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{{Template:I18n/Language Navigation Bar|Development/Tutorials/Qt4 Ruby Tutorial}}
{{Template:I18n/Language Navigation Bar|Development/Tutorials/Qt4 Ruby Tutorial/Chapter 11}}
''Author:'' [mailto:[email protected] Darshan Ishaya, [email protected]]


== Qt®4 Tutorial for Ruby ==
{{TutorialBrowser|


This tutorial gives an introduction to GUI programming using the
series=[[Development/Tutorials/Qt4_Ruby_Tutorial|Qt4 Ruby Tutorial]]|
[http://qt.nokia.com Qt toolkit],
[http://www.ruby-lang.org Ruby], and
[http://rubyforge.org/projects/korundum/ qt4-qtruby].
It is simply a port of Nokia's fine
[http://doc.qt.nokia.com//4.2/tutorial.html Qt Tutorial].
Therefore, most of the text after this paragraph comes straight from their tutorial.  I have modified it as necessary to make it make sense with the Ruby bindings, and have rearranged or rewritten a few parts to make them (I hope) a bit clearer.


This tutorial doesn't cover everything; the emphasis is on teaching the programming philosophy of GUI programming, and Qt's features are introduced as needed. Some commonly used features are never used in this tutorial.
name=Giving It a Shot|


Chapter one starts with a minimal "Hello world" program and the following chapters introduce new concepts. By Chapter 14, the "Hello world" program from Chapter 1 will have turned into a 448-line game.
pre=[[Development/Tutorials/Qt4_Ruby_Tutorial/Chapter_10|Tutorial 10 - Smooth as Silk]]|


If you're completely new to Qt, you might want to read [http://doc.qt.nokia.com/latest/how-to-learn-qt.html How to Learn Qt] if you haven't already done so. Keep in mind that like most documents about Qt, it is very C++ oriented.  
next=[[Development/Tutorials/Qt4_Ruby_Tutorial/Chapter_12|Tutorial 12 - Hanging in the Air the Way Bricks Don't]]
}}
== Giving It a Shot ==
[[Image:Qt4_Ruby_Tutorial_Screenshot_11.png|center]]
Files:
* [http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/lcdrange.rb lcdrange.rb]
* [http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/t11.rb t11.rb]
* [http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/cannon.rb cannon.rb]


==Table of Contents==
=== Overview ===
In this example we introduce a timer to implement animated shooting.


#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 01|Hello World!]]
=== Line by Line Walkthrough ===
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 2|Calling it Quits]]
'''[http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/cannon.rb cannon.rb]'''
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 3|Family Values]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 04|Let There Be Widgets]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 05|Building Blocks]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 06|Building Blocks Galore!]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 07|One Thing Leads to Another]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 08|Preparing for Battle]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 09|With Cannon You Can]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 10|Smooth as Silk]]
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 11|Giving It a Shot]] (unfinished)
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 12|Hanging in the Air the Way Bricks Don't]] (unfinished)
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 13|Game Over]] (unfinished)
#[[Development/Tutorials/Qt4 Ruby Tutorial/Chapter 14|Facing the Wall]] (unfinished)


This little game doesn't look much like a modern GUI application. It uses some GUI techniques, but after you've worked through it, I recommend checking out the [http://doc.qt.nokia.com/latest/mainwindows-application.html Application] example, which presents a small GUI application with menus, tool bars, a status bar, and so on. There are quite a few very educational [http://oc.qt.nokia.com/latest/examples.html Examples]. They are all written in C++, but are easy enough to follow since the point of them is to demonstrate usage of the Qt library, not C++ features.
The '''<tt>CannonField</tt>''' now has shooting capabilities.


Right now this tutorial is hosted on my site.  I am going to be bringing it over here over the next week or so.
<code ruby>
include Math
</code>


You can currently access this tutorial at the following address:
We include '''<tt>Math</tt>''' because we need the '''<tt>sin()</tt>''' and '''<tt>cos()</tt>''' functions.


http://www.darshancomputing.com/qt4-qtruby-tutorial/
<code ruby>
@timerCount = 0


until it is fully transferred over to this wiki.
@autoShootTimer = Qt::Timer.new(self)
connect(@autoShootTimer, SIGNAL('timeout()'),
        self, SLOT('moveShot()'))


[[Category:Ruby]]
@shootAngle = 0
@shootForce = 0
</code>
 
We initialize our new private variables and connect the [http://doc.qt.nokia.com/latest/qtimer.html#timeout Qt::Timer::timeout()] signal to our '''<tt>moveShot()</tt>''' slot. We'll move the shot every time the timer times out.
 
The '''<tt>timerCount</tt>''' keeps track of the time passed since the shot was fired. The '''<tt>shootAngle</tt>''' is the cannon angle and '''<tt>shootForce</tt>''' is the cannon force when the shot was fired.
 
<code ruby>
def shoot()
  if @autoShootTimer.isActive()
    return
  end;
 
  @timerCount = 0
  @shootAngle = @currentAngle
  @shootForce = @currentForce
  @autoShootTimer.start(5)
end
</code>
 
This function shoots a shot unless a shot is in the air. The '''<tt>timerCount</tt>''' is reset to zero. The '''<tt>shootAngle</tt>''' and '''<tt>shootForce</tt>''' variables are set to the current cannon angle and force. Finally, we start the timer.
 
