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# toplevel.cpp Example File
graphicsview/portedasteroids/toplevel.cpp

        /****************************************************************************
        **
        ** Copyright (C) 2006-2006 Trolltech ASA. All rights reserved.
        **
        ** This file is part of the example classes of the Qt Toolkit.
        **
        ** Licensees holding valid Qt Preview licenses may use this file in
        ** accordance with the Qt Preview License Agreement provided with the
        ** Software.
        **
        ** See http://www.trolltech.com/pricing.html or email sales@trolltech.com for
        ** information about Qt Commercial License Agreements.
        **
        ** Contact info@trolltech.com if any conditions of this licensing are
        ** not clear to you.
        **
        ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
        ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
        **
        ****************************************************************************/

        /*
         * KAsteroids - Copyright (c) Martin R. Jones 1997
         *
         * Part of the KDE project
         */
        //      --- toplevel.cpp ---
        #include <q3accel.h>
        #include <qlabel.h>
        #include <qlayout.h>
        #include <qlcdnumber.h>
        #include <qpushbutton.h>

        #include <qapplication.h>
        //Added by qt3to4:
        #include <Q3HBoxLayout>
        #include <QShowEvent>
        #include <Q3Frame>
        #include <QPixmap>
        #include <QHideEvent>
        #include <QKeyEvent>
        #include <Q3VBoxLayout>

        #include "toplevel.h"
        #include "ledmeter.h"

        #define SB_SCORE        1
        #define SB_LEVEL        2
        #define SB_SHIPS        3

        struct SLevel
        {
            int    nrocks;
            double rockSpeed;
        };

        #define MAX_LEVELS      16

        SLevel levels[MAX_LEVELS] =
        {
            { 1, 0.4 },
            { 1, 0.6 },
            { 2, 0.5 },
            { 2, 0.7 },
            { 2, 0.8 },
            { 3, 0.6 },
            { 3, 0.7 },
            { 3, 0.8 },
            { 4, 0.6 },
            { 4, 0.7 },
            { 4, 0.8 },
            { 5, 0.7 },
            { 5, 0.8 },
            { 5, 0.9 },
            { 5, 1.0 }
        };

        const char *soundEvents[] =
        {
            "ShipDestroyed",
            "RockDestroyed",
            0
        };

        const char *soundDefaults[] =
        {
            "Explosion.wav",
            "ploop.wav",
            0
        };

        KAstTopLevel::KAstTopLevel( QWidget *parent, const char *name )
            : Q3MainWindow( parent, name, 0 )
        {
            QWidget *border = new QWidget( this );
            border->setBackgroundColor( Qt::black );
            setCentralWidget( border );

            Q3VBoxLayout *borderLayout = new Q3VBoxLayout( border );
            borderLayout->addStretch( 1 );

            QWidget *mainWin = new QWidget( border );
            mainWin->setFixedSize(640, 480);
            borderLayout->addWidget( mainWin, 0, Qt::AlignHCenter );

            borderLayout->addStretch( 1 );

            view = new KAsteroidsView( mainWin );
            view->setFocusPolicy( Qt::StrongFocus );
            connect( view, SIGNAL( shipKilled() ), SLOT( slotShipKilled() ) );
            connect( view, SIGNAL( rockHit(int) ), SLOT( slotRockHit(int) ) );
            connect( view, SIGNAL( rocksRemoved() ), SLOT( slotRocksRemoved() ) );
            connect( view, SIGNAL( updateVitals() ), SLOT( slotUpdateVitals() ) );

            Q3VBoxLayout *vb = new Q3VBoxLayout( mainWin );
            Q3HBoxLayout *hb = new Q3HBoxLayout;
            Q3HBoxLayout *hbd = new Q3HBoxLayout;
            vb->addLayout( hb );

