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/*!
    \page tutorial.html

    \startpage {index.html}{Qt Reference Documentation}
    \nextpage {tutorial/t1}{Chapter 1}

    \title Qt Tutorial
    \ingroup howto

    This tutorial gives an introduction to GUI programming using the Qt
    toolkit. It doesn't cover everything; the emphasis is on teaching the
    programming philosophy of GUI programming, and Qt's features are
    introduced as needed. Some commonly used features are never used in
    this tutorial.

    Chapter one starts with a minimal "Hello world" program and the
    following chapters introduce new concepts. By Chapter 14, the
    "Hello world" program from Chapter 1 will have turned into a
    650-line game.

    If you're completely new to Qt, please read \l{How to Learn Qt}
    if you haven't already done so.

    The tutorial's source code is located in Qt's \c examples/tutorial
    directory.

    Tutorial chapters:

    \list 1
    \o \l{tutorial/t1}{Hello World!}
    \o \l{tutorial/t2}{Calling it Quits}
    \o \l{tutorial/t3}{Family Values}
    \o \l{tutorial/t4}{Let There Be Widgets}
    \o \l{tutorial/t5}{Building Blocks}
    \o \l{tutorial/t6}{Building Blocks Galore!}
    \o \l{tutorial/t7}{One Thing Leads to Another}
    \o \l{tutorial/t8}{Preparing for Battle}
    \o \l{tutorial/t9}{With Cannon You Can}
    \o \l{tutorial/t10}{Smooth as Silk}
    \o \l{tutorial/t11}{Giving It a Shot}
    \o \l{tutorial/t12}{Hanging in the Air the Way Bricks Don't}
    \o \l{tutorial/t13}{Game Over}
    \o \l{tutorial/t14}{Facing the Wall}
    \endlist

    This little game doesn't look much like a modern GUI application.
    It uses a some GUI techniques, but after you've worked through
    it, we recommend checking out the \l{mainwindows/application}{Application}
    example, which presents a small GUI application, with menus, tool
    bars, a status bar, and so on.
*/

/*! \example tutorial/t1

    \contentspage Qt Tutorial
    \previouspage Qt Tutorial
    \nextpage {tutorial/t2}{Chapter 2}

    \title Qt Tutorial 1 - Hello World!

    This first program is a simple "Hello world" example. It contains only
    the bare minimum you need to get a Qt application up and running.
    The picture below is a screenshot of this program.

    \image t1.png Screenshot of Chapter 1

    Here's the complete source code for the application:

    \snippet examples/tutorial/t1/main.cpp 0

    \section1 Line by Line Walkthrough


    \snippet examples/tutorial/t1/main.cpp 1

    This line includes the QApplication class definition. There has
    to be exactly one QApplication object in every GUI application
    that uses Qt. QApplication manages various application-wide
    resources, such as the default font and cursor.

    \snippet examples/tutorial/t1/main.cpp 2

    This line includes the QPushButton class definition. For each
    class that's part of the public Qt API, there exists a header
    file of the same name that contains its definition.

    QPushButton is a GUI push button that the user can press and
    release. It manages its own look and feel, like every other
    QWidget. A widget is a user interface object that can process
    user input and draw graphics. The programmer can change both the
    overall look and feel and many minor properties of it (such as
    color), as well as the widget's content. A QPushButton can show
    either a text or a QIcon.

    \snippet examples/tutorial/t1/main.cpp 3

    The \c main() function is the entry point to the program. Almost
    always when using Qt, \c main() only needs to perform some kind
    of initialization before passing the control to the Qt library,
    which then tells the program about the user's actions via events.

    The \c argc parameter is the number of command-line arguments and
    \c argv is the array of command-line arguments. This is a
    standard C++ feature.

    \snippet examples/tutorial/t1/main.cpp 4

    The \c app object is this program's QApplication instance. Here
    it is created. We pass \c argc and \c argv to the QApplication
    constructor so that it can process certain standard command-line
    arguments (such as \c -display under X11). All command-line
    arguments recognized by Qt are removed from \c argv, and \c argc
    is decremented accordingly. See the QApplication::argv()
    documentation for details.

    The QApplication object must be created before any GUI-related
    features of Qt are used.

    \snippet examples/tutorial/t1/main.cpp 5

    Here, after the QApplication, comes the first GUI-related code: A
    push button is created.

    The button is set up to display the text "Hello world!". Because
    we don't specify a parent window (as second argument to the
    QPushButton constructor), the button will be a window of its own,
    with its own window frame and title bar.

    The button's size is determined by its default size hint. We could
    call QWidget::move() to assign a specific screen position to the
    widget, but instead we let the windowing system choose a position.

    \snippet examples/tutorial/t1/main.cpp 6

    A widget is never visible when you create it. You must call
    QWidget::show() to make it visible.

    \snippet examples/tutorial/t1/main.cpp 7

    This is where \c main() passes control to Qt.
    QCoreApplication::exec() will return when the application exits.
    (QCoreApplication is QApplication's base class. It implements
    QApplication's core, non-GUI functionality and can be used when
    developing non-GUI applications.)

    In QCoreApplication::exec(), Qt receives and processes user and
    system events and passes these on to the appropriate widgets.

    You should now try to compile and run this program.

    The tutorial examples are located in Qt's \c examples/tutorial directory.
    They are automatically built when you build Qt.

    If you have typed in the source code manually, you will need to
    follow these instructions: To compile a C++ application, you need
    to create a makefile. The easiest way to create a makefile for Qt
    is to use the \l{qmake} build tool supplied with Qt. If you've
    saved \c main.cpp in its own otherwise empty directory, all you
    need to do is:

    \code
        qmake -project
        qmake
    \endcode

    The first command tells \c qmake to create a project file (a \c
    .pro file). The second command tells it to create a
    platform-specific makefile based on the project file. You should
    now be able to type \c make (or \c nmake if you're using Visual
    Studio) and then run your first Qt application!

    \section1 Running the Application

    When you run the application, you will see a small window filled
    with a single button, and on it you can read the famous words:
    "Hello world!"

    \section1 Exercises

    Try to resize the window. Click the button. If you're running
    X11, try running the program with the \c -geometry option (for
    example, \c {-geometry 100x200+10+20}).
*/

/*! \example tutorial/t2

    \contentspage Qt Tutorial
    \previouspage {tutorial/t1}{Chapter 1}
    \nextpage {tutorial/t3}{Chapter 3}

    \title Qt Tutorial 2 - Calling it Quits

    \image t2.png Screenshot of Chapter 2

    Having created a window in \l{tutorial/t1}{Chapter 1,} we will
    now go on to make the application quit properly when the user tells it to.

    We will also use a font that is more exciting than the default one.

    \snippet examples/tutorial/t2/main.cpp 0

    \section1 Line by Line Walkthrough

    \snippet examples/tutorial/t2/main.cpp 1

    Since this program uses QFont, it needs to include \c{<QFont>}.

    \snippet examples/tutorial/t2/main.cpp 2

    This time, the button says \gui{Quit} and that's exactly what the
    program will do when the user clicks the button.

    \snippet examples/tutorial/t2/main.cpp 3

    We've chosen another size for the button since the text is a bit
    shorter than "Hello world!". We could also have used QFontMetrics
    to set right size, or let QPushButton choose a reasonable
    default.

    \snippet examples/tutorial/t2/main.cpp 4

    Here we choose a new font for the button, an 18-point bold font
    from the Times family. It is also possible to change the default
    font for the entire application, using QApplication::setFont().

    \snippet examples/tutorial/t2/main.cpp 5

    QObject::connect() is perhaps \e the most central feature of Qt.
    Note that \l{QObject::connect()}{connect()} is a static function
    in QObject. Do not confuse it with the \c connect() function in
    the Berkeley socket library.

    This \l{QObject::connect()}{connect()} call establishes a one-way
    connection between two Qt objects (objects that inherit QObject,
    directly or indirectly). Every Qt object can have both \c signals
    (to send messages) and \c slots (to receive messages). All
    widgets are Qt objects, since they inherit QWidget, which in turn
    inherits QObject.

    Here, the \l{QPushButton::clicked()}{clicked()} signal of \c quit
    is connected to the \l{QCoreApplication::quit()}{quit()} slot of \c
    app, so that when the button is clicked, the application quits.

    The \l{Signals and Slots} documentation describes this topic in
    detail.

    \section1 Running the Application

    When you run this program, you will see an even smaller window than in
    Chapter 1, filled with an even smaller button.

    See \l{tutorial/t1}{Chapter 1} for how to create a makefile and
    build the application.

    \section1 Exercises

    Try to resize the window. Press the button to close the
    application.

    Are there any other signals in QPushButton you can connect to
    quit? [Hint: The QPushButton inherits most of its functionality
    from QAbstractButton.]
*/

/*! 
    \example tutorial/t3

    \contentspage Qt Tutorial
    \previouspage {tutorial/t2}{Chapter 2}
    \nextpage {tutorial/t4}{Chapter 4}

    \title Qt Tutorial 3 - Family Values

    \image t3.png Screenshot of Chapter 3

    This example shows how to create parent and child widgets.

    We'll keep it simple and use just a single parent and a lone child.

