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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 examples 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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* KAsteroids - Copyright (c) Martin R. Jones 1997
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*
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* Part of the KDE project
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*/
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#ifndef __AST_VIEW_H__
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#define __AST_VIEW_H__
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#include <qwidget.h>
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#include <q3ptrlist.h>
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#include <q3intdict.h>
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#include <qtimer.h>
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#include <QGraphicsScene>
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#include <QGraphicsView>
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//Added by qt3to4:
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#include <QTimerEvent>
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#include <QShowEvent>
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#include <QResizeEvent>
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#include "sprites.h"
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#define MAX_POWER_LEVEL 1000
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class KAsteroidsView : public QWidget
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{
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Q_OBJECT
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public:
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KAsteroidsView( QWidget *parent = 0, const char *name = 0 );
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virtual ~KAsteroidsView();
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int refreshRate;
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void reset();
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void setRockSpeed( double rs ) { rockSpeed = rs; }
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void addRocks( int num );
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void newGame();
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void endGame();
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void newShip();
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void rotateLeft( bool r ) { rotateL = r; rotateSlow = 5; }
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void rotateRight( bool r ) { rotateR = r; rotateSlow = 5; }
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void thrust( bool t ) { thrustShip = t && shipPower > 0; }
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void shoot( bool s ) { shootShip = s; shootDelay = 0; }
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void setShield( bool s );
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void teleport( bool te) { teleportShip = te && mTeleportCount; }
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void brake( bool b );
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void pause( bool p);
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void showText( const QString &text, const QColor &color, bool scroll=TRUE );
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void hideText();
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int shots() const { return shotsFired; }
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int hits() const { return shotsHit; }
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int power() const { return shipPower; }
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int teleportCount() const { return mTeleportCount; }
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int brakeCount() const { return mBrakeCount; }
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int shieldCount() const { return mShieldCount; }
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int shootCount() const { return mShootCount; }
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signals:
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void shipKilled();
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void rockHit( int size );
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void rocksRemoved();
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void updateVitals();
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private slots:
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void hideShield();
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protected:
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bool readSprites();
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void wrapSprite( QGraphicsItem * );
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void rockHit( AnimatedPixmapItem * );
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void reducePower( int val );
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void addExhaust( double x, double y, double dx, double dy, int count );
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void processMissiles();
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void processShip();
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void processPowerups();
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void processShield();
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double randDouble();
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int randInt( int range );
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virtual void resizeEvent( QResizeEvent *event );
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virtual void timerEvent( QTimerEvent * );
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void showEvent( QShowEvent * );
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private:
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QGraphicsScene field;
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QGraphicsView view;
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QMap<int, QList<QPixmap> > animation;
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Q3PtrList<AnimatedPixmapItem> rocks;
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Q3PtrList<KMissile> missiles;
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Q3PtrList<KBit> bits;
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Q3PtrList<KExhaust> exhaust;
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Q3PtrList<KPowerup> powerups;
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KShield *shield;
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AnimatedPixmapItem *ship;
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QGraphicsTextItem *textSprite;
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bool rotateL;
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bool rotateR;
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bool thrustShip;
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bool shootShip;
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bool teleportShip;
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bool brakeShip;
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bool pauseShip;
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bool shieldOn;
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bool vitalsChanged;
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int shipAngle;
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int rotateSlow;
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int rotateRate;
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int shipPower;
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int shotsFired;
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int shotsHit;
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int shootDelay;
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int mBrakeCount;
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int mShieldCount;
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int mTeleportCount;
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int mShootCount;
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double shipDx;
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double shipDy;
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int textDy;
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int mFrameNum;
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bool mPaused;
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int mTimerId;
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double rockSpeed;
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double powerupSpeed;
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bool can_destroy_powerups;
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QTimer *shieldTimer;
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bool initialized;
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};
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#endif
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