            QFont labelFont( "helvetica", 24 );
            QColorGroup grp( Qt::darkGreen, Qt::black, QColor( 128, 128, 128 ),
                    QColor( 64, 64, 64 ), Qt::black, Qt::darkGreen, Qt::black );
            QPalette pal( grp, grp, grp );

            mainWin->setPalette( pal );

            hb->addSpacing( 10 );

            QLabel *label;
            label = new QLabel( tr("Score"), mainWin );
            label->setFont( labelFont );
            label->setPalette( pal );
            label->setFixedWidth( label->sizeHint().width() );
            hb->addWidget( label );

            scoreLCD = new QLCDNumber( 6, mainWin );
            scoreLCD->setFrameStyle( Q3Frame::NoFrame );
            scoreLCD->setSegmentStyle( QLCDNumber::Flat );
            scoreLCD->setFixedWidth( 150 );
            scoreLCD->setPalette( pal );
            hb->addWidget( scoreLCD );
            hb->addStretch( 10 );

            label = new QLabel( tr("Level"), mainWin );
            label->setFont( labelFont );
            label->setPalette( pal );
            label->setFixedWidth( label->sizeHint().width() );
            hb->addWidget( label );

            levelLCD = new QLCDNumber( 2, mainWin );
            levelLCD->setFrameStyle( Q3Frame::NoFrame );
            levelLCD->setSegmentStyle( QLCDNumber::Flat );
            levelLCD->setFixedWidth( 70 );
            levelLCD->setPalette( pal );
            hb->addWidget( levelLCD );
            hb->addStretch( 10 );

            label = new QLabel( tr("Ships"), mainWin );
            label->setFont( labelFont );
            label->setFixedWidth( label->sizeHint().width() );
            label->setPalette( pal );
            hb->addWidget( label );

            shipsLCD = new QLCDNumber( 1, mainWin );
            shipsLCD->setFrameStyle( Q3Frame::NoFrame );
            shipsLCD->setSegmentStyle( QLCDNumber::Flat );
            shipsLCD->setFixedWidth( 40 );
            shipsLCD->setPalette( pal );
            hb->addWidget( shipsLCD );

            hb->addStrut( 30 );

            vb->addWidget( view, 10 );

        // -- bottom layout:
            vb->addLayout( hbd );

            QFont smallFont( "helvetica", 14 );
            hbd->addSpacing( 10 );

            QString sprites_prefix = ":/trolltech/examples/graphicsview/portedasteroids/sprites/";
        /*
            label = new QLabel( tr( "T" ), mainWin );
            label->setFont( smallFont );
            label->setFixedWidth( label->sizeHint().width() );
            label->setPalette( pal );
            hbd->addWidget( label );

            teleportsLCD = new QLCDNumber( 1, mainWin );
            teleportsLCD->setFrameStyle( QFrame::NoFrame );
            teleportsLCD->setSegmentStyle( QLCDNumber::Flat );
            teleportsLCD->setPalette( pal );
            teleportsLCD->setFixedHeight( 20 );
            hbd->addWidget( teleportsLCD );

            hbd->addSpacing( 10 );
        */
            QPixmap pm( sprites_prefix + "powerups/brake.png" );
            label = new QLabel( mainWin );
            label->setPixmap( pm );
            label->setFixedWidth( label->sizeHint().width() );
            label->setPalette( pal );
            hbd->addWidget( label );

            brakesLCD = new QLCDNumber( 1, mainWin );
            brakesLCD->setFrameStyle( Q3Frame::NoFrame );
            brakesLCD->setSegmentStyle( QLCDNumber::Flat );
            brakesLCD->setPalette( pal );
            brakesLCD->setFixedHeight( 20 );
            hbd->addWidget( brakesLCD );

            hbd->addSpacing( 10 );

            pm.load( sprites_prefix + "powerups/shield.png" );
            label = new QLabel( mainWin );
            label->setPixmap( pm );
            label->setFixedWidth( label->sizeHint().width() );
            label->setPalette( pal );
            hbd->addWidget( label );

