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41
42/*!
43 \example widgets/tetrix
44 \title Tetrix Example
45
46 The Tetrix example is a Qt version of the classic Tetrix game.
47
48 \image tetrix-example.png
49
50 The object of the game is to stack pieces dropped from the top of the
51 playing area so that they fill entire rows at the bottom of the playing area.
52
53 When a row is filled, all the blocks on that row are removed, the player earns
54 a number of points, and the pieces above are moved down to occupy that row.
55 If more than one row is filled, the blocks on each row are removed, and the
56 player earns extra points.
57
58 The \gui{Left} cursor key moves the current piece one space to the left, the
59 \gui{Right} cursor key moves it one space to the right, the \gui{Up} cursor
60 key rotates the piece counter-clockwise by 90 degrees, and the \gui{Down}
61 cursor key rotates the piece clockwise by 90 degrees.
62
63 To avoid waiting for a piece to fall to the bottom of the board, press \gui{D}
64 to immediately move the piece down by one row, or press the \gui{Space} key to
65 drop it as close to the bottom of the board as possible.
66
67 This example shows how a simple game can be created using only three classes:
68
69 \list
70 \o The \c TetrixWindow class is used to display the player's score, number of
71 lives, and information about the next piece to appear.
72 \o The \c TetrixBoard class contains the game logic, handles keyboard input, and
73 displays the pieces on the playing area.
74 \o The \c TetrixPiece class contains information about each piece.
75 \endlist
76
77 In this approach, the \c TetrixBoard class is the most complex class, since it
78 handles the game logic and rendering. One benefit of this is that the
79 \c TetrixWindow and \c TetrixPiece classes are very simple and contain only a
80 minimum of code.
81
82 \section1 TetrixWindow Class Definition
83
84 The \c TetrixWindow class is used to display the game information and contains
85 the playing area:
86
87 \snippet examples/widgets/tetrix/tetrixwindow.h 0
88
89 We use private member variables for the board, various display widgets, and
90 buttons to allow the user to start a new game, pause the current game, and quit.
91
92 Although the window inherits QWidget, the constructor does not provide an
93 argument to allow a parent widget to be specified. This is because the window
94 will always be used as a top-level widget.
95
96 \section1 TetrixWindow Class Implementation
97
98 The constructor sets up the user interface elements for the game:
99
100 \snippet examples/widgets/tetrix/tetrixwindow.cpp 0
101
102 We begin by constructing a \c TetrixBoard instance for the playing area and a
103 label that shows the next piece to be dropped into the playing area; the label
104 is initially empty.
105
106 Three QLCDNumber objects are used to display the score, number of lives, and
107 lines removed. These initially show default values, and will be filled in
108 when a game begins:
109
110 \snippet examples/widgets/tetrix/tetrixwindow.cpp 1
111
112 Three buttons with shortcuts are constructed so that the user can start a
113 new game, pause the current game, and quit the application:
114
115 \snippet examples/widgets/tetrix/tetrixwindow.cpp 2
116 \snippet examples/widgets/tetrix/tetrixwindow.cpp 3
117
118 These buttons are configured so that they never receive the keyboard focus;
119 we want the keyboard focus to remain with the \c TetrixBoard instance so that
120 it receives all the keyboard events. Nonetheless, the buttons will still respond
121 to \key{Alt} key shortcuts.
122
123 We connect \l{QAbstractButton::}{clicked()} signals from the \gui{Start}
124 and \gui{Pause} buttons to the board, and from the \gui{Quit} button to the
125 application's \l{QApplication::}{quit()} slot.
126
127 \snippet examples/widgets/tetrix/tetrixwindow.cpp 4
128 \snippet examples/widgets/tetrix/tetrixwindow.cpp 5
129
130 Signals from the board are also connected to the LCD widgets for the purpose of
131 updating the score, number of lives, and lines removed from the playing area.
132
133 We place the label, LCD widgets, and the board into a QGridLayout
134 along with some labels that we create with the \c createLabel() convenience
135 function:
136
137 \snippet examples/widgets/tetrix/tetrixwindow.cpp 6
138
139 Finally, we set the grid layout on the widget, give the window a title, and
140 resize it to an appropriate size.
141
142 The \c createLabel() convenience function simply creates a new label on the
143 heap, gives it an appropriate alignment, and returns it to the caller:
144
145 \snippet examples/widgets/tetrix/tetrixwindow.cpp 7
146
147 Since each label will be used in the widget's layout, it will become a child
148 of the \c TetrixWindow widget and, as a result, it will be deleted when the
149 window is deleted.