<code ruby>
def moveShot()
  region = Qt::Region.new(shotRect())
  @timerCount += 1
 
  shotR = shotRect()
 
  if shotR.x() > width() || shotR.y() > height()
    @autoShootTimer.stop()
  else
    region = region.unite(Qt::Region.new(shotR))
  end
  update(region)
end
</code>
 
'''<tt>moveShot()</tt>''' is the slot that moves the shot, called every 5 milliseconds when the [http://doc.qt.nokia.com/latest/qtimer.html Qt::Timer] fires.
 
Its tasks are to compute the new position, update the screen with the shot in the new position, and if necessary, stop the timer.
 
First we make a [http://doc.qt.nokia.com/latest/qregion.html Qt::Region] that holds the old '''<tt>shotRect()</tt>'''. A [http://doc.qt.nokia.com/latest/qregion.html Qt::Region] is capable of holding any sort of region, and we'll use it here to simplify the painting. '''<tt>shotRect()</tt>''' returns the rectangle where the shot is now. It is explained in detail later.
 
Then we increment the '''<tt>timerCount</tt>''', which has the effect of moving the shot one step along its trajectory.
 
Next we fetch the new shot rectangle.
 
If the shot has moved beyond the right or bottom edge of the widget we stop the timer, or we add the new '''<tt>shotRect()</tt>''' to the [http://doc.qt.nokia.com/latest/qregion.html Qt::Region].
 
Finally, we repaint the [http://doc.qt.nokia.com/latest/qregion.html Qt::Region]. This will send a single paint event for just the one or two rectangles that need updating.
 
<code ruby>
def paintEvent(event)
  painter = Qt::Painter.new(self)
 
  paintCannon(painter)
  if @autoShootTimer.isActive()
    paintShot(painter)
  end
 
  painter.end()
end
</code>
 
The paint event function has been simplified since the previous chapter. Most of the logic has been moved to the new '''<tt>paintShot()</tt>''' and '''<tt>paintCannon()</tt>''' functions.
 
<code ruby>
def paintShot(painter)
  painter.setPen(Qt::NoPen)
  painter.setBrush(Qt::Brush.new(Qt::black))
  painter.drawRect(shotRect())
end
</code>
 
This private function paints the shot by drawing a black filled rectangle.
 
We leave out the implementation of '''<tt>paintCannon()</tt>'''; it is the same as the [http://doc.qt.nokia.com/latest/qwidget.html#paintEvent Qt::Widget::paintEvent()] reimplementation from the previous chapter.
 
<code ruby>
def shotRect()
  gravity = 4.0
 
  time = @timerCount / 20.0
  velocity = @shootForce
  radians = @shootAngle * 3.14159265 / 180.0
 
  velx = velocity * cos(radians)
  vely = velocity * sin(radians)
  x0 = (@barrelRect.right() + 5.0) * cos(radians)
  y0 = (@barrelRect.right() + 5.0) * sin(radians)
  x = x0 + velx * time
  y = y0 + vely * time - 0.5 * gravity * time * time
 
  result = Qt::Rect.new(0, 0, 6, 6)
  result.moveCenter(Qt::Point.new(x.round, height() - 1 - y.round))
  return result
end
</code>
 
This private function calculates the center point of the shot and returns the enclosing rectangle of the shot. It uses the initial cannon force and angle in addition to '''<tt>timerCount</tt>''', which increases as time passes.
 
The formula used is the standard Newtonian formula for frictionless movement in a gravity field. For simplicity, we've chosen to disregard any Einsteinian effects.
 
We calculate the center point in a coordinate system where y coordinates increase upward. After we have calculated the center point, we construct a [http://doc.qt.nokia.com/latest/qrect.html Qt::Rect] with size 6 x 6 and move its center point to the point calculated above. In the same operation we convert the point into the widget's coordinate system (see [http://doc.qt.nokia.com/latest/coordsys.html The Coordinate System]).
 
'''[http://www.darshancomputing.com/qt4-qtruby-tutorial/tutorial/t11/t11.rb t11.rb]'''
 
The only addition is the <strong>Shoot</strong> button.
 
<code ruby>
shoot = Qt::PushButton.new(tr('&Shoot'))
shoot.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))
</code>
 
In the constructor we create and set up the <strong>Shoot</strong> button exactly like we did with the <strong>Quit</strong> button.
 
<code ruby>
    connect(shoot, SIGNAL('clicked()'), cannonField, SLOT('shoot()'))
</code>
 
Connects the '''<tt>clicked()</tt>''' signal of the <strong>Shoot</strong> button to the '''<tt>shoot()</tt>''' slot of the '''<tt>CannonField</tt>'''.
 
=== Running the Application ===
 
The cannon can shoot, but there's nothing to shoot at.
 
=== Exercises ===
 
Make the shot a filled circle. [Hint: [http://doc.qt.nokia.com/latest/qpainter.html#drawEllipse Qt::Painter::drawEllipse()] may help.]
 
