author | llornkcor <llornkcor> | 2004-06-30 09:03:11 (UTC) |
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committer | llornkcor <llornkcor> | 2004-06-30 09:03:11 (UTC) |
commit | fadef9ae9838b3fb6f770a64b4cc2d179c6e9f07 (patch) (side-by-side diff) | |
tree | 2632453666e2116d1ec8e16c18fa4df3f6a238e2 | |
parent | c4405f8d22769e9881484d3f7640e4ba87ed75ee (diff) | |
download | opie-fadef9ae9838b3fb6f770a64b4cc2d179c6e9f07.zip opie-fadef9ae9838b3fb6f770a64b4cc2d179c6e9f07.tar.gz opie-fadef9ae9838b3fb6f770a64b4cc2d179c6e9f07.tar.bz2 |
workaround large screen widget bug using move
-rw-r--r-- | noncore/games/tictac/tictac.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/noncore/games/tictac/tictac.cpp b/noncore/games/tictac/tictac.cpp index 12ce35f..db8ee1e 100644 --- a/noncore/games/tictac/tictac.cpp +++ b/noncore/games/tictac/tictac.cpp @@ -1,378 +1,380 @@ /**************************************************************************** ** tictac.cpp,v 1.3.8.1 2003/08/29 06:50:40 harlekin Exp ** ** Copyright (C) 1992-2000 Trolltech AS. All rights reserved. ** ** This file is part of an example program for Qt. This example ** program may be used, distributed and modified without limitation. ** *****************************************************************************/ #include "tictac.h" #include <qpe/qpeapplication.h> #include <qdrawutil.h> #include <qcombobox.h> #include <qlabel.h> #include <qlayout.h> #include <stdlib.h> // rand() function //*************************************************************************** //* TicTacButton member functions //*************************************************************************** // -------------------------------------------------------------------------- // Creates a TicTacButton // TicTacButton::TicTacButton( QWidget *parent ) : QPushButton( parent ) { t = Blank; // initial type } // -------------------------------------------------------------------------- // Paints TicTacButton // void TicTacButton::drawButtonLabel( QPainter *p ) { QRect r = rect(); p->setPen( QPen( white,2 ) ); // set fat pen if ( t == Circle ) { p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 ); } else if ( t == Cross ) { // draw cross p->drawLine( r.topLeft() +QPoint(4,4), r.bottomRight()-QPoint(4,4)); p->drawLine( r.bottomLeft()+QPoint(4,-4),r.topRight() -QPoint(4,-4)); } } //*************************************************************************** //* TicTacGameBoard member functions //*************************************************************************** // -------------------------------------------------------------------------- // Creates a game board with N x N buttons and connects the "clicked()" // signal of all buttons to the "buttonClicked()" slot. // TicTacGameBoard::TicTacGameBoard( int n, QWidget *parent, const char *name ) : QWidget( parent, name ) { QPEApplication::showWidget( this ); st = Init; // initial state nBoard = n; n *= n; // make square comp_starts = FALSE; // human starts buttons = new TicTacButtons(n); // create real buttons btArray = new TicTacArray(n); // create button model QGridLayout * grid = new QGridLayout( this, 3, 3, 4 ); QPalette p( blue ); for ( int i=0; i<n; i++ ) { // create and connect buttons TicTacButton *ttb = new TicTacButton( this ); ttb->setPalette( p ); ttb->setEnabled( FALSE ); connect( ttb, SIGNAL(clicked()), SLOT(buttonClicked()) ); grid->addWidget( ttb, i%3, i/3 ); buttons->insert( i, ttb ); btArray->at(i) = TicTacButton::Blank; // initial button type } QTime t = QTime::currentTime(); // set random seed srand( t.hour()*12+t.minute()*60+t.second()*60 ); + } TicTacGameBoard::~TicTacGameBoard() { delete buttons; delete btArray; } // -------------------------------------------------------------------------- // TicTacGameBoard::computerStarts( bool v ) // // Computer starts if v=TRUE. The human starts by default. // void TicTacGameBoard::computerStarts( bool v ) { comp_starts = v; } // -------------------------------------------------------------------------- // TicTacGameBoard::newGame() // // Clears the game board and prepares for a new game // void TicTacGameBoard::newGame() { st = HumansTurn; for ( int i=0; i<nBoard*nBoard; i++ ) btArray->at(i) = TicTacButton::Blank; if ( comp_starts ) computerMove(); else updateButtons(); } // -------------------------------------------------------------------------- // TicTacGameBoard::buttonClicked() - SLOT // // This slot is activated when a TicTacButton emits the signal "clicked()", // i.e. the user has clicked on a TicTacButton. // void TicTacGameBoard::buttonClicked() { if ( st != HumansTurn ) // not ready return; int i = buttons->findRef( (TicTacButton*)sender() ); TicTacButton *b = buttons->at(i); // get piece that was pressed if ( b->type() == TicTacButton::Blank ) { // empty piece? btArray->at(i) = TicTacButton::Circle; updateButtons(); if ( checkBoard( btArray ) == 0 ) // not a winning move? computerMove(); int s = checkBoard( btArray ); if ( s ) { // any winners yet? st = s == TicTacButton::Circle ? HumanWon : ComputerWon; emit finished(); } } } // -------------------------------------------------------------------------- // TicTacGameBoard::updateButtons() // // Updates all buttons that have changed state // void TicTacGameBoard::updateButtons() { for ( int i=0; i<nBoard*nBoard; i++ ) { if ( buttons->at(i)->type() != btArray->at(i) ) buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) ); buttons->at(i)->setEnabled( buttons->at(i)->type() == TicTacButton::Blank ); } } // -------------------------------------------------------------------------- // TicTacGameBoard::checkBoard() // // Checks if one of the players won the game, works for any board size. // // Returns: // - TicTacButton::Cross if the player with X buttons won // - TicTacButton::Circle if the player with O buttons won // - Zero (0) if there is no winner yet // int TicTacGameBoard::checkBoard( TicTacArray *a ) { int t = 0; int row, col; bool won = FALSE; for ( row=0; row<nBoard && !won; row++ ) { // check horizontal t = a->at(row*nBoard); if ( t == TicTacButton::Blank ) continue; col = 1; while ( col<nBoard && a->at(row*nBoard+col) == t ) col++; if ( col == nBoard ) won = TRUE; } for ( col=0; col<nBoard && !won; col++ ) { // check vertical t = a->at(col); if ( t == TicTacButton::Blank ) continue; row = 1; while ( row<nBoard && a->at(row*nBoard+col) == t ) row++; if ( row == nBoard ) won = TRUE; } if ( !won ) { // check diagonal top left t = a->at(0); // to bottom right if ( t != TicTacButton::Blank ) { int i = 1; while ( i<nBoard && a->at(i*nBoard+i) == t ) i++; if ( i == nBoard ) won = TRUE; } } if ( !won ) { // check diagonal bottom left int j = nBoard-1; // to top right int i = 0; t = a->at(i+j*nBoard); if ( t != TicTacButton::Blank ) { i++; j--; while ( i<nBoard && a->at(i+j*nBoard) == t ) { i++; j--; } if ( i == nBoard ) won = TRUE; } } if ( !won ) // no winner t = 0; return t; } // -------------------------------------------------------------------------- // TicTacGameBoard::computerMove() // // Puts a piece on the game board. Very, very simple. // void TicTacGameBoard::computerMove() { int numButtons = nBoard*nBoard; int *altv = new int[numButtons]; // buttons alternatives int altc = 0; int stopHuman = -1; TicTacArray a = btArray->copy(); int i; for ( i=0; i<numButtons; i++ ) { // try all positions if ( a[i] != TicTacButton::Blank ) // already a piece there continue; a[i] = TicTacButton::Cross; // test if computer wins if ( checkBoard(&a) == a[i] ) { // computer will win st = ComputerWon; stopHuman = -1; break; } a[i] = TicTacButton::Circle; // test if human wins if ( checkBoard(&a) == a[i] ) { // oops... stopHuman = i; // remember position a[i] = TicTacButton::Blank; // restore button continue; // computer still might win } a[i] = TicTacButton::Blank; // restore button altv[altc++] = i; // remember alternative } if ( stopHuman >= 0 ) // must stop human from winning a[stopHuman] = TicTacButton::Cross; else if ( i == numButtons ) { // tried all alternatives if ( altc > 0 ) // set random piece a[altv[rand()%(altc--)]] = TicTacButton::Cross; if ( altc == 0 ) { // no more blanks st = NobodyWon; emit finished(); } } *btArray = a; // update model updateButtons(); // update buttons delete[] altv; } //*************************************************************************** //* TicTacToe member functions //*************************************************************************** // -------------------------------------------------------------------------- // Creates a game widget with a game board and two push buttons, and connects // signals of child widgets to slots. // TicTacToe::TicTacToe( QWidget *parent, const char *name, WFlags fl ) : QWidget( parent, name, fl ) { QVBoxLayout * l = new QVBoxLayout( this, 6 ); // Create a message label boardSize = 3; message = new QLabel( this ); message->setFrameStyle( QFrame::WinPanel | QFrame::Sunken ); message->setAlignment( AlignCenter ); l->addWidget( message ); // Create the game board and connect the signal finished() to this // gameOver() slot board = new TicTacGameBoard( boardSize, this ); connect( board, SIGNAL(finished()), SLOT(gameOver()) ); l->addWidget( board ); // Create a horizontal frame line QFrame *line = new QFrame( this ); line->setFrameStyle( QFrame::HLine | QFrame::Sunken ); l->addWidget( line ); // Create the combo box for deciding who should start, and // connect its clicked() signals to the buttonClicked() slot whoStarts = new QComboBox( this ); whoStarts->insertItem( tr( "Computer starts" ) ); whoStarts->insertItem( tr( "Human starts" ) ); l->addWidget( whoStarts ); // Create the push buttons and connect their clicked() signals // to this right slots. newGame = new QPushButton( tr( "Play!" ), this ); connect( newGame, SIGNAL(clicked()), SLOT(newGameClicked()) ); quit = new QPushButton( tr( "Quit" ), this ); connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) ); QHBoxLayout * b = new QHBoxLayout; l->addLayout( b ); b->addWidget( newGame ); b->addWidget( quit ); + move(0,0); QPEApplication::showWidget( this ); newState(); } // -------------------------------------------------------------------------- // TicTacToe::newGameClicked() - SLOT // // This slot is activated when the new game button is clicked. // void TicTacToe::newGameClicked() { board->computerStarts( whoStarts->currentItem() == 0 ); board->newGame(); newState(); } // -------------------------------------------------------------------------- // TicTacToe::gameOver() - SLOT // // This slot is activated when the TicTacGameBoard emits the signal // "finished()", i.e. when a player has won or when it is a draw. // void TicTacToe::gameOver() { newState(); // update text box } // -------------------------------------------------------------------------- // Updates the message to reflect a new state. // void TicTacToe::newState() { QStringList msg; msg << tr( "Click Play to start") << tr("Make your move") << tr("You won!") << tr("Computer won!") << tr("It's a draw"); message->setText( msg[board->state()] ); return; } |