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29 \example widgets/tetrix
32 \brief The Tetrix example is a Qt version of the classic Tetrix game.
34 \image tetrix-example.png
36 The object of the game is to stack pieces dropped from the top of the
37 playing area so that they fill entire rows at the bottom of the playing area.
39 When a row is filled, all the blocks on that row are removed, the player earns
40 a number of points, and the pieces above are moved down to occupy that row.
41 If more than one row is filled, the blocks on each row are removed, and the
42 player earns extra points.
44 The \gui{Left} cursor key moves the current piece one space to the left, the
45 \gui{Right} cursor key moves it one space to the right, the \gui{Up} cursor
46 key rotates the piece counter-clockwise by 90 degrees, and the \gui{Down}
47 cursor key rotates the piece clockwise by 90 degrees.
49 To avoid waiting for a piece to fall to the bottom of the board, press \gui{D}
50 to immediately move the piece down by one row, or press the \gui{Space} key to
51 drop it as close to the bottom of the board as possible.
53 This example shows how a simple game can be created using only three classes:
56 \o The \c TetrixWindow class is used to display the player's score, number of
57 lives, and information about the next piece to appear.
58 \o The \c TetrixBoard class contains the game logic, handles keyboard input, and
59 displays the pieces on the playing area.
60 \o The \c TetrixPiece class contains information about each piece.
63 In this approach, the \c TetrixBoard class is the most complex class, since it
64 handles the game logic and rendering. One benefit of this is that the
65 \c TetrixWindow and \c TetrixPiece classes are very simple and contain only a
68 \section1 TetrixWindow Class Definition
70 The \c TetrixWindow class is used to display the game information and contains
73 \snippet examples/widgets/tetrix/tetrixwindow.h 0
75 We use private member variables for the board, various display widgets, and
76 buttons to allow the user to start a new game, pause the current game, and quit.
78 Although the window inherits QWidget, the constructor does not provide an
79 argument to allow a parent widget to be specified. This is because the window
80 will always be used as a top-level widget.
82 \section1 TetrixWindow Class Implementation
84 The constructor sets up the user interface elements for the game:
86 \snippet examples/widgets/tetrix/tetrixwindow.cpp 0
88 We begin by constructing a \c TetrixBoard instance for the playing area and a
89 label that shows the next piece to be dropped into the playing area; the label
92 Three QLCDNumber objects are used to display the score, number of lives, and
93 lines removed. These initially show default values, and will be filled in
96 \snippet examples/widgets/tetrix/tetrixwindow.cpp 1
98 Three buttons with shortcuts are constructed so that the user can start a
99 new game, pause the current game, and quit the application:
101 \snippet examples/widgets/tetrix/tetrixwindow.cpp 2
102 \snippet examples/widgets/tetrix/tetrixwindow.cpp 3
104 These buttons are configured so that they never receive the keyboard focus;
105 we want the keyboard focus to remain with the \c TetrixBoard instance so that
106 it receives all the keyboard events. Nonetheless, the buttons will still respond
107 to \key{Alt} key shortcuts.
109 We connect \l{QAbstractButton::}{clicked()} signals from the \gui{Start}
110 and \gui{Pause} buttons to the board, and from the \gui{Quit} button to the
111 application's \l{QApplication::}{quit()} slot.
113 \snippet examples/widgets/tetrix/tetrixwindow.cpp 4
114 \snippet examples/widgets/tetrix/tetrixwindow.cpp 5
116 Signals from the board are also connected to the LCD widgets for the purpose of
117 updating the score, number of lives, and lines removed from the playing area.
119 We place the label, LCD widgets, and the board into a QGridLayout
120 along with some labels that we create with the \c createLabel() convenience
123 \snippet examples/widgets/tetrix/tetrixwindow.cpp 6
125 Finally, we set the grid layout on the widget, give the window a title, and
126 resize it to an appropriate size.