    \snippet examples/tutorial/t3/main.cpp 0

    \section1 Line by Line Walkthrough

    \snippet examples/tutorial/t3/main.cpp 1

    We add an include of <QWidget> to get the base widget class we'll
    use.

    \snippet examples/tutorial/t3/main.cpp 2

    Here we simply create a plain widget object. The QWidget class is the
    base class of all user interface objects. The widget is the atom
    of the user interface: It receives mouse, keyboard and other
    events from the window system, and paints a representation of
    itself on the screen. A widget is clipped by its parent and by the
    widgets in front of it.

    A widget that isn't embedded in a parent widget, like this
    particular widget, is called a window. Usually, windows have their
    own window frame and taskbar entry, provided by the window system.
    A widget without a parent widget is always an independent window.
    Its initial position on the screen is controlled by the window
    system.

    \snippet examples/tutorial/t3/main.cpp 3

    We set the window's width to 200 pixels and its height to 120
    pixels.

    \snippet examples/tutorial/t3/main.cpp 4

    A child is born. This QPushButton is created with a parent widget
    (\c window). A child widget is always displayed within its
    parent's area. When displayed, it is clipped by its parent's
    bounds. By default, it is rooted at the top-left corner of its
    parent, at position (0, 0).

    \snippet examples/tutorial/t3/main.cpp 5

    The QWidget::setGeometry() function takes four arguments: The
    first two arguments are the x and y coordinates of the button's
    top-left corner. The coordinates are relative to the parent
    widget. The last two arguments are the button's width and height.
    The result is a button that extends from position (10, 40) to
    position (190, 80).

    \snippet examples/tutorial/t3/main.cpp 6

    When a parent widget is shown, it will call show for all its
    children (except those that were explicitly hidden using
    QWidget::hide()).

    \section1 Running the Application

    The button no longer fills the entire window. Instead, it
    stays at position (10, 40) within the window and with a size
    of (180, 40), because of the QWidget::setGeometry() call.

    \section1 Exercises

    Try resizing the window. How does the button change? What happens
    to the button's height if you run the program with a bigger font?
    What happens if you try to make the window really small?
*/

/*! \example tutorial/t4

    \contentspage Qt Tutorial
    \previouspage {tutorial/t3}{Chapter 3}
    \nextpage {tutorial/t5}{Chapter 5}

    \title Qt Tutorial 4 - Let There Be Widgets

    \image t4.png Screenshot of Chapter 4

    This example shows how to create your own widget, and describes
    how to control the minimum and maximum sizes of a widget.

    \snippet examples/tutorial/t4/main.cpp 0
    \codeline
    \snippet examples/tutorial/t4/main.cpp 2
    \codeline
    \snippet examples/tutorial/t4/main.cpp 8

    \section1 Line by Line Walkthrough

    \snippet examples/tutorial/t4/main.cpp 1

    Here we create a new class. Because this class inherits from QWidget,
    the new class is a widget and may be a top-level window or a child
    widget (like the QPushButton in the previous chapter).

    This class has only one member, a constructor (in addition to the
    members it inherits from QWidget). The constructor is a standard Qt
    widget constructor; you should always include a similar constructor
    when you create widgets.

    The argument is its parent widget. To create a top-level window
    you specify a null pointer as the parent. As you can see, this
    widget defaults to be a top-level window.

    \snippet examples/tutorial/t4/main.cpp 3

    The implementation of the constructor starts here. Like most
    widgets, it just passes on the \c parent to the QWidget
    constructor.

    \snippet examples/tutorial/t4/main.cpp 4

    Because this widget doesn't know how to handle resizing, we fix
    its size. In the next chapter, we will show how a widget can
    respond to resize event from the user.

    \snippet examples/tutorial/t4/main.cpp 5

    Here we create and set up a child widget of this widget (the new
    widget's parent is \c this, i.e. the \c MyWidget instance).

    The \l{QObject::tr()}{tr()} function call around the string
    literal "Quit" marks the string for translation, making it
    possible to change it at run-time based on the contents of a
    translation file. It is a good habit to use
    \l{QObject::tr()}{tr()} around all user-visible strings, in case
    you decide later to translate your application to other
    languages.

    Note that \c quit is a local variable in the constructor.
    \c MyWidget does not keep track of it; Qt does, and will
    automatically delete it when the \c MyWidget object is deleted.
    This is why \c MyWidget doesn't need a destructor. (On the other
    hand, there is no harm in deleting a child when you choose to.
    The child will automatically tell Qt about its imminent death.)

    The QWidget::setGeometry() call sets both the widget's screen
    position and the size. It is equivalent to calling
    QWidget::move() followed by QWidget::resize().

    \snippet examples/tutorial/t4/main.cpp 6

    The \c qApp pointer is a global variable declared in the \c
    <QApplication> header file. It points to the application's unique
    QApplication instance.

    \snippet examples/tutorial/t4/main.cpp 8

    Here we instantiate our new child, show it, and execute the
    application.

    \section1 Running the Application

    This program is very similar in behavior to the previous one. The
    difference lies in the way we have implemented it. It does behave
    slightly differently, however. Just try to resize it to see.

    \section1 Exercises

    Try to create another \c MyWidget object in \c main(). What happens?

    Try to add more buttons or put in widgets other than QPushButton.
*/

/*! \example tutorial/t5

    \contentspage Qt Tutorial
    \previouspage {tutorial/t4}{Chapter 4}
    \nextpage {tutorial/t6}{Chapter 6}

    \title Qt Tutorial 5 - Building Blocks

    \image t5.png Screenshot of Chapter 5

    This example shows how to create and connect together several widgets
    by using signals and slots, and how to handle resizes.

    \snippet examples/tutorial/t5/main.cpp includes
    \codeline
    \snippet examples/tutorial/t5/main.cpp class declaration
    \codeline
    \snippet examples/tutorial/t5/main.cpp constructor
    \codeline
    \snippet examples/tutorial/t5/main.cpp main

    \section1 Line by Line Walkthrough

    \snippet examples/tutorial/t5/main.cpp class declaration
    \codeline
    \snippet examples/tutorial/t5/main.cpp 3

    \c lcd is a QLCDNumber, a widget that displays numbers in an
    LCD-like fashion. This instance is set up to display two digits.
    We set the \l QLCDNumber::segmentStyle property to \l
    QLCDNumber::Filled to make the LCDs more readable.

    Historical note: QLCDNumber was the first widget ever written for
    Qt, back in the days when QPainter supported only one drawing
    primitive: \l{QPainter::drawLine()}{drawLine()}. The original
    version of the \l{widgets/tetrix}{Tetrix} example, which uses
    QLCDNumber to display the score, was also written around that
    time.

    \snippet examples/tutorial/t5/main.cpp 4

    The user can use the QSlider widget to adjust an integer value in
    a range. Here we create a horizontal one, set its minimum value
    to 0, its maximum value to 99, and its initial value to 0.

    \snippet examples/tutorial/t5/main.cpp 7

    Here we use the \l{signals and slots} mechanism to connect the
    slider's \l{QSlider::valueChanged()}{valueChanged()} signal to
    the LCD number's \l{QLCDNumber::display()}{display()} slot.

    Whenever the slider's value changes it broadcasts the new value
    by emitting the \l{QSlider::valueChanged()}{valueChanged()}
    signal. Because that signal is connected to the LCD number's
    \l{QLCDNumber::display()}{display()} slot, the slot is called
    when the signal is broadcast. Neither of the objects knows about
    the other. This is essential in component programming.

    Slots are otherwise normal C++ member functions and follow the
    normal C++ access rules.

    \snippet examples/tutorial/t5/main.cpp layout

    \c MyWidget now uses a QVBoxLayout to manage the geometry of its
    child widgets. For that reason, we don't need to specify the
    screen coordinates for each widget like we did in Chapter 4. In
    addition, using a layout ensures that the child widgets are
    resized when the window is resized. Then we add the \c quit, \c
    lcd and \c slider widgets to the layout using
    QBoxLayout::addWidget().

    The QWidget::setLayout() function installs the layout on \c
    MyWidget. This makes the layout a child of \c MyWidget so
    we don't have to worry about deleting it; the parent-child
    relationship ensures that it will be deleted together with
    \c MyWidget. Also, the call to QWidget::setLayout()
    automatically reparents the widgets in the layout so that they are
    children of \c MyWidget. Because of this, we didn't need to specify
    \c this as the parent for the \c quit, \c lcd and \c slider widgets.

    In Qt, widgets are either children of other widgets (e.g. \c
    this), or they have no parent. A widget can be \e added to a
    layout, in which case the layout becomes responsible for managing
    the geometry of that widget, but the layout can never act as a
    parent itself. Indeed, QWidget's constructor takes a QWidget
    pointer for the parent, and QLayout doesn't inherit from QWidget.

    \section1 Running the Application

    The LCD number reflects everything you do to the slider, and the
    widget handles resizing well. Notice that the LCD number widget
    changes in size when the window is resized (because it can), but the
    others stay about the same (because otherwise they would look strange).

    \section1 Exercises

    Try changing the LCD number to add more digits or to change mode
    (QLCDNumber::setMode()). You can even add four push buttons to
    set the number base.