            shieldLCD = new QLCDNumber( 1, mainWin );
            shieldLCD->setFrameStyle( Q3Frame::NoFrame );
            shieldLCD->setSegmentStyle( QLCDNumber::Flat );
            shieldLCD->setPalette( pal );
            shieldLCD->setFixedHeight( 20 );
            hbd->addWidget( shieldLCD );

            hbd->addSpacing( 10 );

            pm.load( sprites_prefix + "powerups/shoot.png" );
            label = new QLabel( mainWin );
            label->setPixmap( pm );
            label->setFixedWidth( label->sizeHint().width() );
            label->setPalette( pal );
            hbd->addWidget( label );

            shootLCD = new QLCDNumber( 1, mainWin );
            shootLCD->setFrameStyle( Q3Frame::NoFrame );
            shootLCD->setSegmentStyle( QLCDNumber::Flat );
            shootLCD->setPalette( pal );
            shootLCD->setFixedHeight( 20 );
            hbd->addWidget( shootLCD );

            hbd->addStretch( 1 );

            label = new QLabel( tr( "Fuel" ), mainWin );
            label->setFont( smallFont );
            label->setFixedWidth( label->sizeHint().width() + 10 );
            label->setPalette( pal );
            hbd->addWidget( label );

            powerMeter = new KALedMeter( mainWin );
            powerMeter->setFrameStyle( Q3Frame::Box | Q3Frame::Plain );
            powerMeter->setRange( MAX_POWER_LEVEL );
            powerMeter->addColorRange( 10, Qt::darkRed );
            powerMeter->addColorRange( 20, QColor(160, 96, 0) );
            powerMeter->addColorRange( 70, Qt::darkGreen );
            powerMeter->setCount( 40 );
            powerMeter->setPalette( pal );
            powerMeter->setFixedSize( 200, 12 );
            hbd->addWidget( powerMeter );

            shipsRemain = 3;
            showHiscores = FALSE;

            actions.insert( Qt::Key_Up, Thrust );
            actions.insert( Qt::Key_Left, RotateLeft );
            actions.insert( Qt::Key_Right, RotateRight );
            actions.insert( Qt::Key_Space, Shoot );
            actions.insert( Qt::Key_Z, Teleport );
            actions.insert( Qt::Key_X, Brake );
            actions.insert( Qt::Key_S, Shield );
            actions.insert( Qt::Key_P, Pause );
            actions.insert( Qt::Key_L, Launch );
            actions.insert( Qt::Key_N, NewGame );

            view->showText( tr( "Press N to start playing" ), Qt::yellow );
        }

        KAstTopLevel::~KAstTopLevel()
        {
        }

        void KAstTopLevel::playSound( const char * )
        {
        }

        void KAstTopLevel::keyPressEvent( QKeyEvent *event )
        {
            if ( event->isAutoRepeat() || !actions.contains( event->key() ) )
            {
                event->ignore();
                return;
            }

            Action a = actions[ event->key() ];

            switch ( a )
            {
                case RotateLeft:
                    view->rotateLeft( TRUE );
                    break;

                case RotateRight:
                    view->rotateRight( TRUE );
                    break;

                case Thrust:
                    view->thrust( TRUE );
                    break;

                case Shoot:
                    view->shoot( TRUE );
                    break;

                case Shield:
                    view->setShield( TRUE );
                    break;

                case Teleport:
                    view->teleport( TRUE );
                    break;

                case Brake:
                    view->brake( TRUE );
                    break;

                default:
                    event->ignore();
                    return;
            }
            event->accept();
        }

        void KAstTopLevel::keyReleaseEvent( QKeyEvent *event )
        {
            if ( event->isAutoRepeat() || !actions.contains( event->key() ) )
            {
                event->ignore();
                return;
            }

