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

     /****************************************************************************
     **
     ** Copyright (C) 2005-2007 Trolltech ASA. All rights reserved.
     **
     ** This file is part of the example classes 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
     ** this file.  Please review the following information to ensure GNU
     ** General Public Licensing requirements will be met:
     ** http://www.trolltech.com/products/qt/opensource.html
     **
     ** If you are unsure which license is appropriate for your use, please
     ** review the following information:
     ** http://www.trolltech.com/products/qt/licensing.html or contact the
     ** sales department at sales@trolltech.com.
     **
     ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
     ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
     **
     ****************************************************************************/

     #include <QDateTime>
     #include <QMouseEvent>
     #include <QPaintEvent>
     #include <QPainter>
     #include <QTimer>

     #include <math.h>
     #include <stdlib.h>

     #include "cannonfield.h"

     CannonField::CannonField(QWidget *parent)
         : QWidget(parent)
     {
         currentAngle = 45;
         currentForce = 0;
         timerCount = 0;
         autoShootTimer = new QTimer(this);
         connect(autoShootTimer, SIGNAL(timeout()), this, SLOT(moveShot()));
         shootAngle = 0;
         shootForce = 0;
         target = QPoint(0, 0);
         gameEnded = false;
         barrelPressed = false;
         setPalette(QPalette(QColor(250, 250, 200)));
         setAutoFillBackground(true);
         newTarget();
     }

     void CannonField::setAngle(int angle)
     {
         if (angle < 5)
             angle = 5;
         if (angle > 70)
             angle = 70;
         if (currentAngle == angle)
             return;
         currentAngle = angle;
         update(cannonRect());
         emit angleChanged(currentAngle);
     }

     void CannonField::setForce(int force)
     {
         if (force < 0)
             force = 0;
         if (currentForce == force)
             return;
         currentForce = force;
         emit forceChanged(currentForce);
     }

     void CannonField::shoot()
     {
         if (isShooting())
             return;
         timerCount = 0;
         shootAngle = currentAngle;
         shootForce = currentForce;
         autoShootTimer->start(5);
         emit canShoot(false);
     }

     void CannonField::newTarget()
     {
         static bool firstTime = true;

         if (firstTime) {
             firstTime = false;
             QTime midnight(0, 0, 0);
             qsrand(midnight.secsTo(QTime::currentTime()));
         }
         target = QPoint(200 + qrand() % 190, 10 + qrand() % 255);
         update();
     }

     void CannonField::setGameOver()
     {
         if (gameEnded)
             return;
         if (isShooting())
             autoShootTimer->stop();
         gameEnded = true;
         update();
     }

     void CannonField::restartGame()
     {
         if (isShooting())
             autoShootTimer->stop();
         gameEnded = false;
         update();
         emit canShoot(true);
     }

     void CannonField::moveShot()
     {
         QRegion region = shotRect();
         ++timerCount;

         QRect shotR = shotRect();

         if (shotR.intersects(targetRect())) {
             autoShootTimer->stop();
             emit hit();
             emit canShoot(true);
         } else if (shotR.x() > width() || shotR.y() > height()
                    || shotR.intersects(barrierRect())) {
             autoShootTimer->stop();
             emit missed();
             emit canShoot(true);
         } else {
             region = region.unite(shotR);
         }
         update(region);
     }

     void CannonField::mousePressEvent(QMouseEvent *event)
     {
         if (event->button() != Qt::LeftButton)
             return;
         if (barrelHit(event->pos()))
             barrelPressed = true;
     }

     void CannonField::mouseMoveEvent(QMouseEvent *event)
     {
         if (!barrelPressed)
             return;
         QPoint pos = event->pos();
         if (pos.x() <= 0)
             pos.setX(1);
         if (pos.y() >= height())
             pos.setY(height() - 1);
         double rad = atan(((double)rect().bottom() - pos.y()) / pos.x());
         setAngle(qRound(rad * 180 / 3.14159265));
     }

     void CannonField::mouseReleaseEvent(QMouseEvent *event)
     {
         if (event->button() == Qt::LeftButton)
             barrelPressed = false;
     }

     void CannonField::paintEvent(QPaintEvent * /* event */)
     {
         QPainter painter(this);

         if (gameEnded) {
             painter.setPen(Qt::black);
             painter.setFont(QFont("Courier", 48, QFont::Bold));
             painter.drawText(rect(), Qt::AlignCenter, tr("Game Over"));
         }
         paintCannon(painter);
         paintBarrier(painter);
         if (isShooting())
             paintShot(painter);
         if (!gameEnded)
             paintTarget(painter);
     }

     void CannonField::paintShot(QPainter &painter)
     {
         painter.setPen(Qt::NoPen);
         painter.setBrush(Qt::black);
         painter.drawRect(shotRect());
     }

     void CannonField::paintTarget(QPainter &painter)
     {
         painter.setPen(Qt::black);
         painter.setBrush(Qt::red);
         painter.drawRect(targetRect());
     }

     void CannonField::paintBarrier(QPainter &painter)
     {
         painter.setPen(Qt::black);
         painter.setBrush(Qt::yellow);
         painter.drawRect(barrierRect());
     }

     const QRect barrelRect(30, -5, 20, 10);

     void CannonField::paintCannon(QPainter &painter)
     {
         painter.setPen(Qt::NoPen);
         painter.setBrush(Qt::blue);

         painter.save();
         painter.translate(0, height());
         painter.drawPie(QRect(-35, -35, 70, 70), 0, 90 * 16);
         painter.rotate(-currentAngle);
         painter.drawRect(barrelRect);
         painter.restore();
     }

     QRect CannonField::cannonRect() const
     {
         QRect result(0, 0, 50, 50);
         result.moveBottomLeft(rect().bottomLeft());
         return result;
     }

     QRect CannonField::shotRect() const
     {
         const double gravity = 4;

         double time = timerCount / 20.0;
         double velocity = shootForce;
         double radians = shootAngle * 3.14159265 / 180;

         double velx = velocity * cos(radians);
         double vely = velocity * sin(radians);
         double x0 = (barrelRect.right() + 5) * cos(radians);
         double y0 = (barrelRect.right() + 5) * sin(radians);
         double x = x0 + velx * time;
         double y = y0 + vely * time - 0.5 * gravity * time * time;

         QRect result(0, 0, 6, 6);
         result.moveCenter(QPoint(qRound(x), height() - 1 - qRound(y)));
         return result;
     }

     QRect CannonField::targetRect() const
     {
         QRect result(0, 0, 20, 10);
         result.moveCenter(QPoint(target.x(), height() - 1 - target.y()));
         return result;
     }

     QRect CannonField::barrierRect() const
     {
         return QRect(145, height() - 100, 15, 99);
     }

     bool CannonField::barrelHit(const QPoint &pos) const
     {
         QMatrix matrix;
         matrix.translate(0, height());
         matrix.rotate(-currentAngle);
         matrix = matrix.inverted();
         return barrelRect.contains(matrix.map(pos));
     }

     bool CannonField::isShooting() const
     {
         return autoShootTimer->isActive();
     }

     QSize CannonField::sizeHint() const
     {
         return QSize(400, 300);
     }