    You can also change the slider's range.

    Perhaps it would have been better to use QSpinBox than a slider?

    Try to make the application quit when the LCD number overflows.
*/

/*! \example tutorial/t6

    \contentspage Qt Tutorial
    \previouspage {tutorial/t5}{Chapter 5}
    \nextpage {tutorial/t7}{Chapter 7}

    \title Qt Tutorial 6 - Building Blocks Galore!

    \image t6.png Screenshot of Chapter 6

    This example shows how to encapsulate two widgets into a new component and
    how easy it is to use many widgets. For the first time, we use a custom
    widget as a child widget.

    \snippet examples/tutorial/t6/main.cpp 0
    \codeline
    \snippet examples/tutorial/t6/main.cpp 3
    \codeline
    \snippet examples/tutorial/t6/main.cpp 4
    \codeline
    \snippet examples/tutorial/t6/main.cpp 6
    \codeline
    \snippet examples/tutorial/t6/main.cpp 15

    \section1 Line by Line Walkthrough

    \snippet examples/tutorial/t6/main.cpp 1

    The \c LCDRange widget is a widget without any API. It just has a
    constructor. This sort of widget is not very useful, so we'll add
    some API later.

    \snippet examples/tutorial/t6/main.cpp 3

    This is lifted straight from the \c MyWidget constructor in
    Chapter 5. The only differences are that the \gui{Quit} button is
    left out and the class is renamed.

    \snippet examples/tutorial/t6/main.cpp 5

    \c MyWidget, too, contains no API except a constructor.

    \snippet examples/tutorial/t6/main.cpp 7

    The push button that used to be in what is now \c LCDRange has been
    separated so that we can have one \gui{Quit} button and many \c LCDRange
    objects.

    \snippet examples/tutorial/t6/main.cpp 8

    We create a QWidget with a QGridLayout that will contain three
    columns.

    The QGridLayout automatically arranges its widgets in rows and
    columns; you can specify the row and column numbers when adding
    widgets to the layout, and QGridLayout will fit them into the
    grid.

    \snippet examples/tutorial/t6/main.cpp 9
    \snippet examples/tutorial/t6/main.cpp 10
    \snippet examples/tutorial/t6/main.cpp 11
    \snippet examples/tutorial/t6/main.cpp 12
    \snippet examples/tutorial/t6/main.cpp 13

    We create nine \c LCDRange widgets, all of which are children of
    the grid object, and we arrange them in three rows and three
    columns.

    \snippet examples/tutorial/t6/main.cpp 14

    Finally, we add the \gui Quit button and the grid layout
    containing \c LCDRange widgets, to the main layout. The
    QWidget::addLayout() function is similar to the
    QWidget::addWidget() function, making the given layout a child og
    the main layout.

    That's all.

    \section1 Running the Application

    This program shows how easy it is to use many widgets at a time. Each
    one behaves like the slider and LCD number in the previous
    chapter. Again, the difference lies in the implementation.

    \section1 Exercises

    Initialize each slider with a different/random value on startup.
*/

/*! \example tutorial/t7

    \contentspage Qt Tutorial
    \previouspage {tutorial/t6}{Chapter 6}
    \nextpage {tutorial/t8}{Chapter 8}

    \title Qt Tutorial 7 - One Thing Leads to Another

    \image t7.png Screenshot of Chapter 7

    This example shows how to create custom widgets with signals and
    slots, and how to connect them together in more complex ways. For the
    first time, the source is split among several files which we've placed
    in the \c examples/tutorial/t7 directory.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t7/lcdrange.h}{t7/lcdrange.h}

    This file is mainly lifted from \c main.cpp in Chapter 6; only
    the non-trivial changes are noted here.


    \snippet examples/tutorial/t7/lcdrange.h 0

    This, together with the \c #endif at the end of the file, is the
    standard C++ construction to avoid errors if a header file
    happens to be included more than once. If you don't use it
    already, it is a very good habit to develop.

    \snippet examples/tutorial/t7/lcdrange.h 1

    \c <QWidget> is included since our \c LCDRange class inherits
    QWidget. The header file of a parent class must always be included
    - we cheated a bit in the previous chapters, and we let \c
    <QWidget> be included indirectly via other header files.

    \snippet examples/tutorial/t7/lcdrange.h 2

    This is another classic trick, but one that's much less used
    often. Because we don't need QSlider in the interface of the
    class, only in the implementation, we use a forward declaration
    of the class in the header file and include the header file for
    QSlider in the \c .cpp file.

    This makes the compilation of big projects much faster, because
    the compiler usually spends most of its time parsing header
    files, not the actual source code. This trick alone can often
    speed up compilations by a factor of two or more.

    \snippet examples/tutorial/t7/lcdrange.h 3

    Note the \c Q_OBJECT. This macro must be included in \e all
    classes that contain signals and/or slots. If you are curious, it
    defines the functions that are implemented in the \l{Meta-Object
    System}{meta-object file}.

    \snippet examples/tutorial/t7/lcdrange.h 4

    These three members make up an interface between this widget and
    other components in a program. Until now, \c LCDRange didn't
    really have an API at all.

    \c value() is a public function for accessing the value of the \c
    LCDRange, \c setValue() is our first custom slot, and \c
    valueChanged() is our first custom signal.

    Slots must be implemented in the normal way (a slot is also a C++
    member function). Signals are automatically implemented in the
    meta-object file. Signals follow the access rules of protected
    C++ functions (i.e., they can be emitted only by the class they
    are defined in or by classes inheriting from it).

    The \c valueChanged() signal is used when the \c{LCDRange}'s
    value has changed.

    \section2 \l{tutorial/t7/lcdrange.cpp}{t7/lcdrange.cpp}


    This file is mainly lifted from \c main.cpp in Chapter 6, and only
    the changes are noted here.

    \snippet examples/tutorial/t7/lcdrange.cpp 0
    \snippet examples/tutorial/t7/lcdrange.cpp 1
    \snippet examples/tutorial/t7/lcdrange.cpp 2
    \snippet examples/tutorial/t7/lcdrange.cpp 3

    This code is from the \c LCDRange constructor.

    The first \l{QObject::connect()}{connect()} call is the same that
    you have seen in the previous chapter. The second is new; it
    connects slider's \l{QSlider::valueChanged()}{valueChanged()}
    signal to this object's \c valueChanged() signal. Yes, that's
    right. Signals can be connected to other signals. When the first
    is emitted, the second signal is also emitted.

    Let's look at what happens when the user operates the slider. The
    slider sees that its value has changed and emits the
    \l{QSlider::valueChanged()}{valueChanged()} signal. That signal
    is connected both to the \l{QLCDNumber::display()}{display()}
    slot of the QLCDNumber and to the \c valueChanged() signal of the
    \c LCDRange.

    Thus, when the signal is emitted, \c LCDRange emits its own \c
    valueChanged() signal. In addition, QLCDNumber::display() is
    called and shows the new number.

    Note that you're not guaranteed any particular order of
    execution; \c LCDRange::valueChanged() may be emitted before or
    after QLCDNumber::display() is called.

    \snippet examples/tutorial/t7/lcdrange.cpp 4

    The implementation of \c value() is straightforward. It simply
    returns the slider's value.

    \snippet examples/tutorial/t7/lcdrange.cpp 5

    The implementation of \c setValue() is equally straightforward.
    Note that because the slider and LCD number are connected,
    setting the slider's value automatically updates the LCD number
    as well. In addition, the slider will automatically adjust the
    value if it is outside its legal range.

    \section2 \l{tutorial/t7/main.cpp}{t7/main.cpp}


    \snippet examples/tutorial/t7/main.cpp 0

    All of \c main.cpp is copied from the previous chapter except in
    the constructor for \c MyWidget. When we create the nine \c
    LCDRange objects, we connect them using the \l{signals and slots}
    mechanism. Each has its \c valueChanged() signal connected to the
    previous one's \c setValue() slot. Because \c LCDRange emits the
    \c valueChanged() signal when its value changes, we are here
    creating a chain of signals and slots.

    \target compiling
    \section1 Compiling the Application

    Creating a makefile for a multi-file application is no different from
    creating one for a single-file application. If you've saved all the
    files in this example in their own directory, all you have to do is:

    \code
        qmake -project
        qmake
    \endcode

    The first command tells \l{qmake} to create a \c .pro file. The
    second command tells it to create a (platform-specific) makefile
    based on the project file. You should now be able to type \c make
    (or \c nmake if you're using Visual Studio) to build your
    application.

    \section1 Running the Application

    On startup, the program's appearance is identical to the previous
    one. Try operating the slider to the bottom-right.

    \section1 Exercises

    Use the bottom-right slider to set all LCDs to 50. Then set the top
    six to 30 by clicking on the slider on the row above.
    Now, use the one to the left of the last one operated to set the first
    five LCDs back to 50.

    Click to the left of the handle on the bottom-right slider. What
    happens? Why is this the correct behavior?
*/

/*! \example tutorial/t8

    \contentspage Qt Tutorial
    \previouspage {tutorial/t7}{Chapter 7}
    \nextpage {tutorial/t9}{Chapter 9}

    \title Qt Tutorial 8 - Preparing for Battle

    \image t8.png Screenshot of Chapter 8

    In this example, we introduce the first custom widget that can paint
    itself. We also add a useful keyboard interface (with two lines of
    code).

