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29 \example graphicsview/collidingmice
30 \title Colliding Mice Example
32 \brief The Colliding Mice example shows how to use the Graphics View
33 framework to implement animated items and detect collision between
36 \image collidingmice-example.png
38 Graphics View provides the QGraphicsScene class for managing and
39 interacting with a large number of custom-made 2D graphical items
40 derived from the QGraphicsItem class, and a QGraphicsView widget
41 for visualizing the items, with support for zooming and rotation.
43 The example consists of an item class and a main function:
44 the \c Mouse class represents the individual mice extending
45 QGraphicsItem, and the \c main() function provides the main
48 We will first review the \c Mouse class to see how to animate
49 items and detect item collision, and then we will review the \c
50 main() function to see how to put the items into a scene and how to
51 implement the corresponding view.
53 \section1 Mouse Class Definition
55 The \c mouse class inherits from QGraphicsItem. The
56 QGraphicsItem class is the base class for all graphical items in
57 the Graphics View framework, and provides a light-weight
58 foundation for writing your own custom items.
60 \snippet examples/graphicsview/collidingmice/mouse.h 0
62 When writing a custom graphics item, you must implement
63 QGraphicsItem's two pure virtual public functions: \l
64 {QGraphicsItem::}{boundingRect()}, which returns an estimate of
65 the area painted by the item, and \l {QGraphicsItem::}{paint()},
66 which implements the actual painting. In addition, we reimplement
67 the \l {QGraphicsItem::}{shape()} and \l {QGraphicsItem::}{advance()}.
68 We reimplement \l {QGraphicsItem::}{shape()} to return an accurate
69 shape of our mouse item; the default implementation simply returns
70 the item's bounding rectangle. We reimplement \l {QGraphicsItem::}{advance()}
71 to handle the animation so it all happens on one update.
73 \section1 Mouse Class Definition
75 When constructing a mouse item, we first ensure that all the item's
76 private variables are properly initialized:
78 \snippet examples/graphicsview/collidingmice/mouse.cpp 0
80 To calculate the various components of the mouse's color, we use
81 the global qrand() function which is a thread-safe version of the
82 standard C++ rand() function.
84 Then we call the \l {QGraphicsItem::setRotation()}{setRotation()} function
85 inherited from QGraphicsItem. Items live in their own local
86 coordinate system. Their coordinates are usually centered around
87 (0, 0), and this is also the center for all transformations. By
88 calling the item's \l {QGraphicsItem::setRotation()}{setRotation()} function
89 we alter the direction in which the mouse will start moving.
91 When the QGraphicsScene decides to advance the scene a frame it will call
92 QGraphicsItem::advance() on each of the items. This enables us to animate
93 our mouse using our reimplementation of the advance() function.
95 \snippet examples/graphicsview/collidingmice/mouse.cpp 4
96 \snippet examples/graphicsview/collidingmice/mouse.cpp 5
97 \snippet examples/graphicsview/collidingmice/mouse.cpp 6
99 First, we don't bother doing any advance if the step is 0 since we want to our advance in
100 the actual advance (advance() is called twice, once with step == 0 indicating that items
101 are about to advance and with step == 1 for the actual advance). We also ensure that the
102 mice stays within a circle with a radius of 150 pixels.
104 Note the \l {QGraphicsItem::mapFromScene()}{mapFromScene()}
105 function provided by QGraphicsItem. This function maps a position
106 given in \e scene coordinates, to the item's coordinate system.
108 \snippet examples/graphicsview/collidingmice/mouse.cpp 7
109 \snippet examples/graphicsview/collidingmice/mouse.cpp 8
110 \snippet examples/graphicsview/collidingmice/mouse.cpp 9
112 \snippet examples/graphicsview/collidingmice/mouse.cpp 10
114 Then we try to avoid colliding with other mice.
116 \snippet examples/graphicsview/collidingmice/mouse.cpp 11
118 Finally, we calculate the mouse's speed and its eye direction (for
119 use when painting the mouse), and set its new position.
121 The position of an item describes its origin (local coordinate (0,
122 0)) in the parent coordinates. The \l {QGraphicsItem::setPos()}
123 function sets the position of the item to the given position in
124 the parent's coordinate system. For items with no parent, the
125 given position is interpreted as scene coordinates. QGraphicsItem
126 also provides a \l {QGraphicsItem::}{mapToParent()} function to
127 map a position given in item coordinates, to the parent's
128 coordinate system. If the item has no parent, the position will be
129 mapped to the scene's coordinate system instead.
131 Then it is time to provide an implementation for the pure virtual
132 functions inherited from QGraphicsItem. Let's first take a look at
133 the \l {QGraphicsItem::}{boundingRect()} function:
135 \snippet examples/graphicsview/collidingmice/mouse.cpp 1
137 The \l {QGraphicsItem::boundingRect()}{boundingRect()} function
138 defines the outer bounds of the item as a rectangle. Note that the
139 Graphics View framework uses the bounding rectangle to determine
140 whether the item requires redrawing, so all painting must be
141 restricted inside this rectangle.
143 \snippet examples/graphicsview/collidingmice/mouse.cpp 3
145 The Graphics View framework calls the \l
146 {QGraphicsItem::paint()}{paint()} function to paint the contents
147 of the item; the function paints the item in local coordinates.