Change the color of the cannon when a shot is in the air.

Revision as of 03:58, 31 December 2009


Development/Tutorials/Qt4 Ruby Tutorial/Chapter 11


Giving It a Shot
Tutorial Series   Qt4 Ruby Tutorial
Previous   Tutorial 10 - Smooth as Silk
What's Next   Tutorial 12 - Hanging in the Air the Way Bricks Don't
Further Reading   n/a

Giving It a Shot

Files:

Overview

In this example we introduce a timer to implement animated shooting.

Line by Line Walkthrough

cannon.rb

The CannonField now has shooting capabilities.

include Math

We include Math because we need the sin() and cos() functions.

@timerCount = 0

@autoShootTimer = Qt::Timer.new(self) connect(@autoShootTimer, SIGNAL('timeout()'),

        self, SLOT('moveShot()'))

@shootAngle = 0 @shootForce = 0

We initialize our new private variables and connect the Qt::Timer::timeout() signal to our moveShot() slot. We'll move the shot every time the timer times out.

The timerCount keeps track of the time passed since the shot was fired. The shootAngle is the cannon angle and shootForce is the cannon force when the shot was fired.

def shoot()

 if @autoShootTimer.isActive()
   return
 end;
 @timerCount = 0
 @shootAngle = @currentAngle
 @shootForce = @currentForce
 @autoShootTimer.start(5)

end

This function shoots a shot unless a shot is in the air. The timerCount is reset to zero. The shootAngle and shootForce variables are set to the current cannon angle and force. Finally, we start the timer.

def moveShot()

 region = Qt::Region.new(shotRect())
 @timerCount += 1
 shotR = shotRect()
 if shotR.x() > width() || shotR.y() > height()
   @autoShootTimer.stop()
 else
   region = region.unite(Qt::Region.new(shotR))
 end
 update(region)

end

moveShot() is the slot that moves the shot, called every 5 milliseconds when the Qt::Timer fires.

Its tasks are to compute the new position, update the screen with the shot in the new position, and if necessary, stop the timer.

First we make a Qt::Region that holds the old shotRect(). A Qt::Region is capable of holding any sort of region, and we'll use it here to simplify the painting. shotRect() returns the rectangle where the shot is now. It is explained in detail later.

Then we increment the timerCount, which has the effect of moving the shot one step along its trajectory.

Next we fetch the new shot rectangle.

If the shot has moved beyond the right or bottom edge of the widget we stop the timer, or we add the new shotRect() to the Qt::Region.

Finally, we repaint the Qt::Region. This will send a single paint event for just the one or two rectangles that need updating.

def paintEvent(event)

 painter = Qt::Painter.new(self)
 paintCannon(painter)
 if @autoShootTimer.isActive()
   paintShot(painter)
 end
 painter.end()

end

The paint event function has been simplified since the previous chapter. Most of the logic has been moved to the new paintShot() and paintCannon() functions.

def paintShot(painter)

 painter.setPen(Qt::NoPen)
 painter.setBrush(Qt::Brush.new(Qt::black))
 painter.drawRect(shotRect())

end

This private function paints the shot by drawing a black filled rectangle.

We leave out the implementation of paintCannon(); it is the same as the Qt::Widget::paintEvent() reimplementation from the previous chapter.

def shotRect()

 gravity = 4.0
 time = @timerCount / 20.0
 velocity = @shootForce
 radians = @shootAngle * 3.14159265 / 180.0
 velx = velocity * cos(radians)
 vely = velocity * sin(radians)
 x0 = (@barrelRect.right() + 5.0) * cos(radians)
 y0 = (@barrelRect.right() + 5.0) * sin(radians)
 x = x0 + velx * time
 y = y0 + vely * time - 0.5 * gravity * time * time
 result = Qt::Rect.new(0, 0, 6, 6)
 result.moveCenter(Qt::Point.new(x.round, height() - 1 - y.round))
 return result

end

This private function calculates the center point of the shot and returns the enclosing rectangle of the shot. It uses the initial cannon force and angle in addition to timerCount, which increases as time passes.

The formula used is the standard Newtonian formula for frictionless movement in a gravity field. For simplicity, we've chosen to disregard any Einsteinian effects.

We calculate the center point in a coordinate system where y coordinates increase upward. After we have calculated the center point, we construct a Qt::Rect with size 6 x 6 and move its center point to the point calculated above. In the same operation we convert the point into the widget's coordinate system (see The Coordinate System).

t11.rb

The only addition is the Shoot button.

shoot = Qt::PushButton.new(tr('&Shoot')) shoot.setFont(Qt::Font.new('Times', 18, Qt::Font::Bold))

In the constructor we create and set up the Shoot button exactly like we did with the Quit button.

   connect(shoot, SIGNAL('clicked()'), cannonField, SLOT('shoot()'))

Connects the clicked() signal of the Shoot button to the shoot() slot of the CannonField.

Running the Application

The cannon can shoot, but there's nothing to shoot at.

Exercises

Make the shot a filled circle. [Hint: Qt::Painter::drawEllipse() may help.]

Change the color of the cannon when a shot is in the air.