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t8/lcdrange.h}{t8/lcdrange.h}

    This file is very similar to the lcdrange.h in Chapter 7. We have added
    one slot: \c setRange().


    \snippet examples/tutorial/t8/lcdrange.h 0

    We now add the possibility of setting the range of the \c LCDRange.
    Until now, it has been fixed at 0 to 99.

    \section2 \l{tutorial/t8/lcdrange.cpp}{t8/lcdrange.cpp}


    There is a change to the constructor (we'll discuss that later).

    \snippet examples/tutorial/t8/lcdrange.cpp 1
    \snippet examples/tutorial/t8/lcdrange.cpp 2

    The \c setRange() slot sets the range of the slider in the \c
    LCDRange. Because we have set up the QLCDNumber to always display
    two digits, we want to limit the possible range of \c minVal and
    \c maxVal to avoid overflow of the QLCDNumber. (We could have
    allowed values down to -9 but chose not to.) If the arguments are
    illegal, we use Qt's qWarning() function to issue a warning to
    the user and return immediately. qWarning() is a \c{printf}-like
    function that by default sends its output to \c stderr. If you
    want, you can install your own handler function using
    qInstallMsgHandler().

    \section2 \l{tutorial/t8/cannonfield.h}{t8/cannonfield.h}

    \c CannonField is a new custom widget that knows how to display
    itself.


    \snippet examples/tutorial/t8/cannonfield.h 0

    \c CannonField inherits QWidget. We use the same idiom as for \c
    LCDRange.

    \snippet examples/tutorial/t8/cannonfield.h 1

    For the time being, \c CannonField only contains an angle value
    for which we provide an interface using the same idiom as for
    value in \c LCDRange.

    \snippet examples/tutorial/t8/cannonfield.h 2

    This is the second of the many event handlers in QWidget that we
    encounter. This virtual function is called by Qt whenever a widget needs
    to update itself (i.e., paint the widget's surface).

    \section2 \l{tutorial/t8/cannonfield.cpp}{t8/cannonfield.cpp}


    \snippet examples/tutorial/t8/cannonfield.cpp 0

    Again, we use the same idiom as for \c LCDRange in the previous
    chapter.

    \snippet examples/tutorial/t8/cannonfield.cpp 1

    The constructor initializes the angle value to 45 degrees and sets a
    custom palette for this widget.

    This palette uses the indicated color as background and picks other
    colors suitably. (For this widget only the background and text
    colors will actually be used.) We then call setAutoFillBackground(true)
    to tell Qt fill the background automatically.

    The QColor is specified as a RGB (red-green-blue) triplet, where
    each value is between 0 (dark) and 255 (bright). We could also
    have used a predefined color such as Qt::yellow instead of
    specifying an RGB value.

    \snippet examples/tutorial/t8/cannonfield.cpp 2
    \snippet examples/tutorial/t8/cannonfield.cpp 3

    This function sets the angle value. We have chosen a legal range
    of 5 to 70 and adjust the given number of degrees accordingly. We
    have chosen not to issue a warning if the new angle is out of
    range.

    If the new angle equals the old one, we return immediately. It is
    important to only emit the \c angleChanged() signal when the
    angle really has changed.

    Then we set the new angle value and repaint our widget. The
    QWidget::update() function clears the widget (usually filling it with
    its background color) and sends a paint event to the widget. This
    results in a call to the paint event function of the widget.

    Finally, we emit the \c angleChanged() signal to tell the outside
    world that the angle has changed. The \c emit keyword is unique
    to Qt and not regular C++ syntax. In fact, it is a macro.

    \snippet examples/tutorial/t8/cannonfield.cpp 4
    \snippet examples/tutorial/t8/cannonfield.cpp 5

    This is our first attempt to write a paint event handler. The
    event argument contains information about the paint event, for
    example information about the region in the widget that must be
    updated. For the time being, we will be lazy and just paint
    everything.

    Our code displays the angle value in the widget at a fixed
    position.  To achieve this we create a QPainter operating on the
    \c CannonField widget and use it to paint a string representation
    of the \c currentAngle value. We'll come back to QPainter later;
    it can do a great many things.

    \section2 \l{tutorial/t8/main.cpp}{t8/main.cpp}


    \snippet examples/tutorial/t8/main.cpp 0

    We include the definition of our new class.

    \snippet examples/tutorial/t8/main.cpp 1

    The \c MyWidget class will include a single \c LCDRange and a \c
    CannonField.

    \snippet examples/tutorial/t8/main.cpp 2

    In the constructor, we create and set up the \c LCDRange widget.

    \snippet examples/tutorial/t8/main.cpp 3

    We set the \c LCDRange to accept angles from 5 to 70 degrees.

    \snippet examples/tutorial/t8/main.cpp 4

    We create our \c CannonField widget.

    \snippet examples/tutorial/t8/main.cpp 5
    \snippet examples/tutorial/t8/main.cpp 6

    Here we connect the \c valueChanged() signal of the \c LCDRange
    to the \c setAngle() slot of the \c CannonField. This will update
    \c{CannonField}'s angle value whenever the user operates the \c
    LCDRange. We also make the reverse connection so that changing
    the angle in the \c CannonField will update the \c LCDRange
    value. In our example we never change the angle of the \c
    CannonField directly; but by doing the last
    \l{QObject::connect()}{connect()} we ensure that no future
    changes will disrupt the synchronization between those two
    values.

    This illustrates the power of component programming and proper
    encapsulation.

    Notice how important it is to emit the \c angleChanged() signal
    only when the angle actually changes. If both the \c LCDRange and
    the \c CannonField had omitted this check, the program would have
    entered an infinite loop upon the first change of one of the
    values.

    \snippet examples/tutorial/t8/main.cpp 7

    So far, we have used QVBoxLayout for geometry management. Now,
    however, we want to have a little more control over the layout,
    and we switch to the more powerful QGridLayout class. QGridLayout
    isn't a widget; it is a different class that can manage the
    children of \e any widget.

    We don't need to specify any dimensions to the QGridLayout
    constructor. The QGridLayout will determine the number of rows
    and columns based on the grid cells we populate.

    \table
    \row
    \o \inlineimage tutorial8-layout.png A schematic view of the grid layout
    \o \inlineimage tutorial8-reallayout.png The actual grid layout
    \endtable

    The diagram above shows the layout we're trying to achieve. The
    left side shows a schematic view of the layout; the right side is
    an actual screenshot of the program.

    \snippet examples/tutorial/t8/main.cpp 8

    We add the \gui{Quit} button in the top-left cell of the grid,
    i.e., the cell with coordinates (0, 0).

    \snippet examples/tutorial/t8/main.cpp 9

    We put the angle \c LCDRange cell (1, 0).

    \snippet examples/tutorial/t8/main.cpp 10

    We let the \c CannonField object occupy cells (1, 1) and (2, 1).

    \snippet examples/tutorial/t8/main.cpp 11

    We tell QGridLayout that the right column (column 1) is
    stretchable, with a stretch factor of 10. Because the left column
    isn't (its stretch factor is 0, the default value), QGridLayout
    will try to let the left-hand widgets' sizes be unchanged and
    will resize just the \c CannonField when the \c MyWidget is resized.

    In this particular example, any stretch factor greater than 0 for
    column 1 would have the same effect. In more complex layouts, you
    can use the stretch factors to tell that a particular column or
    row should stretch twice as fast as another by assigning
    appropriate stretch factors.

    \snippet examples/tutorial/t8/main.cpp 12

    We set an initial angle value. Note that this will trigger the
    connection from \c LCDRange to \c CannonField.

    \snippet examples/tutorial/t8/main.cpp 13

    Our last action is to set \c angle to have keyboard focus so that
    keyboard input will go to the \c LCDRange widget by default.

    \c LCDRange does not contain any
    \l{QWidget::keyPressEvent()}{keyPressEvent()}, so that would seem
    not to be terribly useful. However, its constructor just got a
    new line:

    \snippet examples/tutorial/t8/lcdrange.cpp 0

    The \c LCDRange sets the slider to be its focus proxy. That means
    that when someone (the program or the user) wants to give the \c
    LCDRange keyboard focus, the slider should take care of it.
    QSlider has a decent keyboard interface, so with just one line of
    code we've given \c LCDRange one.

    \section1 Running the Application

    The keyboard now does something: The arrow keys, \key{Home},
    \key{End}, \key{PageUp}, and \key{PageDown} all do something
    sensible.

    When the slider is operated, the \c CannonField displays the new
    angle value. Upon resizing, \c CannonField is given as much space
    as possible.

    \section1 Exercises

    Try to resize the window. What happens if you make it really narrow
    or really squat?

    If you give the left-hand column a non-zero stretch factor, what
    happens when you resize the window?

    Leave out the QWidget::setFocus() call. Which behavior do you
    prefer?

    Try to change "Quit" to "&Quit". How does the button's look
    change? (Whether it does change or not depends on the platform.)
    What happens if you press \key{Alt+Q} while the program is
    running?

