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# gameboard.cpp Example File
tutorial/t14/gameboard.cpp

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        **
        ** This file is part of the documentation of the Qt Toolkit.
        **
        ** This file may be used under the terms of the GNU General Public
        ** License version 2.0 as published by the Free Software Foundation
        ** and appearing in the file LICENSE.GPL included in the packaging of
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        #include <QApplication>
        #include <QFont>
        #include <QGridLayout>
        #include <QHBoxLayout>
        #include <QLCDNumber>
        #include <QLabel>
        #include <QPushButton>
        #include <QShortcut>
        #include <QVBoxLayout>
        #include <QWidget>

        #include "cannonfield.h"
        #include "gameboard.h"
        #include "lcdrange.h"

        GameBoard::GameBoard(QWidget *parent)
            : QWidget(parent)
        {
            QPushButton *quit = new QPushButton(tr("&Quit"));
            quit->setFont(QFont("Times", 18, QFont::Bold));

            connect(quit, SIGNAL(clicked()), qApp, SLOT(quit()));

            LCDRange *angle = new LCDRange(tr("ANGLE"));
            angle->setRange(5, 70);

            LCDRange *force = new LCDRange(tr("FORCE"));
            force->setRange(10, 50);

            QFrame *cannonBox = new QFrame;
            cannonBox->setFrameStyle(QFrame::WinPanel | QFrame::Sunken);

            cannonField = new CannonField;

            connect(angle, SIGNAL(valueChanged(int)),
                    cannonField, SLOT(setAngle(int)));
            connect(cannonField, SIGNAL(angleChanged(int)),
                    angle, SLOT(setValue(int)));

            connect(force, SIGNAL(valueChanged(int)),
                    cannonField, SLOT(setForce(int)));
            connect(cannonField, SIGNAL(forceChanged(int)),
                    force, SLOT(setValue(int)));

            connect(cannonField, SIGNAL(hit()),
                    this, SLOT(hit()));
            connect(cannonField, SIGNAL(missed()),
                    this, SLOT(missed()));

            QPushButton *shoot = new QPushButton(tr("&Shoot"));
            shoot->setFont(QFont("Times", 18, QFont::Bold));

            connect(shoot, SIGNAL(clicked()),
                    this, SLOT(fire()));
            connect(cannonField, SIGNAL(canShoot(bool)),
                    shoot, SLOT(setEnabled(bool)));

            QPushButton *restart = new QPushButton(tr("&New Game"));
            restart->setFont(QFont("Times", 18, QFont::Bold));

            connect(restart, SIGNAL(clicked()), this, SLOT(newGame()));

            hits = new QLCDNumber(2);
            hits->setSegmentStyle(QLCDNumber::Filled);

            shotsLeft = new QLCDNumber(2);
            shotsLeft->setSegmentStyle(QLCDNumber::Filled);

            QLabel *hitsLabel = new QLabel(tr("HITS"));
            QLabel *shotsLeftLabel = new QLabel(tr("SHOTS LEFT"));

            (void) new QShortcut(Qt::Key_Enter, this, SLOT(fire()));
            (void) new QShortcut(Qt::Key_Return, this, SLOT(fire()));
            (void) new QShortcut(Qt::CTRL + Qt::Key_Q, this, SLOT(close()));

            QHBoxLayout *topLayout = new QHBoxLayout;
            topLayout->addWidget(shoot);
            topLayout->addWidget(hits);
            topLayout->addWidget(hitsLabel);
            topLayout->addWidget(shotsLeft);
            topLayout->addWidget(shotsLeftLabel);
            topLayout->addStretch(1);
            topLayout->addWidget(restart);

            QVBoxLayout *leftLayout = new QVBoxLayout;
            leftLayout->addWidget(angle);
            leftLayout->addWidget(force);

            QVBoxLayout *cannonLayout = new QVBoxLayout;
            cannonLayout->addWidget(cannonField);
            cannonBox->setLayout(cannonLayout);

            QGridLayout *gridLayout = new QGridLayout;
            gridLayout->addWidget(quit, 0, 0);
            gridLayout->addLayout(topLayout, 0, 1);
            gridLayout->addLayout(leftLayout, 1, 0);
            gridLayout->addWidget(cannonBox, 1, 1, 2, 1);
            gridLayout->setColumnStretch(1, 10);
            setLayout(gridLayout);

            angle->setValue(60);
            force->setValue(25);
            angle->setFocus();

            newGame();
        }

        void GameBoard::fire()
        {
            if (cannonField->gameOver() || cannonField->isShooting())
                return;
            shotsLeft->display(shotsLeft->intValue() - 1);
            cannonField->shoot();
        }

        void GameBoard::hit()
        {
            hits->display(hits->intValue() + 1);
            if (shotsLeft->intValue() == 0)
                cannonField->setGameOver();
            else
                cannonField->newTarget();
        }

        void GameBoard::missed()
        {
            if (shotsLeft->intValue() == 0)
                cannonField->setGameOver();
        }

        void GameBoard::newGame()
        {
            shotsLeft->display(15);
            hits->display(0);
            cannonField->restartGame();
            cannonField->newTarget();
        }