrand() function.
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    Then it is time to create the scene:
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    \snippet examples/graphicsview/collidingmice/main.cpp 1
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    The QGraphicsScene class serves as a container for
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    QGraphicsItems. It also provides functionality that lets you
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    efficiently determine the location of items as well as determining
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    which items that are visible within an arbitrary area on the
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    scene.
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    When creating a scene it is recommended to set the scene's
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    rectangle, i.e., the rectangle that defines the extent of the
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    scene. It is primarily used by QGraphicsView to determine the
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    view's default scrollable area, and by QGraphicsScene to manage
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    item indexing. If not explicitly set, the scene's default
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    rectangle will be the largest bounding rectangle of all the items
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    on the scene since the scene was created (i.e., the rectangle will
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    grow when items are added or moved in the scene, but it will never
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    shrink).
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    \snippet examples/graphicsview/collidingmice/main.cpp 2
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    The item index function is used to speed up item discovery. \l
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    {QGraphicsScene::NoIndex}{NoIndex} implies that item location is
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    of linear complexity, as all items on the scene are
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    searched. Adding, moving and removing items, however, is done in
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    constant time. This approach is ideal for dynamic scenes, where
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    many items are added, moved or removed continuously.  The
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    alternative is \l {QGraphicsScene::BspTreeIndex}{BspTreeIndex}
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    which makes use of binary search resulting in item location
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    algorithms that are of an order closer to logarithmic complexity.
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    \snippet examples/graphicsview/collidingmice/main.cpp 3
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    Then we add the mice to the scene.
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    \snippet examples/graphicsview/collidingmice/main.cpp 4
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    To be able to view the scene we must also create a QGraphicsView
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    widget. The QGraphicsView class visualizes the contents of a scene
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    in a scrollable viewport. We also ensure that the contents is
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    rendered using antialiasing, and we create the cheese background
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    by setting the view's background brush.
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    The image used for the background is stored as a binary file in
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    the application's executable using Qt's \l {The Qt Resource
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    System}{resource system}. The QPixmap constructor accepts both
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    file names that refer to actual files on disk and file names that
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    refer to the application's embedded resources.
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    \snippet examples/graphicsview/collidingmice/main.cpp 5
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    Then we set the cache mode; QGraphicsView can cache pre-rendered
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    content in a pixmap, which is then drawn onto the viewport. The
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    purpose of such caching is to speed up the total rendering time
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    for areas that are slow to render, e.g., texture, gradient and
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    alpha blended backgrounds. The \l
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    {QGraphicsView::CacheMode}{CacheMode} property holds which parts
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    of the view that are cached, and the \l
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    {QGraphicsView::CacheBackground}{CacheBackground} flag enables
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    caching of the view's background.
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    By setting the \l {QGraphicsView::dragMode}{dragMode} property we
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    define what should happen when the user clicks on the scene
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    background and drags the mouse. The \l
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    {QGraphicsView::ScrollHandDrag}{ScrollHandDrag} flag makes the
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    cursor change into a pointing hand, and dragging the mouse around
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    will scroll the scrollbars.
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    \snippet examples/graphicsview/collidingmice/main.cpp 6
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    In the end, we set the application window's title and size before
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    we enter the main event loop using the QApplication::exec()
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    function.
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	Finally, we create a QTimer and connect its timeout() signal to the advance()
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	slot of the scene. Every time the timer fires, the scene will advance one frame.
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	We then tell the timer to fire every 1000/33 millisecond. This will 
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	give us a frame rate of 30 frames a second, which is fast enough for most animations. 
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	Doing the animation with a single timer connect to advance the scene ensures that all the 
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	mice are moved at one point and, more importantly, only one update is sent to the screen 
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	after all the mice have moved.
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*/