            Action a = actions[ event->key() ];

            switch ( a )
            {
                case RotateLeft:
                    view->rotateLeft( FALSE );
                    break;

                case RotateRight:
                    view->rotateRight( FALSE );
                    break;

                case Thrust:
                    view->thrust( FALSE );
                    break;

                case Shoot:
                    view->shoot( FALSE );
                    break;

                case Brake:
                    view->brake( FALSE );
                    break;

                case Shield:
                    view->setShield( FALSE );
                    break;

                case Teleport:
                    view->teleport( FALSE );
                    break;

                case Launch:
                    if ( waitShip )
                    {
                        view->newShip();
                        waitShip = FALSE;
                        view->hideText();
                    }
                    else
                    {
                        event->ignore();
                        return;
                    }
                    break;

                case NewGame:
                    slotNewGame();
                    break;
        /*
                case Pause:
                    {
                        view->pause( TRUE );
                        QMessageBoxEx::information( this,
                                                  tr("KAsteroids is paused"),
                                                  tr("Paused") );
                        view->pause( FALSE );
                    }
                    break;
        */
                default:
                    event->ignore();
                    return;
            }

            event->accept();
        }

        void KAstTopLevel::showEvent( QShowEvent *e )
        {
            Q3MainWindow::showEvent( e );
            view->pause( FALSE );
            view->setFocus();
        }

        void KAstTopLevel::hideEvent( QHideEvent *e )
        {
            Q3MainWindow::hideEvent( e );
            view->pause( TRUE );
        }

        void KAstTopLevel::slotNewGame()
        {
            score = 0;
            shipsRemain = SB_SHIPS;
            scoreLCD->display( 0 );
            level = 0;
            levelLCD->display( level+1 );
            shipsLCD->display( shipsRemain-1 );
            view->newGame();
            view->setRockSpeed( levels[0].rockSpeed );
            view->addRocks( levels[0].nrocks );
        //    view->showText( tr( "Press L to launch." ), yellow );
            view->newShip();
            waitShip = FALSE;
            view->hideText();
            isPaused = FALSE;
        }

        void KAstTopLevel::slotShipKilled()
        {
            shipsRemain--;
            shipsLCD->display( shipsRemain-1 );

            playSound( "ShipDestroyed" );

            if ( shipsRemain )
            {
                waitShip = TRUE;
                view->showText( tr( "Ship Destroyed. Press L to launch."), Qt::yellow );
            }
            else
            {
                view->showText( tr("Game Over!"), Qt::red );
                view->endGame();
                doStats();
        //        highscore->addEntry( score, level, showHiscores );
            }
        }

        void KAstTopLevel::slotRockHit( int size )
        {
            switch ( size )
            {
                case 0:
                    score += 10;
                     break;

                case 1:
                    score += 20;
                    break;

                default:
                    score += 40;
              }

            playSound( "RockDestroyed" );

            scoreLCD->display( score );
        }

        void KAstTopLevel::slotRocksRemoved()
        {
            level++;

            if ( level >= MAX_LEVELS )
                level = MAX_LEVELS - 1;

            view->setRockSpeed( levels[level-1].rockSpeed );
            view->addRocks( levels[level-1].nrocks );

            levelLCD->display( level+1 );
        }

        void KAstTopLevel::doStats()
        {
            QString r( "0.00" );
            if ( view->shots() )
                 r = QString::number( (double)view->hits() / view->shots() * 100.0,
                                     'g', 2 );

        /* multi-line text broken in Qt 3
            QString s = tr( "Game Over\n\nShots fired:\t%1\n  Hit:\t%2\n  Missed:\t%3\nHit ratio:\t%4 %\n\nPress N for a new game" )
              .arg(view->shots()).arg(view->hits())
              .arg(view->shots() - view->hits())
              .arg(r);
        */

            view->showText( "Game Over.   Press N for a new game.", Qt::yellow, FALSE );
        }

        void KAstTopLevel::slotUpdateVitals()
        {
            brakesLCD->display( view->brakeCount() );
            shieldLCD->display( view->shieldCount() );
            shootLCD->display( view->shootCount() );
        //    teleportsLCD->display( view->teleportCount() );
            powerMeter->setValue( view->power() );
        }