/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
/*
* KAsteroids - Copyright (c) Martin R. Jones 1997
*
* Part of the KDE project
*/
#ifndef __AST_VIEW_H__
#define __AST_VIEW_H__
#include <qwidget.h>
#include <q3ptrlist.h>
#include <q3intdict.h>
#include <qtimer.h>
#include <QGraphicsScene>
#include <QGraphicsView>
//Added by qt3to4:
#include <QTimerEvent>
#include <QShowEvent>
#include <QResizeEvent>
#include "sprites.h"
#define MAX_POWER_LEVEL 1000
class KAsteroidsView : public QWidget
{
Q_OBJECT
public:
KAsteroidsView( QWidget *parent = 0, const char *name = 0 );
virtual ~KAsteroidsView();
int refreshRate;
void reset();
void setRockSpeed( double rs ) { rockSpeed = rs; }
void addRocks( int num );
void newGame();
void endGame();
void newShip();
void rotateLeft( bool r ) { rotateL = r; rotateSlow = 5; }
void rotateRight( bool r ) { rotateR = r; rotateSlow = 5; }
void thrust( bool t ) { thrustShip = t && shipPower > 0; }
void shoot( bool s ) { shootShip = s; shootDelay = 0; }
void setShield( bool s );
void teleport( bool te) { teleportShip = te && mTeleportCount; }
void brake( bool b );
void pause( bool p);
void showText( const QString &text, const QColor &color, bool scroll=TRUE );
void hideText();
int shots() const { return shotsFired; }
int hits() const { return shotsHit; }
int power() const { return shipPower; }
int teleportCount() const { return mTeleportCount; }
int brakeCount() const { return mBrakeCount; }
int shieldCount() const { return mShieldCount; }
int shootCount() const { return mShootCount; }
signals:
void shipKilled();
void rockHit( int size );
void rocksRemoved();
void updateVitals();
private slots:
void hideShield();
protected:
bool readSprites();
void wrapSprite( QGraphicsItem * );
void rockHit( AnimatedPixmapItem * );
void reducePower( int val );
void addExhaust( double x, double y, double dx, double dy, int count );
void processMissiles();
void processShip();
void processPowerups();
void processShield();
double randDouble();
int randInt( int range );
virtual void resizeEvent( QResizeEvent *event );
virtual void timerEvent( QTimerEvent * );
void showEvent( QShowEvent * );
private:
QGraphicsScene field;
QGraphicsView view;
QMap<int, QList<QPixmap> > animation;
Q3PtrList<AnimatedPixmapItem> rocks;
Q3PtrList<KMissile> missiles;
Q3PtrList<KBit> bits;
Q3PtrList<KExhaust> exhaust;
Q3PtrList<KPowerup> powerups;
KShield *shield;
AnimatedPixmapItem *ship;
QGraphicsTextItem *textSprite;
bool rotateL;
bool rotateR;
bool thrustShip;
bool shootShip;
bool teleportShip;
bool brakeShip;
bool pauseShip;
bool shieldOn;
bool vitalsChanged;
int shipAngle;
int rotateSlow;
int rotateRate;
int shipPower;
int shotsFired;
int shotsHit;
int shootDelay;
int mBrakeCount;
int mShieldCount;
int mTeleportCount;
int mShootCount;
double shipDx;
double shipDy;
int textDy;
int mFrameNum;
bool mPaused;
int mTimerId;
double rockSpeed;
double powerupSpeed;
bool can_destroy_powerups;
QTimer *shieldTimer;
bool initialized;
};
#endif