    Center the text in the \c CannonField.
*/

/*! \example tutorial/t9

    \contentspage Qt Tutorial
    \previouspage {tutorial/t8}{Chapter 8}
    \nextpage {tutorial/t10}{Chapter 10}

    \title Qt Tutorial 9 - With Cannon You Can

    \image t9.png Screenshot of Chapter 9

    In this example we become graphic by drawing a cute little blue
    cannon. Only \c cannonfield.cpp differs from the previous
    chapter.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t9/cannonfield.cpp}{t9/cannonfield.cpp}


    \snippet examples/tutorial/t9/cannonfield.cpp 0

    We'll now start to use QPainter in earnest. We create a painter that
    operates on this widget.

    \snippet examples/tutorial/t9/cannonfield.cpp 1

    The edges of what QPainter draws are drawn using the pen. Here we
    set it to Qt::NoPen, meaning that there will be no special edge
    when we draw something.

    \snippet examples/tutorial/t9/cannonfield.cpp 2

    When QPainter fills a rectangle, a circle, or whatever, it fills
    the shape using its brush. Here we set it to use a solid blue
    brush. (We could also use a pattern.) The blue brush will go all
    the way to the edges of the things we draw.

    \snippet examples/tutorial/t9/cannonfield.cpp 3

    The QPainter::translate() function translates the coordinate
    system of the QPainter (i.e., it moves it by an offset). Here we
    set the (0, 0) point to the bottom-left corner of the widget. The
    \e x and \e y directions remain unchanged, i.e., all the \e y
    coordinates inside the widget are now negative. (See \l{The
    Coordinate System} for more information about Qt's coordinate
    system.)

    \snippet examples/tutorial/t9/cannonfield.cpp 4

    The QPainter::drawPie() function draws a pie shape inside the
    specified rectangle using a start angle and an arc length. The
    angles are specified in sixteenths of a degree. Zero degrees is
    at the 3 o'clock position. The drawing direction is
    counter-clockwise. Here we draw a quarter of a circle in the
    bottom-left corner of the widget. The pie is filled with blue and
    has no outline.

    \snippet examples/tutorial/t9/cannonfield.cpp 5

    The QPainter::rotate() function rotates the coordinate system of
    the QPainter around the origin. The rotation argument is a \c
    float given in degrees (not given in sixteenths of a degree as
    above) and clockwise. Here we rotate the coordinate system
    \c currentAngle degrees counter-clockwise.

    \snippet examples/tutorial/t9/cannonfield.cpp 6

    The QPainter::drawRect() function draws the specified rectangle. Here
    we draw the barrel of the cannon.

    It can often be difficult to envision the resulting drawing when the
    coordinate system has been transformed (translated, rotated, scaled, or
    sheared) as above.

    In this case the coordinate system is first translated and then
    rotated. If the rectangle QRect(30, -5, 20, 10) had been drawn in
    the translated coordinate system, it would have looked like this:

    \image t9_1.png The cannon translated but not rotated

    Note that the rectangle is clipped by the border of the \c CannonField
    widget. When we rotate the coordinate system, for instance 60
    degrees, the rectangle will be rotated around (0, 0), which is the
    bottom-left corner because we have translated the coordinate system.
    The result looks like this:

    \image t9_2.png The cannon translated and rotated

    \section1 Running the Application

    When the slider is operated the angle of the drawn cannon changes
    accordingly.

    The 'Q' on the \gui{Quit} button is now underlined, and
    \key{Alt+Q} presses the button.

    \section1 Exercises

    Set a different pen instead of Qt::NoPen. Set a patterned brush.

    Try "Q&uit" or "Qu&it" as button text instead of "&Quit". What
    happens?
*/

/*! \example tutorial/t10

    \contentspage Qt Tutorial
    \previouspage {tutorial/t9}{Chapter 9}
    \nextpage {tutorial/t11}{Chapter 11}

    \title Qt Tutorial 10 - Smooth as Silk

    \image t10.png Screenshot of Chapter 10

    In this example, we add a force control.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t10/cannonfield.h}{t10/cannonfield.h}

    The \c CannonField now has a force value in addition to the angle.


    \snippet examples/tutorial/t10/cannonfield.h 0

    The interface to the force follows the same practice as for the angle.

    \snippet examples/tutorial/t10/cannonfield.h 1

    We have put the definition of the cannon's enclosing rectangle in a
    separate function.

    \snippet examples/tutorial/t10/cannonfield.h 2

    The force is stored in the \c currentForce variable.

    \section2 \l{tutorial/t10/cannonfield.cpp}{t10/cannonfield.cpp}


    \snippet examples/tutorial/t10/cannonfield.cpp 0

    The force is initialized to zero.

    \snippet examples/tutorial/t10/cannonfield.cpp 1

    We have made a slight change in the \c setAngle() function. It
    repaints only the portion of the widget that contains the cannon.

    \snippet examples/tutorial/t10/cannonfield.cpp 2

    The implementation of \c setForce() is quite similar to that of
    \c setAngle(). The only difference is that because we don't show
    the force value, we don't need to repaint the widget.

    \snippet examples/tutorial/t10/cannonfield.cpp 3

    We paint as in Chapter 9.

    \snippet examples/tutorial/t10/cannonfield.cpp 4

    The \c cannonRect() function returns the rectangle enclosing the
    cannon in widget coordinates. First we create a rectangle with
    the size 50 x 50 and then move it so its bottom-left corner is
    equal to the widget's own bottom-left corner.

    The QWidget::rect() function returns the widget's enclosing
    rectangle in the widget's own coordinates. The top-left corner of
    the rectangle is always (0, 0).

    \section2 \l{tutorial/t10/main.cpp}{t10/main.cpp}


    \snippet examples/tutorial/t10/main.cpp 0

    The constructor is mostly the same, but some new bits have been added.

    \snippet examples/tutorial/t10/main.cpp 1
    \snippet examples/tutorial/t10/main.cpp 2

    We add a second \c LCDRange, which will be used to set the force.

    \snippet examples/tutorial/t10/main.cpp 3
    \snippet examples/tutorial/t10/main.cpp 4
    \snippet examples/tutorial/t10/main.cpp 5
    \snippet examples/tutorial/t10/main.cpp 6

    We connect the \c force widget and the \c cannonField widget, just like
    we did for the \c angle widget.

    \snippet examples/tutorial/t10/main.cpp 7
    \codeline
    \snippet examples/tutorial/t10/main.cpp 9

    In Chapter 9, we put \c angle in the lower-left cell of the
    layout. Now we want to have two widgets in that cell, so we make
    a vertical box, put the vertical box in the grid cell, and put
    each of \c angle and \c range in the vertical box.

    \snippet examples/tutorial/t10/main.cpp 10

    We initialize the force value to 25.

    \section1 Running the Application

    We now have a force control.

    \section1 Exercises

    Make the size of the cannon barrel be dependent on the force.

    Put the cannon in the bottom-right corner.

    Try adding a better keyboard interface. For example, make \key{+}
    and \key{-} increase and decrease the force and enter shoot. If
    you're bothered by the way the \key{Left} and \key{Right} keys
    work, change that too. [Hint: Reimplement
    QWidget::keyPressEvent().]
*/

/*! \example tutorial/t11

    \contentspage Qt Tutorial
    \previouspage {tutorial/t10}{Chapter 10}
    \nextpage {tutorial/t12}{Chapter 12}

    \title Qt Tutorial 11 - Giving It a Shot

    \image t11.png Screenshot of Chapter 11

    In this example we introduce a timer to implement animated shooting.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t11/cannonfield.h}{t11/cannonfield.h}

    The \c CannonField now has shooting capabilities.


    \snippet examples/tutorial/t11/cannonfield.h 0

    Calling this slot will make the cannon shoot if a shot is not in the air.

    \snippet examples/tutorial/t11/cannonfield.h 1

    This private slot is used to move the shot while it is in the air,
    using a QTimer.

    \snippet examples/tutorial/t11/cannonfield.h 2
    \snippet examples/tutorial/t11/cannonfield.h 3

    This private function paints the shot.

    \snippet examples/tutorial/t11/cannonfield.h 4

    This private function returns the shot's enclosing rectangle if
    one is in the air; otherwise the returned rectangle is undefined.

    \snippet examples/tutorial/t11/cannonfield.h 5
    \snippet examples/tutorial/t11/cannonfield.h 6

    These private variables contain information that describes the shot. The
    \c timerCount keeps track of the time passed since the shot was fired.
    The \c shootAngle is the cannon angle and \c shootForce is the cannon force
    when the shot was fired.

    \section2 \l{tutorial/t11/cannonfield.cpp}{t11/cannonfield.cpp}


    \snippet examples/tutorial/t11/cannonfield.cpp 0

    We include \c <math.h> because we need the \c sin() and \c cos()
    functions. (An alternative would be to include the more modern
    \c <cmath> header file. Unfortunately, some Unix platforms still don't
    support these properly.)

