6f4bc3942d
Cleanup GraphicsView examples with the help of clang-tidy - modernize-use-nullptr - modernize-use-default-member-init - modernize-use-override.IgnoreDestructors - Some QList -> QVector changes - use nullptr - use normalized includes, remove unused includes - fix style Change-Id: I79347e55bfde52f6ae7749cc7093fbd442044020 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
267 lines
12 KiB
Plaintext
267 lines
12 KiB
Plaintext
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/*!
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\example graphicsview/collidingmice
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\title Colliding Mice Example
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\brief Demonstrates how to animate items on a graphics view.
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\ingroup examples-graphicsview
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The Colliding Mice example shows how to use the Graphics View
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framework to implement animated items and detect collision between
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items.
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\image collidingmice-example.png
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Graphics View provides the QGraphicsScene class for managing and
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interacting with a large number of custom-made 2D graphical items
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derived from the QGraphicsItem class, and a QGraphicsView widget
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for visualizing the items, with support for zooming and rotation.
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The example consists of an item class and a main function:
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the \c Mouse class represents the individual mice extending
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QGraphicsItem, and the \c main() function provides the main
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application window.
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We will first review the \c Mouse class to see how to animate
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items and detect item collisions, and then we will review the \c
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main() function to see how to put the items into a scene and how to
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implement the corresponding view.
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\section1 Mouse Class Definition
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The \c mouse class inherits from QGraphicsItem. The
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QGraphicsItem class is the base class for all graphical items in
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the Graphics View framework, and provides a light-weight
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foundation for writing your own custom items.
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\snippet graphicsview/collidingmice/mouse.h 0
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When writing a custom graphics item, you must implement
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QGraphicsItem's two pure virtual public functions: \l
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{QGraphicsItem::}{boundingRect()}, which returns an estimate of
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the area painted by the item, and \l {QGraphicsItem::}{paint()},
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which implements the actual painting. In addition, we reimplement
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the \l {QGraphicsItem::}{shape()} and \l {QGraphicsItem::}{advance()}.
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We reimplement \l {QGraphicsItem::}{shape()} to return an accurate
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shape of our mouse item; the default implementation simply returns
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the item's bounding rectangle. We reimplement \l {QGraphicsItem::}{advance()}
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to handle the animation so it all happens on one update.
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\section1 Mouse Class Definition
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When constructing a mouse item, we first ensure that all the item's
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private variables which were no yet initialized directly in the class
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are properly initialized:
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\snippet graphicsview/collidingmice/mouse.cpp 0
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To calculate the various components of the mouse's color, we use
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\l QRandomGenerator.
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Then we call the \l {QGraphicsItem::setRotation()}{setRotation()} function
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inherited from QGraphicsItem. Items live in their own local
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coordinate system. Their coordinates are usually centered around
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(0, 0), and this is also the center for all transformations. By
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calling the item's \l {QGraphicsItem::setRotation()}{setRotation()} function
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we alter the direction in which the mouse will start moving.
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When the QGraphicsScene decides to advance the scene by a frame, it will
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call QGraphicsItem::advance() on each of the items. This enables us to
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animate our mouse using our reimplementation of the advance() function.
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\snippet graphicsview/collidingmice/mouse.cpp 4
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\snippet graphicsview/collidingmice/mouse.cpp 5
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\snippet graphicsview/collidingmice/mouse.cpp 6
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First, we don't bother doing any advance if the step is \c 0. This is because
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advance() is called twice: once with step == \c 0, indicating that items
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are about to advance, and then with step == \c 1 for the actual advance.
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We also ensure that the mouse stays within a circle with a radius of 150 pixels.
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Note the \l {QGraphicsItem::mapFromScene()}{mapFromScene()}
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function provided by QGraphicsItem. This function maps a position
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given in \e scene coordinates, to the item's coordinate system.
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\snippet graphicsview/collidingmice/mouse.cpp 7
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\snippet graphicsview/collidingmice/mouse.cpp 8
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\snippet graphicsview/collidingmice/mouse.cpp 9
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\codeline
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\snippet graphicsview/collidingmice/mouse.cpp 10
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Then we try to avoid colliding with other mice.
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\snippet graphicsview/collidingmice/mouse.cpp 11
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Finally, we calculate the mouse's speed and its eye direction (for
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use when painting the mouse), and set its new position.
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The position of an item describes its origin (local coordinate (0,
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0)) in the parent coordinates. The \l {QGraphicsItem::setPos()}
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function sets the position of the item to the given position in
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the parent's coordinate system. For items with no parent, the
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given position is interpreted as scene coordinates. QGraphicsItem
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also provides a \l {QGraphicsItem::}{mapToParent()} function to
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map a position given in item coordinates to the parent's
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coordinate system. If the item has no parent, the position will be
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mapped to the scene's coordinate system instead.
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Then it is time to provide an implementation for the pure virtual
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functions inherited from QGraphicsItem. Let's first take a look at
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the \l {QGraphicsItem::}{boundingRect()} function:
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\snippet graphicsview/collidingmice/mouse.cpp 1
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The \l {QGraphicsItem::boundingRect()}{boundingRect()} function
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defines the outer bounds of the item as a rectangle. Note that the
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Graphics View framework uses the bounding rectangle to determine
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whether the item requires redrawing, so all painting must be
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done inside this rectangle.
