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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "gameitem.h"
+
+#include <QGraphicsScene>
+#include <QDebug>
+
+GameItem::GameItem(QObject *parent) : QObject(parent)
+{
+}
+
+QPointF GameItem::tryMove(const QPointF &requestedPosition, QLineF *collidedLine,
+ QGraphicsItem **collidedItem) const
+{
+ QLineF movementPath(pos(), requestedPosition);
+
+ qreal cannonLength = 0.0;
+ {
+ QPointF p1 = boundingRect().center();
+ QPointF p2 = QPointF(boundingRect().right() + 10.0, p1.y());
+
+ cannonLength = QLineF(mapToScene(p1), mapToScene(p2)).length();
+ }
+
+ movementPath.setLength(movementPath.length() + cannonLength);
+
+ QRectF boundingRectPath(QPointF(qMin(movementPath.x1(), movementPath.x2()), qMin(movementPath.y1(), movementPath.y2())),
+ QPointF(qMax(movementPath.x1(), movementPath.x2()), qMax(movementPath.y1(), movementPath.y2())));
+
+ QList<QGraphicsItem *> itemsInRect = scene()->items(boundingRectPath, Qt::IntersectsItemBoundingRect);
+
+ QPointF nextPoint = requestedPosition;
+ QRectF sceneRect = scene()->sceneRect();
+
+ foreach (QGraphicsItem *item, itemsInRect) {
+ if (item == static_cast<const QGraphicsItem *>(this))
+ continue;
+
+ QPolygonF mappedBoundingRect = item->mapToScene(item->boundingRect());
+ for (int i=0; i<mappedBoundingRect.size(); ++i) {
+ QPointF p1 = mappedBoundingRect.at(i == 0 ? mappedBoundingRect.size()-1 : i-1);
+ QPointF p2 = mappedBoundingRect.at(i);
+
+ QLineF rectLine(p1, p2);
+ QPointF intersectionPoint;
+ QLineF::IntersectType intersectType = movementPath.intersect(rectLine, &intersectionPoint);
+
+ if (intersectType == QLineF::BoundedIntersection) {
+ movementPath.setP2(intersectionPoint);
+ movementPath.setLength(movementPath.length() - cannonLength);
+ nextPoint = movementPath.p2();
+
+ if (collidedLine != 0)
+ *collidedLine = rectLine;
+
+ if (collidedItem != 0)
+ *collidedItem = item;
+ }
+ }
+ }
+
+
+ // Don't go outside of map
+ if (nextPoint.x() < sceneRect.left()) {
+ nextPoint.rx() = sceneRect.left();
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().topLeft(), scene()->sceneRect().bottomLeft());
+ }
+
+ if (nextPoint.x() > sceneRect.right()) {
+ nextPoint.rx() = sceneRect.right();
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().topRight(), scene()->sceneRect().bottomRight());
+ }
+
+ if (nextPoint.y() < sceneRect.top()) {
+ nextPoint.ry() = sceneRect.top();
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().topLeft(), scene()->sceneRect().topRight());
+ }
+
+ if (nextPoint.y() > sceneRect.bottom()) {
+ nextPoint.ry() = sceneRect.bottom();
+ if (collidedLine != 0)
+ *collidedLine = QLineF(scene()->sceneRect().bottomLeft(), scene()->sceneRect().bottomRight());
+ }
+
+ return nextPoint;
+}
+