    \omit
    We also import all symbols from the \c std namespace, so we don't
    need to type \c std::sin() and \c std::cos().
    \endomit

    \snippet examples/tutorial/t11/cannonfield.cpp 1

    We initialize our new private variables and connect the \l
    QTimer::timeout() signal to our \c moveShot() slot. We'll move
    the shot every time the timer times out.

    \snippet examples/tutorial/t11/cannonfield.cpp 2
    \snippet examples/tutorial/t11/cannonfield.cpp 3

    This function shoots a shot unless a shot is in the air. The \c timerCount
    is reset to zero. The \c shootAngle and \c shootForce variables are set to
    the current cannon angle and force. Finally, we start the timer.

    \snippet examples/tutorial/t11/cannonfield.cpp 4
    \snippet examples/tutorial/t11/cannonfield.cpp 5

    \c moveShot() is the slot that moves the shot, called every 5
    milliseconds when the QTimer fires.

    Its tasks are to compute the new position, update the screen with the
    shot in the new position, and if necessary, stop the timer.

    First we make a QRegion that holds the old \c shotRect(). A
    QRegion is capable of holding any sort of region, and we'll use
    it here to simplify the painting. \c shotRect() returns the
    rectangle where the shot is now. It is explained in detail
    later.

    Then we increment the \c timerCount, which has the effect of moving the
    shot one step along its trajectory.

    Next we fetch the new shot rectangle.

    If the shot has moved beyond the right or bottom edge of the
    widget we stop the timer, or we add the new \c shotRect() to the
    QRegion.

    Finally, we repaint the QRegion. This will send a single paint event
    for just the one or two rectangles that need updating.

    \snippet examples/tutorial/t11/cannonfield.cpp 6

    The paint event function has been simplified since the previous
    chapter. Most of the logic has been moved to the new \c
    paintShot() and \c paintCannon() functions.

    \snippet examples/tutorial/t11/cannonfield.cpp 7
    \snippet examples/tutorial/t11/cannonfield.cpp 8

    This private function paints the shot by drawing a black filled rectangle.

    We leave out the implementation of \c paintCannon(); it is the
    same as the QWidget::paintEvent() reimplementation from the
    previous chapter.

    \snippet examples/tutorial/t11/cannonfield.cpp 9
    \snippet examples/tutorial/t11/cannonfield.cpp 10

    This private function calculates the center point of the shot and returns
    the enclosing rectangle of the shot. It uses the initial cannon force and
    angle in addition to \c timerCount, which increases as time passes.

    The formula used is the standard Newtonian formula for
    frictionless movement in a gravity field. For simplicity, we've
    chosen to disregard any Einsteinian effects.

    We calculate the center point in a coordinate system where \e y
    coordinates increase upward. After we have calculated the center
    point, we construct a QRect with size 6 x 6 and move its center
    point to the point calculated above. In the same operation we
    convert the point into the widget's coordinate system (see \l{The
    Coordinate System}).

    The qRound() function is an inline function defined in \c
    <QtGlobal> (included by all other Qt header files). qRound()
    rounds a double to the closest integer.

    \section2 \l{tutorial/t11/main.cpp}{t11/main.cpp}


    \snippet examples/tutorial/t11/main.cpp 0

    The only addition is the \gui{Shoot} button.

    \snippet examples/tutorial/t11/main.cpp 1

    In the constructor we create and set up the \gui{Shoot} button
    exactly like we did with the \gui{Quit} button.

    \snippet examples/tutorial/t11/main.cpp 2

    Connects the \l{QPushButton::clicked()}{clicked()} signal of the
    \gui{Shoot} button to the \c shoot() slot of the \c CannonField.

    \section1 Running the Application

    The cannon can shoot, but there's nothing to shoot at.

    \section1 Exercises

    Make the shot a filled circle. [Hint: QPainter::drawEllipse() may
    help.]

    Change the color of the cannon when a shot is in the air.
*/

/*! \example tutorial/t12

    \contentspage Qt Tutorial
    \previouspage {tutorial/t11}{Chapter 11}
    \nextpage {tutorial/t13}{Chapter 13}

    \title Qt Tutorial 12 - Hanging in the Air the Way Bricks Don't

    \image t12.png Screenshot of Chapter 12

    In this example, we extend our \c LCDRange class to include a
    text label. We also provide something to shoot at.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t12/lcdrange.h}{t12/lcdrange.h}

    The \c LCDRange now has a text label.


    \snippet examples/tutorial/t12/lcdrange.h 0
    \snippet examples/tutorial/t12/lcdrange.h 1

    We forward declare QLabel and QSlider because we want to use
    pointers to them in the class definition. We could also use \c
    #include, but that would slow down compilation for nothing.

    \snippet examples/tutorial/t12/lcdrange.h 2
    \snippet examples/tutorial/t12/lcdrange.h 3

    We have added a new constructor that sets the label text in addition to
    the parent.

    \snippet examples/tutorial/t12/lcdrange.h 4

    This function returns the label text.

    \snippet examples/tutorial/t12/lcdrange.h 5

    This slot sets the label text.

    \snippet examples/tutorial/t12/lcdrange.h 6

    Because we now have two constructors, we have chosen to put the
    common initialization in the private \c init() function.

    \snippet examples/tutorial/t12/lcdrange.h 7

    We also have a new private variable: a QLabel. QLabel is one of
    Qt's standard widgets and can show a text or a QPixmap with or
    without a frame.

    \section2 \l{tutorial/t12/lcdrange.cpp}{t12/lcdrange.cpp}


    \snippet examples/tutorial/t12/lcdrange.cpp 0

    This constructor calls the \c init() function, which contains the
    common initialization code.

    \snippet examples/tutorial/t12/lcdrange.cpp 1

    This constructor first calls \c init() and then sets the label
    text.

    \snippet examples/tutorial/t12/lcdrange.cpp 2

    The setup of \c lcd and \c slider is the same as in the previous
    chapter. Next we create a QLabel and tell it to align the
    contents centered horizontally and to the top vertically. The
    QObject::connect() calls have also been taken from the previous
    chapter.

    \snippet examples/tutorial/t12/lcdrange.cpp 3

    This function returns the label text.

    \snippet examples/tutorial/t12/lcdrange.cpp 4

    This function sets the label text.

    \section2 \l{tutorial/t12/cannonfield.h}{t12/cannonfield.h}

    The \c CannonField now has two new signals: \c hit() and \c
    missed(). In addition, it contains a target.


    \snippet examples/tutorial/t12/cannonfield.h 0

    This slot creates a target at a new position.

    \snippet examples/tutorial/t12/cannonfield.h 1

    The \c hit() signal is emitted when a shot hits the target. The
    \c missed() signal is emitted when the shot moves beyond the
    right or bottom edge of the widget (i.e., it is certain that it
    has not and will not hit the target).

    \snippet examples/tutorial/t12/cannonfield.h 2

    This private function paints the target.

    \snippet examples/tutorial/t12/cannonfield.h 3

    This private function returns the enclosing rectangle of the target.

    \snippet examples/tutorial/t12/cannonfield.h 4

    This private variable contains the center point of the target.

    \section2 \l{tutorial/t12/cannonfield.cpp}{t12/cannonfield.cpp}


    \snippet examples/tutorial/t12/cannonfield.cpp 0

    We include the \c <stdlib.h> header file because we need the \c
    rand() function.

    \snippet examples/tutorial/t12/cannonfield.cpp 1

    This line has been added to the constructor. It creates a
    "random" position for the target. In fact, the \c newTarget()
    function will try to paint the target. Because we are in a
    constructor, the \c CannonField widget is invisible. Qt
    guarantees that no harm is done when calling QWidget::update() on
    a hidden widget.

    \snippet examples/tutorial/t12/cannonfield.cpp 2
    \snippet examples/tutorial/t12/cannonfield.cpp 3

    This private function creates a target center point at a new
    random position.

    We use the \c rand() function to fetch random integers. The \c
    rand() function normally returns the same series of numbers each
    time you run a program. This would make the target appear at the
    same position every time. To avoid this, we must set a random
    seed the first time this function is called. The random seed must
    also be random in order to avoid equal random number series. The
    solution is to use the number of seconds that have passed since
    midnight as a pseudo-random value.

    First we create a static \c bool local variable. A static
    variable like this one is guaranteed to keep its value between
    calls to the function.

    The \c if test will succeed only the first time this function is called
    because we set \c firstTime to \c false inside the \c if block.

    Then we create the QTime object \c midnight, which represents the time
    00:00:00. Next we fetch the number of seconds from midnight until
    now and use it as a random seed. See the documentation for QDate,
    QTime, and QDateTime for more information.

    Finally we calculate the target's center point. We keep it within
    the rectangle (\e x = 200, \e y = 35, \e width = 190, \e height =
    255), i.e., the possible \e x and \e y values are 200 to 389 and
    35 to 289, respectively) in a coordinate system where we put \e y
    position 0 at the bottom edge of the widget and let \e y values
    increase upwards \e x is as normal, with 0 at the left edge and
    with \e x values increasing to the right.

    By experimentation we have found this to always be in reach of the shot.

    \snippet examples/tutorial/t12/cannonfield.cpp 4

    This part of the timer event has not changed from the previous chapter.