128 The \c createLabel() convenience function simply creates a new label on the
129 heap, gives it an appropriate alignment, and returns it to the caller:
131 \snippet examples/widgets/tetrix/tetrixwindow.cpp 7
133 Since each label will be used in the widget's layout, it will become a child
134 of the \c TetrixWindow widget and, as a result, it will be deleted when the
137 \section1 TetrixPiece Class Definition
139 The \c TetrixPiece class holds information about a piece in the game's
140 playing area, including its shape, position, and the range of positions it can
143 \snippet examples/widgets/tetrix/tetrixpiece.h 0
145 Each shape contains four blocks, and these are defined by the \c coords private
146 member variable. Additionally, each piece has a high-level description that is
147 stored internally in the \c pieceShape variable.
149 The constructor is written inline in the definition, and simply ensures that
150 each piece is initially created with no shape. The \c shape() function simply
151 returns the contents of the \c pieceShape variable, and the \c x() and \c y()
152 functions return the x and y-coordinates of any given block in the shape.
154 \section1 TetrixPiece Class Implementation
156 The \c setRandomShape() function is used to select a random shape for a piece:
158 \snippet examples/widgets/tetrix/tetrixpiece.cpp 0
160 For convenience, it simply chooses a random shape from the \c TetrixShape enum
161 and calls the \c setShape() function to perform the task of positioning the
164 The \c setShape() function uses a look-up table of pieces to associate each
165 shape with an array of block positions:
167 \snippet examples/widgets/tetrix/tetrixpiece.cpp 1
168 \snippet examples/widgets/tetrix/tetrixpiece.cpp 2
170 These positions are read from the table into the piece's own array of positions,
171 and the piece's internal shape information is updated to use the new shape.
173 The \c x() and \c y() functions are implemented inline in the class definition,
174 returning positions defined on a grid that extends horizontally and vertically
175 with coordinates from -2 to 2. Although the predefined coordinates for each
176 piece only vary horizontally from -1 to 1 and vertically from -1 to 2, each
177 piece can be rotated by 90, 180, and 270 degrees.
179 The \c minX() and \c maxX() functions return the minimum and maximum horizontal
180 coordinates occupied by the blocks that make up the piece:
182 \snippet examples/widgets/tetrix/tetrixpiece.cpp 3
183 \snippet examples/widgets/tetrix/tetrixpiece.cpp 4
185 Similarly, the \c minY() and \c maxY() functions return the minimum and maximum
186 vertical coordinates occupied by the blocks:
188 \snippet examples/widgets/tetrix/tetrixpiece.cpp 5
189 \snippet examples/widgets/tetrix/tetrixpiece.cpp 6
191 The \c rotatedLeft() function returns a new piece with the same shape as an
192 existing piece, but rotated counter-clockwise by 90 degrees:
194 \snippet examples/widgets/tetrix/tetrixpiece.cpp 7
196 Similarly, the \c rotatedRight() function returns a new piece with the same
197 shape as an existing piece, but rotated clockwise by 90 degrees:
199 \snippet examples/widgets/tetrix/tetrixpiece.cpp 9
201 These last two functions enable each piece to create rotated copies of itself.
203 \section1 TetrixBoard Class Definition
205 The \c TetrixBoard class inherits from QFrame and contains the game logic and display features:
207 \snippet examples/widgets/tetrix/tetrixboard.h 0
209 Apart from the \c setNextPieceLabel() function and the \c start() and \c pause()
210 public slots, we only provide public functions to reimplement QWidget::sizeHint()
211 and QWidget::minimumSizeHint(). The signals are used to communicate changes to
212 the player's information to the \c TetrixWindow instance.
214 The rest of the functionality is provided by reimplementations of protected event
215 handlers and private functions:
217 \snippet examples/widgets/tetrix/tetrixboard.h 1
219 The board is composed of a fixed-size array whose elements correspond to
220 spaces for individual blocks. Each element in the array contains a \c TetrixShape
221 value corresponding to the type of shape that occupies that element.
223 Each shape on the board will occupy four elements in the array, and these will
224 all contain the enum value that corresponds to the type of the shape.
226 We use a QBasicTimer to control the rate at which pieces fall toward the bottom
227 of the playing area. This allows us to provide an implementation of
228 \l{QObject::}{timerEvent()} that we can use to update the widget.
