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# t14/gamebrd.cpp Example File

    /****************************************************************
    **
    ** Implementation of GameBoard class, TQt tutorial 14
    **
    ****************************************************************/

    #include "gamebrd.h"

    #include <ntqfont.h>
    #include <ntqapplication.h>
    #include <ntqlabel.h>
    #include <ntqaccel.h>
    #include <ntqpushbutton.h>
    #include <ntqlcdnumber.h>
    #include <ntqlayout.h>
    #include <ntqvbox.h>

    #include "lcdrange.h"
    #include "cannon.h"

    GameBoard::GameBoard( TQWidget *parent, const char *name )
            : TQWidget( parent, name )
    {
        TQPushButton *quit = new TQPushButton( "&Quit", this, "quit" );
        quit->setFont( TQFont( "Times", 18, TQFont::Bold ) );

        connect( quit, TQ_SIGNAL(clicked()), tqApp, TQ_SLOT(quit()) );

        LCDRange *angle  = new LCDRange( "ANGLE", this, "angle" );
        angle->setRange( 5, 70 );

        LCDRange *force  = new LCDRange( "FORCE", this, "force" );
        force->setRange( 10, 50 );

        TQVBox *box = new TQVBox( this, "cannonFrame" );
        box->setFrameStyle( TQFrame::WinPanel | TQFrame::Sunken );

        cannonField = new CannonField( box, "cannonField" );

        connect( angle, TQ_SIGNAL(valueChanged(int)),
                 cannonField, TQ_SLOT(setAngle(int)) );
        connect( cannonField, TQ_SIGNAL(angleChanged(int)),
                 angle, TQ_SLOT(setValue(int)) );

        connect( force, TQ_SIGNAL(valueChanged(int)),
                 cannonField, TQ_SLOT(setForce(int)) );
        connect( cannonField, TQ_SIGNAL(forceChanged(int)),
                 force, TQ_SLOT(setValue(int)) );

        connect( cannonField, TQ_SIGNAL(hit()),
                 this, TQ_SLOT(hit()) );
        connect( cannonField, TQ_SIGNAL(missed()),
                 this, TQ_SLOT(missed()) );

        TQPushButton *shoot = new TQPushButton( "&Shoot", this, "shoot" );
        shoot->setFont( TQFont( "Times", 18, TQFont::Bold ) );

        connect( shoot, TQ_SIGNAL(clicked()), TQ_SLOT(fire()) );

        connect( cannonField, TQ_SIGNAL(canShoot(bool)),
                 shoot, TQ_SLOT(setEnabled(bool)) );

        TQPushButton *restart
            = new TQPushButton( "&New Game", this, "newgame" );
        restart->setFont( TQFont( "Times", 18, TQFont::Bold ) );

        connect( restart, TQ_SIGNAL(clicked()), this, TQ_SLOT(newGame()) );

        hits = new TQLCDNumber( 2, this, "hits" );
        shotsLeft = new TQLCDNumber( 2, this, "shotsleft" );
        TQLabel *hitsL = new TQLabel( "HITS", this, "hitsLabel" );
        TQLabel *shotsLeftL
            = new TQLabel( "SHOTS LEFT", this, "shotsleftLabel" );

        TQAccel *accel = new TQAccel( this );
        accel->connectItem( accel->insertItem( Key_Enter ),
                            this, TQ_SLOT(fire()) );
        accel->connectItem( accel->insertItem( Key_Return ),
                            this, TQ_SLOT(fire()) );
        accel->connectItem( accel->insertItem( CTRL+Key_Q ),
                            tqApp, TQ_SLOT(quit()) );

        TQGridLayout *grid = new TQGridLayout( this, 2, 2, 10 );
        grid->addWidget( quit, 0, 0 );
        grid->addWidget( box, 1, 1 );
        grid->setColStretch( 1, 10 );

        TQVBoxLayout *leftBox = new TQVBoxLayout;
        grid->addLayout( leftBox, 1, 0 );
        leftBox->addWidget( angle );
        leftBox->addWidget( force );

        TQHBoxLayout *topBox = new TQHBoxLayout;
        grid->addLayout( topBox, 0, 1 );
        topBox->addWidget( shoot );
        topBox->addWidget( hits );
        topBox->addWidget( hitsL );
        topBox->addWidget( shotsLeft );
        topBox->addWidget( shotsLeftL );
        topBox->addStretch( 1 );
        topBox->addWidget( restart );

        angle->setValue( 60 );
        force->setValue( 25 );
        angle->setFocus();

        newGame();
    }

    void GameBoard::fire()
    {
        if ( cannonField->gameOver() || cannonField->isShooting() )
            return;
        shotsLeft->display( shotsLeft->intValue() - 1 );
        cannonField->shoot();
    }

    void GameBoard::hit()
    {
        hits->display( hits->intValue() + 1 );
        if ( shotsLeft->intValue() == 0 )
            cannonField->setGameOver();
        else
            cannonField->newTarget();
    }

    void GameBoard::missed()
    {
        if ( shotsLeft->intValue() == 0 )
            cannonField->setGameOver();
    }

    void GameBoard::newGame()
    {
        shotsLeft->display( 15 );
        hits->display( 0 );
        cannonField->restartGame();
        cannonField->newTarget();
    }