    \snippet examples/tutorial/t12/cannonfield.cpp 5

    This \c if statement checks whether the shot rectangle intersects the
    target rectangle. If it does, the shot has hit the target (ouch!).
    We stop the shoot timer and emit the \c hit() signal to tell the outside
    world that a target was destroyed, and return.

    Note that we could have created a new target on the spot, but because the
    \c CannonField is a component we leave such decisions to the user of the
    component.

    \snippet examples/tutorial/t12/cannonfield.cpp 6

    This \c if statement is the same as in the previous chapter,
    except that it now emits the \c missed() signal to tell the
    outside world about the failure.

    \snippet examples/tutorial/t12/cannonfield.cpp 7

    And the rest of the function is as before.

    \c CannonField::paintEvent() is as before, except that this has
    been added:

    \snippet examples/tutorial/t12/cannonfield.cpp 8

    This line makes sure that the target is also painted when necessary.

    \snippet examples/tutorial/t12/cannonfield.cpp 9

    This private function paints the target; a rectangle filled with red and
    with a black outline.

    \snippet examples/tutorial/t12/cannonfield.cpp 10

    This private function returns the enclosing rectangle of the
    target. Remember from \c newTarget() that the \c target point
    uses \e y coordinate 0 at the bottom of the widget. We calculate the
    point in widget coordinates before we call QRect::moveCenter().

    The reason we have chosen this coordinate mapping is to fix the distance
    between the target and the bottom of the widget. Remember that the widget
    can be resized by the user or the program at any time.

    \section2 \l{tutorial/t12/main.cpp}{t12/main.cpp}


    There are no new members in the \c MyWidget class, but we have slightly
    changed the constructor to set the new \c LCDRange text labels.

    \snippet examples/tutorial/t12/main.cpp 0

    We set the angle text label to "ANGLE".

    \snippet examples/tutorial/t12/main.cpp 1

    We set the force text label to "FORCE".

    \section1 Running the Application

    The \c LCDRange widgets look a bit strange: When resizing \c
    MyWidget, the built-in layout management in QVBoxLayout gives the
    labels too much space and the rest not enough; making the space
    between the two \c LCDRange widgets change size. We'll fix that in
    the next chapter.

    \section1 Exercises

    Make a cheat button that, when pressed, makes the \c CannonField display
    the shot trajectory for five seconds.

    If you did the "round shot" exercise from the previous chapter,
    try changing the \c shotRect() to a \c shotRegion() that returns
    a QRegion so you can have really accurate collision detection.

    Make a moving target.

    Make sure that the target is always created entirely on-screen.

    Make sure that the widget cannot be resized so that the target isn't
    visible. [Hint: QWidget::setMinimumSize() is your friend.]

    Not easy; make it possible to have several shots in the air at
    the same time. [Hint: Make a \c Shot class.]
*/

/*! \example tutorial/t13

    \contentspage Qt Tutorial
    \previouspage {tutorial/t12}{Chapter 12}
    \nextpage {tutorial/t14}{Chapter 14}

    \title Qt Tutorial 13 - Game Over

    \image t13.png Screenshot of Chapter 13

    In this example we start to approach a real playable game with a
    score. We give \c MyWidget a new name (\c{GameBoard}) and add some
    slots.

    We put the definition in \c gameboard.h and the implementation in
    \c gameboard.cpp.

    The \c CannonField now has a game over state.

    The layout problems in \c LCDRange are fixed.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t13/lcdrange.cpp}{t13/lcdrange.cpp}


    \snippet examples/tutorial/t13/lcdrange.cpp 0

    We set the size policy of the QLabel to
    (\l{QSizePolicy::Preferred}{Preferred},
   \l{QSizePolicy::Fixed}{Fixed}). The vertical component ensures
    that the label won't stretch or shrink vertically; it will stay
    at its optimal size (its \l{QWidget::sizeHint}{sizeHint()}). This
    solves the layout problems observed in Chapter 12.

    \section2 \l{tutorial/t13/cannonfield.h}{t13/cannonfield.h}

    The \c CannonField now has a game over state and a few new functions.


    \snippet examples/tutorial/t13/cannonfield.h 0

    This function returns \c true if the game is over, \c false if a
    game is going on.

    \snippet examples/tutorial/t13/cannonfield.h 1

    Here are two new slots: \c setGameOver() and \c restartGame().

    \snippet examples/tutorial/t13/cannonfield.h 2

    This new signal indicates that the \c CannonField is in a state
    where the \c shoot() slot makes sense. We'll use it below to
    enable or disable the \gui{Shoot} button.

    \snippet examples/tutorial/t13/cannonfield.h 3

    This private variable contains the game state; \c true means that
    the game is over, and \c false means that a game is going on.

    \section2 \l{tutorial/t13/cannonfield.cpp}{t13/cannonfield.cpp}


    \snippet examples/tutorial/t13/cannonfield.cpp 0

    This line has been added to the constructor. Initially, the game is not
    over (luckily for the player :-).

    \snippet examples/tutorial/t13/cannonfield.cpp 1

    We added a new \c isShooting() function, so \c shoot() uses it
    instead of testing directly. Also, shoot tells the world that the
    \c CannonField cannot shoot now.

    \snippet examples/tutorial/t13/cannonfield.cpp 2

    This slot ends the game. It must be called from outside \c CannonField,
    because this widget does not know when to end the game. This is an
    important design principle in component programming. We choose to
    make the component as flexible as possible to make it usable with
    different rules (for example, a multi-player version of this in which the
    first player to hit ten times wins could use the \c CannonField unchanged).

    If the game has already been ended we return immediately. If a game is
    going on we stop the shot, set the game over flag, and repaint the entire
    widget.

    \snippet examples/tutorial/t13/cannonfield.cpp 3

    This slot starts a new game. If a shot is in the air, we stop shooting.
    We then reset the \c gameEnded variable and repaint the widget.

    \c moveShot() too emits the new \c canShoot(true) signal at the
    same time as either \c hit() or \c miss().

    Modifications in CannonField::paintEvent():

    \snippet examples/tutorial/t13/cannonfield.cpp 4

    The paint event has been enhanced to display the text "Game Over"
    if the game is over, i.e., \c gameEnded is \c true. We don't
    bother to check the update rectangle here because speed is not
    critical when the game is over.

    To draw the text we first set a black pen; the pen color is used
    when drawing text. Next we choose a 48 point bold font from the
    Courier family. Finally we draw the text centered in the widget's
    rectangle. Unfortunately, on some systems (especially X servers with
    Unicode fonts) it can take a while to load such a large font. Because
    Qt caches fonts, you will notice this only the first time the font is
    used.

    \snippet examples/tutorial/t13/cannonfield.cpp 5

    We draw the shot only when shooting and the target only when playing
    (that is, when the game is not ended).

    \section2 \l{tutorial/t13/gameboard.h}{t13/gameboard.h}

    This file is new. It contains the definition of the \c GameBoard class,
    which was last seen as \c MyWidget.


    \snippet examples/tutorial/t13/gameboard.h 0

    We have now added four slots. These are protected and are used
    internally. We have also added two \l{QLCDNumber}s (\c hits and
    \c shotsLeft) that display the game status.

    \section2 \l{tutorial/t13/gameboard.cpp}{t13/gameboard.cpp}

    This file is new. It contains the implementation of the \c GameBoard
    class, which was last seen as \c MyWidget.


    We have made some changes in the \c GameBoard constructor.

    \snippet examples/tutorial/t13/gameboard.cpp 0

    \c cannonField is now a member variable, so we carefully change the
    constructor to use it.

    \snippet examples/tutorial/t13/gameboard.cpp 1
    \snippet examples/tutorial/t13/gameboard.cpp 2
    \snippet examples/tutorial/t13/gameboard.cpp 3
    \snippet examples/tutorial/t13/gameboard.cpp 4

    This time we want to do something when the shot has hit or missed
    the target. Thus we connect the \c hit() and \c missed() signals
    of the \c CannonField to two protected slots with the same names
    in this class.

    \snippet examples/tutorial/t13/gameboard.cpp 5
    \snippet examples/tutorial/t13/gameboard.cpp 6

    Previously we connected the \gui{Shoot} button's \c clicked()
    signal directly to the \c{CannonField}'s \c shoot() slot. This
    time we want to keep track of the number of shots fired, so we
    connect it to a protected slot in this class instead.

    Notice how easy it is to change the behavior of a program when you are
    working with self-contained components.

    \snippet examples/tutorial/t13/gameboard.cpp 7
    \snippet examples/tutorial/t13/gameboard.cpp 8

    We also use the \c {cannonField}'s \c canShoot() signal to enable
    or disable the \gui{Shoot} button appropriately.

    \snippet examples/tutorial/t13/gameboard.cpp 9

    We create, set up, and connect the \gui{New Game} button as we
    have done with the other buttons. Clicking this button will
    activate the \c newGame() slot in this widget.

    \snippet examples/tutorial/t13/gameboard.cpp 10

    We create four new widgets. Note that we don't bother to keep the
    pointers to the QLabel widgets in the \c GameBoard class because there's
    nothing much we want to do with them. Qt will delete them when the
    \c GameBoard widget is destroyed, and the layout classes will resize them
    appropriately.