150
151 \section1 TetrixPiece Class Definition
152
153 The \c TetrixPiece class holds information about a piece in the game's
154 playing area, including its shape, position, and the range of positions it can
155 occupy on the board:
156
157 \snippet examples/widgets/tetrix/tetrixpiece.h 0
158
159 Each shape contains four blocks, and these are defined by the \c coords private
160 member variable. Additionally, each piece has a high-level description that is
161 stored internally in the \c pieceShape variable.
162
163 The constructor is written inline in the definition, and simply ensures that
164 each piece is initially created with no shape. The \c shape() function simply
165 returns the contents of the \c pieceShape variable, and the \c x() and \c y()
166 functions return the x and y-coordinates of any given block in the shape.
167
168 \section1 TetrixPiece Class Implementation
169
170 The \c setRandomShape() function is used to select a random shape for a piece:
171
172 \snippet examples/widgets/tetrix/tetrixpiece.cpp 0
173
174 For convenience, it simply chooses a random shape from the \c TetrixShape enum
175 and calls the \c setShape() function to perform the task of positioning the
176 blocks.
177
178 The \c setShape() function uses a look-up table of pieces to associate each
179 shape with an array of block positions:
180
181 \snippet examples/widgets/tetrix/tetrixpiece.cpp 1
182 \snippet examples/widgets/tetrix/tetrixpiece.cpp 2
183
184 These positions are read from the table into the piece's own array of positions,
185 and the piece's internal shape information is updated to use the new shape.
186
187 The \c x() and \c y() functions are implemented inline in the class definition,
188 returning positions defined on a grid that extends horizontally and vertically
189 with coordinates from -2 to 2. Although the predefined coordinates for each
190 piece only vary horizontally from -1 to 1 and vertically from -1 to 2, each
191 piece can be rotated by 90, 180, and 270 degrees.
192
193 The \c minX() and \c maxX() functions return the minimum and maximum horizontal
194 coordinates occupied by the blocks that make up the piece:
195
196 \snippet examples/widgets/tetrix/tetrixpiece.cpp 3
197 \snippet examples/widgets/tetrix/tetrixpiece.cpp 4
198
199 Similarly, the \c minY() and \c maxY() functions return the minimum and maximum
200 vertical coordinates occupied by the blocks:
201
202 \snippet examples/widgets/tetrix/tetrixpiece.cpp 5
203 \snippet examples/widgets/tetrix/tetrixpiece.cpp 6
204
205 The \c rotatedLeft() function returns a new piece with the same shape as an
206 existing piece, but rotated counter-clockwise by 90 degrees:
207
208 \snippet examples/widgets/tetrix/tetrixpiece.cpp 7
209
210 Similarly, the \c rotatedRight() function returns a new piece with the same
211 shape as an existing piece, but rotated clockwise by 90 degrees:
212
213 \snippet examples/widgets/tetrix/tetrixpiece.cpp 9
214
215 These last two functions enable each piece to create rotated copies of itself.
216
217 \section1 TetrixBoard Class Definition
218
219 The \c TetrixBoard class inherits from QFrame and contains the game logic and display features:
220
221 \snippet examples/widgets/tetrix/tetrixboard.h 0
222
223 Apart from the \c setNextPieceLabel() function and the \c start() and \c pause()
224 public slots, we only provide public functions to reimplement QWidget::sizeHint()
225 and QWidget::minimumSizeHint(). The signals are used to communicate changes to
226 the player's information to the \c TetrixWindow instance.
227
228 The rest of the functionality is provided by reimplementations of protected event
229 handlers and private functions:
230
231 \snippet examples/widgets/tetrix/tetrixboard.h 1
232
233 The board is composed of a fixed-size array whose elements correspond to
234 spaces for individual blocks. Each element in the array contains a \c TetrixShape
235 value corresponding to the type of shape that occupies that element.
236
237 Each shape on the board will occupy four elements in the array, and these will
238 all contain the enum value that corresponds to the type of the shape.
239
240 We use a QBasicTimer to control the rate at which pieces fall toward the bottom
241 of the playing area. This allows us to provide an implementation of
242 \l{QObject::}{timerEvent()} that we can use to update the widget.