230 \section1 TetrixBoard Class Implementation
232 In the constructor, we customize the frame style of the widget, ensure that
233 keyboard input will be received by the widget by using Qt::StrongFocus for the
234 focus policy, and initialize the game state:
236 \snippet examples/widgets/tetrix/tetrixboard.cpp 0
238 The first (next) piece is also set up with a random shape.
240 The \c setNextPieceLabel() function is used to pass in an externally-constructed
241 label to the board, so that it can be shown alongside the playing area:
243 \snippet examples/widgets/tetrix/tetrixboard.cpp 1
245 We provide a reasonable size hint and minimum size hint for the board, based on
246 the size of the space for each block in the playing area:
248 \snippet examples/widgets/tetrix/tetrixboard.cpp 2
249 \snippet examples/widgets/tetrix/tetrixboard.cpp 3
251 By using a minimum size hint, we indicate to the layout in the parent widget
252 that the board should not shrink below a minimum size.
254 A new game is started when the \c start() slot is called. This resets the
255 game's state, the player's score and level, and the contents of the board:
257 \snippet examples/widgets/tetrix/tetrixboard.cpp 4
259 We also emit signals to inform other components of these changes before creating
260 a new piece that is ready to be dropped into the playing area. We start the
261 timer that determines how often the piece drops down one row on the board.
263 The \c pause() slot is used to temporarily stop the current game by stopping the
266 \snippet examples/widgets/tetrix/tetrixboard.cpp 5
267 \snippet examples/widgets/tetrix/tetrixboard.cpp 6
269 We perform checks to ensure that the game can only be paused if it is already
270 running and not already paused.
272 The \c paintEvent() function is straightforward to implement. We begin by
273 calling the base class's implementation of \l{QWidget::}{paintEvent()} before
274 constructing a QPainter for use on the board:
276 \snippet examples/widgets/tetrix/tetrixboard.cpp 7
278 Since the board is a subclass of QFrame, we obtain a QRect that covers the area
279 \e inside the frame decoration before drawing our own content.
281 If the game is paused, we want to hide the existing state of the board and
282 show some text. We achieve this by painting text onto the widget and returning
283 early from the function. The rest of the painting is performed after this point.
285 The position of the top of the board is found by subtracting the total height
286 of each space on the board from the bottom of the frame's internal rectangle.
287 For each space on the board that is occupied by a piece, we call the
288 \c drawSquare() function to draw a block at that position.
290 \snippet examples/widgets/tetrix/tetrixboard.cpp 8
291 \snippet examples/widgets/tetrix/tetrixboard.cpp 9
293 Spaces that are not occupied by blocks are left blank.
295 Unlike the existing pieces on the board, the current piece is drawn
296 block-by-block at its current position:
298 \snippet examples/widgets/tetrix/tetrixboard.cpp 10
299 \snippet examples/widgets/tetrix/tetrixboard.cpp 11
300 \snippet examples/widgets/tetrix/tetrixboard.cpp 12
302 The \c keyPressEvent() handler is called whenever the player presses a key while
303 the \c TetrixBoard widget has the keyboard focus.
305 \snippet examples/widgets/tetrix/tetrixboard.cpp 13
307 If there is no current game, the game is running but paused, or if there is no
308 current shape to control, we simply pass on the event to the base class.
310 We check whether the event is about any of the keys that the player uses to
311 control the current piece and, if so, we call the relevant function to handle
314 \snippet examples/widgets/tetrix/tetrixboard.cpp 14
316 In the case where the player presses a key that we are not interested in, we
317 again pass on the event to the base class's implementation of
318 \l{QWidget::}{keyPressEvent()}.
320 The \c timerEvent() handler is called every time the class's QBasicTimer
321 instance times out. We need to check that the event we receive corresponds to
322 our timer. If it does, we can update the board:
324 \snippet examples/widgets/tetrix/tetrixboard.cpp 15
325 \snippet examples/widgets/tetrix/tetrixboard.cpp 16
326 \snippet examples/widgets/tetrix/tetrixboard.cpp 17
328 If a row (or line) has just been filled, we create a new piece and reset the
329 timer; otherwise we move the current piece down by one row. We let the base
330 class handle other timer events that we receive.