    \snippet examples/tutorial/t13/gameboard.cpp 11
    \snippet examples/tutorial/t13/gameboard.cpp 12

    The top-right cell of the QGridLayout is starting to get crowded.
    We put a stretch just to the left of the \gui{New Game} button to
    ensure that this button will always appear on the right side of
    the window.

    \snippet examples/tutorial/t13/gameboard.cpp 13

    We're all done constructing the \c GameBoard, so we start it all
    using \c newGame(). Although \c newGame() is a slot, it can also
    be used as an ordinary function.

    \snippet examples/tutorial/t13/gameboard.cpp 14

    This function fires a shot. If the game is over or if there is a shot in the
    air, we return immediately. We decrement the number of shots left and tell
    the cannon to shoot.

    \snippet examples/tutorial/t13/gameboard.cpp 15

    This slot is activated when a shot has hit the target. We increment the
    number of hits. If there are no shots left, the game is over. Otherwise,
    we make the \c CannonField generate a new target.

    \snippet examples/tutorial/t13/gameboard.cpp 16

    This slot is activated when a shot has missed the target. If there are no
    shots left, the game is over.

    \snippet examples/tutorial/t13/gameboard.cpp 17

    This slot is activated when the user clicks the \gui {New Game}
    button. It is also called from the constructor. First it sets the
    number of shots to 15. Note that this is the only place in the
    program where we set the number of shots. Change it to whatever
    you like to change the game rules. Next we reset the number of
    hits, restart the game, and generate a new target.

    \section2 \l{tutorial/t13/main.cpp}{t13/main.cpp}

    This file has just been on a diet. \c MyWidget is gone, and the
    only thing left is the \c main() function, unchanged except for
    the name change.

    \section1 Running the Application

    The cannon can shoot at a target; a new target is automatically created
    when one has been hit.

    Hits and shots left are displayed and the program keeps track of them.
    The game can end, and there's a button to start a new game.

    \section1 Exercises

    Add a random wind factor and show it to the user.

    Make some splatter effects when the shot hits the target.

    Implement multiple targets.
*/

/*! \example tutorial/t14

    \contentspage Qt Tutorial
    \previouspage {tutorial/t13}{Chapter 13}

    \title Qt Tutorial 14 - Facing the Wall

    \image t14.png Screenshot of Chapter 14

    This is the final example: a complete game.

    We add keyboard accelerators and introduce mouse events to \c
    CannonField. We put a frame around the \c CannonField and add a
    barrier (wall) to make the game more challenging.

    \section1 Line by Line Walkthrough

    \section2 \l{tutorial/t14/cannonfield.h}{t14/cannonfield.h}

    The \c CannonField can now receive mouse events to make the user
    aim the barrel by clicking on it and dragging. \c CannonField
    also has a barrier wall.


    \snippet examples/tutorial/t14/cannonfield.h 0

    In addition to the familiar event handlers, \c CannonField implements
    three mouse event handlers. The names say it all.

    \snippet examples/tutorial/t14/cannonfield.h 1

    This private function paints the barrier wall.

    \snippet examples/tutorial/t14/cannonfield.h 2

    This private function returns the enclosing rectangle of the barrier.

    \snippet examples/tutorial/t14/cannonfield.h 3

    This private function checks if a point is inside the barrel of the cannon.

    \snippet examples/tutorial/t14/cannonfield.h 4

    This private variable is \c true if the user has pressed the
    mouse on the barrel and not released it.

    \section2 \l{tutorial/t14/cannonfield.cpp}{t14/cannonfield.cpp}


    \snippet examples/tutorial/t14/cannonfield.cpp 0

    This line has been added to the constructor. Initially, the mouse is
    not pressed on the barrel.

    \snippet examples/tutorial/t14/cannonfield.cpp 1

    Now that we have a barrier, there are three ways to miss. We test for
    the third, too.

    \snippet examples/tutorial/t14/cannonfield.cpp 2

    This is a Qt event handler. It is called when the user presses a
    mouse button when the mouse cursor is over the widget.

    If the event was not generated by the left mouse button, we return
    immediately. Otherwise, we check if the position of the mouse cursor
    is within the cannon's barrel. If it is, we set \c barrelPressed to
    \c true.

    Notice that the QMouseEvent::pos() function returns a point in
    the widget's coordinate system.

    \snippet examples/tutorial/t14/cannonfield.cpp 3
    \snippet examples/tutorial/t14/cannonfield.cpp 4

    This is another Qt event handler. It is called when the user already
    has pressed the mouse button inside this widget and then moves/drags
    the mouse. (You can make Qt send mouse move events even when no
    buttons are pressed. See QWidget::setMouseTracking().)

    This handler repositions the cannon's barrel according to the position of
    the mouse cursor.

    First, if the barrel is not pressed, we return. Next, we fetch the
    mouse cursor's position. If the mouse cursor is to the left or below
    the widget, we adjust the point to be inside the widget.

    Then we calculate the angle between the bottom edge of the widget and
    the imaginary line between the bottom-left corner of the widget and
    the cursor position. Finally we set the cannon's angle to the new
    value converted to degrees.

    Remember that \c setAngle() redraws the cannon.

    \snippet examples/tutorial/t14/cannonfield.cpp 5

    This Qt event handler is called whenever the user releases a mouse
    button and it was pressed inside this widget.

    If the left button is released, we can be sure that the barrel is no
    longer pressed.

    The paint event has one extra line:

    \snippet examples/tutorial/t14/cannonfield.cpp 6

    \c paintBarrier() does the same sort of thing as \c paintShot(),
    \c paintTarget(), and \c paintCannon().

    \snippet examples/tutorial/t14/cannonfield.cpp 7

    This private function paints the barrier as a rectangle filled with
    yellow and with a black outline.

    \snippet examples/tutorial/t14/cannonfield.cpp 8

    This private function returns the rectangle of the barrier. We fix
    the bottom edge of the barrier to the bottom edge of the widget.

    \snippet examples/tutorial/t14/cannonfield.cpp 9

    This function returns \c true if the point is in the barrel;
    otherwise it returns \c false.

    Here we use the class QMatrix. QMatrix defines a coordinate
    system mapping. It can perform the same transformations as the
    QPainter.

    Here we perform the same transformation steps as we do when
    drawing the barrel in the \c paintCannon() function. First we
    translate the coordinate system and then we rotate it.

    Now we need to check whether the point \c pos (in widget
    coordinates) lies inside the barrel. To do this, we invert the
    transformation matrix. The inverted matrix performs the inverse
    transformation that we used when drawing the barrel. We map the
    point \c pos using the inverted matrix and return \c true if it is
    inside the original barrel rectangle.

    \section2 \l{tutorial/t14/gameboard.cpp}{t14/gameboard.cpp}


    \snippet examples/tutorial/t14/gameboard.cpp 0
    \snippet examples/tutorial/t14/gameboard.cpp 1

    We create and set up a QFrame, and set its frame style. This
    results in a 3D frame around the \c CannonField.

    \snippet examples/tutorial/t14/gameboard.cpp 2
    \snippet examples/tutorial/t14/gameboard.cpp 3
    \snippet examples/tutorial/t14/gameboard.cpp 4

    Here we create and set up three QShortcut objects. These objects
    intercept keyboard events to a widget and call slots if certain
    keys are pressed. Note that a QShortcut object is a child of a
    widget and will be destroyed when that widget is destroyed.
    QShortcut itself is not a widget and has no visible effect on its
    parent.

    We define three shortcut keys. We want the \c fire() slot to be
    called when the user presses \key{Enter} or \key{Return}. We also
    want the application to quit when key \key{Ctrl+Q} is pressed.
    Instead of connecting to QCoreApplication::quit(), we connect to
    QWidget::close() this time. Since the \c GameBoard is the
    application's main widget, this has the same effect as
    \l{QCoreApplication::quit()}{quit()}.

    Qt::CTRL, Qt::Key_Enter, Qt::Key_Return, and Qt::Key_Q are all
    constants declared in the \l Qt namespace.

    \snippet examples/tutorial/t14/gameboard.cpp 5
    \snippet examples/tutorial/t14/gameboard.cpp 6

    We give \c cannonBox its own QVBoxLayout, and we add \c
    cannonField to that layout. This implicitly makes \c cannonField a
    child of \c cannonBox. Because nothing else is in the box, the
    effect is that the QVBoxLayout will put a frame around the \c
    CannonField.  We put \c cannonBox, not \c cannonField, in the grid
    layout.

    \section1 Running the Application

    The cannon now shoots when you press Enter. You can also position the
    cannon's angle using the mouse. The barrier makes it a little more
    challenging to play the game. We also have a nice looking frame
    around the \c CannonField.

    \section1 Exercises

    Write a space invaders game.

    (This exercise was first done by
    \l{mailto:igorr@ifi.uio.no}{Igor Rafienko}. You can
    \l{http://heim.ifi.uio.no/~igorr/download.html}{download his game}.)

    The new exercise is: Write a Breakout game.

    Final exhortation: Go forth now and create masterpieces of the
    programming art!

    \omit Cf. Chapter 27 of The TeXbook \endomit
*/