243
244 \section1 TetrixBoard Class Implementation
245
246 In the constructor, we customize the frame style of the widget, ensure that
247 keyboard input will be received by the widget by using Qt::StrongFocus for the
248 focus policy, and initialize the game state:
249
250 \snippet examples/widgets/tetrix/tetrixboard.cpp 0
251
252 The first (next) piece is also set up with a random shape.
253
254 The \c setNextPieceLabel() function is used to pass in an externally-constructed
255 label to the board, so that it can be shown alongside the playing area:
256
257 \snippet examples/widgets/tetrix/tetrixboard.cpp 1
258
259 We provide a reasonable size hint and minimum size hint for the board, based on
260 the size of the space for each block in the playing area:
261
262 \snippet examples/widgets/tetrix/tetrixboard.cpp 2
263 \snippet examples/widgets/tetrix/tetrixboard.cpp 3
264
265 By using a minimum size hint, we indicate to the layout in the parent widget
266 that the board should not shrink below a minimum size.
267
268 A new game is started when the \c start() slot is called. This resets the
269 game's state, the player's score and level, and the contents of the board:
270
271 \snippet examples/widgets/tetrix/tetrixboard.cpp 4
272
273 We also emit signals to inform other components of these changes before creating
274 a new piece that is ready to be dropped into the playing area. We start the
275 timer that determines how often the piece drops down one row on the board.
276
277 The \c pause() slot is used to temporarily stop the current game by stopping the
278 internal timer:
279
280 \snippet examples/widgets/tetrix/tetrixboard.cpp 5
281 \snippet examples/widgets/tetrix/tetrixboard.cpp 6
282
283 We perform checks to ensure that the game can only be paused if it is already
284 running and not already paused.
285
286 The \c paintEvent() function is straightforward to implement. We begin by
287 calling the base class's implementation of \l{QWidget::}{paintEvent()} before
288 constructing a QPainter for use on the board:
289
290 \snippet examples/widgets/tetrix/tetrixboard.cpp 7
291
292 Since the board is a subclass of QFrame, we obtain a QRect that covers the area
293 \e inside the frame decoration before drawing our own content.
294
295 If the game is paused, we want to hide the existing state of the board and
296 show some text. We achieve this by painting text onto the widget and returning
297 early from the function. The rest of the painting is performed after this point.
298
299 The position of the top of the board is found by subtracting the total height
300 of each space on the board from the bottom of the frame's internal rectangle.
301 For each space on the board that is occupied by a piece, we call the
302 \c drawSquare() function to draw a block at that position.
303
304 \snippet examples/widgets/tetrix/tetrixboard.cpp 8
305 \snippet examples/widgets/tetrix/tetrixboard.cpp 9
306
307 Spaces that are not occupied by blocks are left blank.
308
309 Unlike the existing pieces on the board, the current piece is drawn
310 block-by-block at its current position:
311
312 \snippet examples/widgets/tetrix/tetrixboard.cpp 10
313 \snippet examples/widgets/tetrix/tetrixboard.cpp 11
314 \snippet examples/widgets/tetrix/tetrixboard.cpp 12
315
316 The \c keyPressEvent() handler is called whenever the player presses a key while
317 the \c TetrixBoard widget has the keyboard focus.
318
319 \snippet examples/widgets/tetrix/tetrixboard.cpp 13
320
321 If there is no current game, the game is running but paused, or if there is no
322 current shape to control, we simply pass on the event to the base class.
323
324 We check whether the event is about any of the keys that the player uses to
325 control the current piece and, if so, we call the relevant function to handle
326 the input:
327
328 \snippet examples/widgets/tetrix/tetrixboard.cpp 14
329
330 In the case where the player presses a key that we are not interested in, we
331 again pass on the event to the base class's implementation of
332 \l{QWidget::}{keyPressEvent()}.
333
334 The \c timerEvent() handler is called every time the class's QBasicTimer
335 instance times out. We need to check that the event we receive corresponds to
336 our timer. If it does, we can update the board:
337
338 \snippet examples/widgets/tetrix/tetrixboard.cpp 15
339 \snippet examples/widgets/tetrix/tetrixboard.cpp 16
340 \snippet examples/widgets/tetrix/tetrixboard.cpp 17
341
342 If a row (or line) has just been filled, we create a new piece and reset the
343 timer; otherwise we move the current piece down by one row. We let the base
344 class handle other timer events that we receive.
