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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::setRotation()}{setRotation()} 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::setRotation()}{setRotation()} 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 */ |