149 Note the painting of the ears: Whenever a mouse item collides with
150 other mice items its ears are filled with red; otherwise they are
151 filled with dark yellow. We use the
152 QGraphicsScene::collidingItems() function to check if there are
153 any colliding mice. The actual collision detection is handled by
154 the Graphics View framework using shape-shape intersection. All we
155 have to do is to ensure that the QGraphicsItem::shape() function
156 returns an accurate shape for our item:
158 \snippet examples/graphicsview/collidingmice/mouse.cpp 2
160 Because the complexity of arbitrary shape-shape intersection grows
161 with an order of magnitude when the shapes are complex, this
162 operation can be noticably time consuming. An alternative approach
163 is to reimplement the \l
164 {QGraphicsItem::collidesWithItem()}{collidesWithItem()} function
165 to provide your own custom item and shape collision algorithm.
167 This completes the \c Mouse class implementation, it is now ready
168 for use. Let's take a look at the \c main() function to see how to
169 implement a scene for the mice and a view for displaying the
170 contents of the scene.
172 \section1 The Main() Function
174 In this example we have chosen to let the \c main() function
175 provide the main application window, creating the items and the
176 scene, putting the items into the scene and creating a
179 \snippet examples/graphicsview/collidingmice/main.cpp 0
181 First, we create an application object and call the global
182 qsrand() function to specify the seed used to generate a new
183 random number sequence of pseudo random integers with the
184 previously mentioned qrand() function.
186 Then it is time to create the scene:
188 \snippet examples/graphicsview/collidingmice/main.cpp 1
190 The QGraphicsScene class serves as a container for
191 QGraphicsItems. It also provides functionality that lets you
192 efficiently determine the location of items as well as determining
193 which items that are visible within an arbitrary area on the
196 When creating a scene it is recommended to set the scene's
197 rectangle, i.e., the rectangle that defines the extent of the
198 scene. It is primarily used by QGraphicsView to determine the
199 view's default scrollable area, and by QGraphicsScene to manage
200 item indexing. If not explicitly set, the scene's default
201 rectangle will be the largest bounding rectangle of all the items
202 on the scene since the scene was created (i.e., the rectangle will
203 grow when items are added or moved in the scene, but it will never
206 \snippet examples/graphicsview/collidingmice/main.cpp 2
208 The item index function is used to speed up item discovery. \l
209 {QGraphicsScene::NoIndex}{NoIndex} implies that item location is
210 of linear complexity, as all items on the scene are
211 searched. Adding, moving and removing items, however, is done in
212 constant time. This approach is ideal for dynamic scenes, where
213 many items are added, moved or removed continuously. The
214 alternative is \l {QGraphicsScene::BspTreeIndex}{BspTreeIndex}
215 which makes use of binary search resulting in item location
216 algorithms that are of an order closer to logarithmic complexity.
218 \snippet examples/graphicsview/collidingmice/main.cpp 3
220 Then we add the mice to the scene.
222 \snippet examples/graphicsview/collidingmice/main.cpp 4
224 To be able to view the scene we must also create a QGraphicsView
225 widget. The QGraphicsView class visualizes the contents of a scene
226 in a scrollable viewport. We also ensure that the contents is
227 rendered using antialiasing, and we create the cheese background
228 by setting the view's background brush.
230 The image used for the background is stored as a binary file in
231 the application's executable using Qt's \l {The Qt Resource
232 System}{resource system}. The QPixmap constructor accepts both
233 file names that refer to actual files on disk and file names that
234 refer to the application's embedded resources.
236 \snippet examples/graphicsview/collidingmice/main.cpp 5
238 Then we set the cache mode; QGraphicsView can cache pre-rendered
239 content in a pixmap, which is then drawn onto the viewport. The
240 purpose of such caching is to speed up the total rendering time
241 for areas that are slow to render, e.g., texture, gradient and
242 alpha blended backgrounds. The \l
243 {QGraphicsView::CacheMode}{CacheMode} property holds which parts
244 of the view that are cached, and the \l
245 {QGraphicsView::CacheBackground}{CacheBackground} flag enables
246 caching of the view's background.
248 By setting the \l {QGraphicsView::dragMode}{dragMode} property we
249 define what should happen when the user clicks on the scene
250 background and drags the mouse. The \l
251 {QGraphicsView::ScrollHandDrag}{ScrollHandDrag} flag makes the
252 cursor change into a pointing hand, and dragging the mouse around
253 will scroll the scrollbars.
255 \snippet examples/graphicsview/collidingmice/main.cpp 6
257 In the end, we set the application window's title and size before
258 we enter the main event loop using the QApplication::exec()
261 Finally, we create a QTimer and connect its timeout() signal to the advance()
262 slot of the scene. Every time the timer fires, the scene will advance one frame.
263 We then tell the timer to fire every 1000/33 millisecond. This will
264 give us a frame rate of 30 frames a second, which is fast enough for most animations.
265 Doing the animation with a single timer connect to advance the scene ensures that all the
266 mice are moved at one point and, more importantly, only one update is sent to the screen
267 after all the mice have moved.