332 The \c clearBoard() function simply fills the board with the
333 \c TetrixShape::NoShape value:
335 \snippet examples/widgets/tetrix/tetrixboard.cpp 18
337 The \c dropDown() function moves the current piece down as far as possible on
338 the board, either until it is touching the bottom of the playing area or it is
339 stacked on top of another piece:
341 \snippet examples/widgets/tetrix/tetrixboard.cpp 19
342 \snippet examples/widgets/tetrix/tetrixboard.cpp 20
344 The number of rows the piece has dropped is recorded and passed to the
345 \c pieceDropped() function so that the player's score can be updated.
347 The \c oneLineDown() function is used to move the current piece down by one row
348 (line), either when the user presses the \gui{D} key or when the piece is
351 \snippet examples/widgets/tetrix/tetrixboard.cpp 21
353 If the piece cannot drop down by one line, we call the \c pieceDropped() function
354 with zero as the argument to indicate that it cannot fall any further, and that
355 the player should receive no extra points for the fall.
357 The \c pieceDropped() function itself is responsible for awarding points to the
358 player for positioning the current piece, checking for full rows on the board
359 and, if no lines have been removed, creating a new piece to replace the current
362 \snippet examples/widgets/tetrix/tetrixboard.cpp 22
363 \snippet examples/widgets/tetrix/tetrixboard.cpp 23
365 We call \c removeFullLines() each time a piece has been dropped. This scans
366 the board from bottom to top, looking for blank spaces on each row.
368 \snippet examples/widgets/tetrix/tetrixboard.cpp 24
369 \snippet examples/widgets/tetrix/tetrixboard.cpp 25
370 \snippet examples/widgets/tetrix/tetrixboard.cpp 26
371 \snippet examples/widgets/tetrix/tetrixboard.cpp 27
373 If a row contains no blank spaces, the rows above it are copied down by one row
374 to compress the stack of pieces, the top row on the board is cleared, and the
375 number of full lines found is incremented.
377 \snippet examples/widgets/tetrix/tetrixboard.cpp 28
378 \snippet examples/widgets/tetrix/tetrixboard.cpp 29
380 If some lines have been removed, the player's score and the total number of lines
381 removed are updated. The \c linesRemoved() and \c scoreChanged() signals are
382 emitted to send these new values to other widgets in the window.
384 Additionally, we set the timer to elapse after half a second, set the
385 \c isWaitingAfterLine flag to indicate that lines have been removed, unset
386 the piece's shape to ensure that it is not drawn, and update the widget.
387 The next time that the \c timerEvent() handler is called, a new piece will be
388 created and the game will continue.
390 The \c newPiece() function places the next available piece at the top of the
391 board, and creates a new piece with a random shape:
393 \snippet examples/widgets/tetrix/tetrixboard.cpp 30
394 \snippet examples/widgets/tetrix/tetrixboard.cpp 31
396 We place a new piece in the middle of the board at the top. The game is over if
397 the piece can't move, so we unset its shape to prevent it from being drawn, stop
398 the timer, and unset the \c isStarted flag.
400 The \c showNextPiece() function updates the label that shows the next piece to
403 \snippet examples/widgets/tetrix/tetrixboard.cpp 32
404 \snippet examples/widgets/tetrix/tetrixboard.cpp 33
406 We draw the piece's component blocks onto a pixmap that is then set on the label.
408 The \c tryMove() function is used to determine whether a piece can be positioned
409 at the specified coordinates:
411 \snippet examples/widgets/tetrix/tetrixboard.cpp 34
413 We examine the spaces on the board that the piece needs to occupy and, if they
414 are already occupied by other pieces, we return \c false to indicate that the
417 \snippet examples/widgets/tetrix/tetrixboard.cpp 35
419 If the piece could be placed on the board at the desired location, we update the
420 current piece and its position, update the widget, and return \c true to indicate
423 The \c drawSquare() function draws the blocks (normally squares) that make up
424 each piece using different colors for pieces with different shapes:
426 \snippet examples/widgets/tetrix/tetrixboard.cpp 36
428 We obtain the color to use from a look-up table that relates each shape to an
429 RGB value, and use the painter provided to draw the block at the specified