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\snippet graphicsview/collidingmice/mouse.cpp 3
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The Graphics View framework calls the \l
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{QGraphicsItem::paint()}{paint()} function to paint the contents
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of the item; the function paints the item in local coordinates.
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Note the painting of the ears: whenever a mouse item collides with
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other mice items its ears are filled with red; otherwise they are
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filled with dark yellow. We use the
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QGraphicsScene::collidingItems() function to check if there are
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any colliding mice. The actual collision detection is handled by
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the Graphics View framework using shape-shape intersection. All we
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have to do is to ensure that the QGraphicsItem::shape() function
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returns an accurate shape for our item:
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\snippet graphicsview/collidingmice/mouse.cpp 2
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Because the complexity of arbitrary shape-shape intersection grows
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with an order of magnitude when the shapes are complex, this
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operation can be noticably time consuming. An alternative approach
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is to reimplement the \l
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{QGraphicsItem::collidesWithItem()}{collidesWithItem()} function
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to provide your own custom item and shape collision algorithm.
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This completes the \c Mouse class implementation; it is now ready
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for use. Let's take a look at the \c main() function to see how to
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implement a scene for the mice and a view for displaying the
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contents of the scene.
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\section1 The Main() Function
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The \c main() function provides the main application window,
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as well as creating the items, their scene, and a corresponding view.
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\snippet graphicsview/collidingmice/main.cpp 0
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First, we create an application object and create the scene:
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\snippet graphicsview/collidingmice/main.cpp 1
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The QGraphicsScene class serves as a container for
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QGraphicsItems. It also provides functionality that lets you
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efficiently determine the location of items as well as determining
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which items are visible within an arbitrary area on the
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scene.
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When creating a scene it is recommended to set the scene's
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rectangle; the rectangle that defines the extent of the
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scene. It is primarily used by QGraphicsView to determine the
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view's default scrollable area, and by QGraphicsScene to manage
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item indexing. If not explicitly set, the scene's default
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rectangle will be the largest bounding rectangle of all the items
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on the scene since the scene was created. This means that the
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rectangle will grow when items are added or moved in the scene,
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but it will never shrink.
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\snippet graphicsview/collidingmice/main.cpp 2
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The item index function is used to speed up item discovery. \l
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{QGraphicsScene::NoIndex}{NoIndex} implies that item location is
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of linear complexity, as all items on the scene are
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searched. Adding, moving and removing items, however, is done in
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constant time. This approach is ideal for dynamic scenes, where
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many items are added, moved or removed continuously. The
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alternative is \l {QGraphicsScene::BspTreeIndex}{BspTreeIndex},
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which makes use of a binary search to achieve item location
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algorithms that are of an order closer to logarithmic complexity.
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\snippet graphicsview/collidingmice/main.cpp 3
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Then we add the mice to the scene.
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\snippet graphicsview/collidingmice/main.cpp 4
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To be able to view the scene, we must also create a QGraphicsView
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widget. The QGraphicsView class visualizes the contents of a scene
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in a scrollable viewport. We also ensure that the contents are
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rendered using antialiasing, and we create the cheese background
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by setting the view's background brush.
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The image used for the background is stored as a binary file in
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the application's executable using Qt's \l {The Qt Resource
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System}{resource system}. The QPixmap constructor accepts both
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file names that refer to actual files on disk and file names that
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refer to the application's embedded resources.
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\snippet graphicsview/collidingmice/main.cpp 5
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Then we set the cache mode; QGraphicsView can cache pre-rendered
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content in a pixmap, which is then drawn onto the viewport. The
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purpose of such caching is to speed up the total rendering time
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for areas that are slow to render, for example: texture, gradient, and
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alpha blended backgrounds. The \l
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{QGraphicsView::CacheMode}{CacheMode} property holds which parts
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of the view are cached, and the \l
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{QGraphicsView::CacheBackground}{CacheBackground} flag enables
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caching of the view's background.
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By setting the \l {QGraphicsView::dragMode}{dragMode} property, we
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define what should happen when the user clicks on the scene
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background and drags the mouse. The \l
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{QGraphicsView::ScrollHandDrag}{ScrollHandDrag} flag makes the
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cursor change into a pointing hand, and dragging the mouse around
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will scroll the scrollbars.
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\snippet graphicsview/collidingmice/main.cpp 6
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In the end, we set the application window's title and size before
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we enter the main event loop using the QApplication::exec()
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function.
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Finally, we create a QTimer and connect its timeout() signal to the
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advance() slot of the scene. Every time the timer fires, the scene
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will advance one frame.
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We then tell the timer to fire every 1000/33 milliseconds. This will
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give us a frame rate of 30 frames a second, which is fast enough for most
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animations. Doing the animation with a single timer connection to advance the
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scene ensures that all the mice are moved at one point and, more
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importantly, only one update is sent to the screen after all the mice have
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moved.
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*/
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