345
346 The \c clearBoard() function simply fills the board with the
347 \c TetrixShape::NoShape value:
348
349 \snippet examples/widgets/tetrix/tetrixboard.cpp 18
350
351 The \c dropDown() function moves the current piece down as far as possible on
352 the board, either until it is touching the bottom of the playing area or it is
353 stacked on top of another piece:
354
355 \snippet examples/widgets/tetrix/tetrixboard.cpp 19
356 \snippet examples/widgets/tetrix/tetrixboard.cpp 20
357
358 The number of rows the piece has dropped is recorded and passed to the
359 \c pieceDropped() function so that the player's score can be updated.
360
361 The \c oneLineDown() function is used to move the current piece down by one row
362 (line), either when the user presses the \gui{D} key or when the piece is
363 scheduled to move:
364
365 \snippet examples/widgets/tetrix/tetrixboard.cpp 21
366
367 If the piece cannot drop down by one line, we call the \c pieceDropped() function
368 with zero as the argument to indicate that it cannot fall any further, and that
369 the player should receive no extra points for the fall.
370
371 The \c pieceDropped() function itself is responsible for awarding points to the
372 player for positioning the current piece, checking for full rows on the board
373 and, if no lines have been removed, creating a new piece to replace the current
374 one:
375
376 \snippet examples/widgets/tetrix/tetrixboard.cpp 22
377 \snippet examples/widgets/tetrix/tetrixboard.cpp 23
378
379 We call \c removeFullLines() each time a piece has been dropped. This scans
380 the board from bottom to top, looking for blank spaces on each row.
381
382 \snippet examples/widgets/tetrix/tetrixboard.cpp 24
383 \snippet examples/widgets/tetrix/tetrixboard.cpp 25
384 \snippet examples/widgets/tetrix/tetrixboard.cpp 26
385 \snippet examples/widgets/tetrix/tetrixboard.cpp 27
386
387 If a row contains no blank spaces, the rows above it are copied down by one row
388 to compress the stack of pieces, the top row on the board is cleared, and the
389 number of full lines found is incremented.
390
391 \snippet examples/widgets/tetrix/tetrixboard.cpp 28
392 \snippet examples/widgets/tetrix/tetrixboard.cpp 29
393
394 If some lines have been removed, the player's score and the total number of lines
395 removed are updated. The \c linesRemoved() and \c scoreChanged() signals are
396 emitted to send these new values to other widgets in the window.
397
398 Additionally, we set the timer to elapse after half a second, set the
399 \c isWaitingAfterLine flag to indicate that lines have been removed, unset
400 the piece's shape to ensure that it is not drawn, and update the widget.
401 The next time that the \c timerEvent() handler is called, a new piece will be
402 created and the game will continue.
403
404 The \c newPiece() function places the next available piece at the top of the
405 board, and creates a new piece with a random shape:
406
407 \snippet examples/widgets/tetrix/tetrixboard.cpp 30
408 \snippet examples/widgets/tetrix/tetrixboard.cpp 31
409
410 We place a new piece in the middle of the board at the top. The game is over if
411 the piece can't move, so we unset its shape to prevent it from being drawn, stop
412 the timer, and unset the \c isStarted flag.
413
414 The \c showNextPiece() function updates the label that shows the next piece to
415 be dropped:
416
417 \snippet examples/widgets/tetrix/tetrixboard.cpp 32
418 \snippet examples/widgets/tetrix/tetrixboard.cpp 33
419
420 We draw the piece's component blocks onto a pixmap that is then set on the label.
421
422 The \c tryMove() function is used to determine whether a piece can be positioned
423 at the specified coordinates:
424
425 \snippet examples/widgets/tetrix/tetrixboard.cpp 34
426
427 We examine the spaces on the board that the piece needs to occupy and, if they
428 are already occupied by other pieces, we return \c false to indicate that the
429 move has failed.
430
431 \snippet examples/widgets/tetrix/tetrixboard.cpp 35
432
433 If the piece could be placed on the board at the desired location, we update the
434 current piece and its position, update the widget, and return \c true to indicate
435 success.
436
437 The \c drawSquare() function draws the blocks (normally squares) that make up
438 each piece using different colors for pieces with different shapes:
439
440 \snippet examples/widgets/tetrix/tetrixboard.cpp 36
441
442 We obtain the color to use from a look-up table that relates each shape to an
443 RGB value, and use the painter provided to draw the block at the specified
444 coordinates.
445*/
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