[Kde-games-devel] Review Request: Port KNetWalk to use QGraphicsView and KGameRenderer

Parker Coates parker.coates at kdemail.net
Fri Sep 10 15:09:57 CEST 2010



> On 2010-09-06 03:02:02, Parker Coates wrote:
> > /trunk/KDE/kdegames/knetwalk/src/cell.h, line 84
> > <http://svn.reviewboard.kde.org/r/5238/diff/1/?file=35066#file35066line84>
> >
> >     Embedding a second QGraphicsRectItem inside a QGraphicsRectItem seems a bit much. Did you consider just mixing the colours in a single QGraphicsRectItem?
> 
> Brian Croom wrote:
>     I don't know how to mix the colors properly. From globals.h we have the following color values:
>     
>     const QColor LockedCellColor(0, 0, 0, 100);
>     const QColor HoveredCellColor(255, 255, 255, 30);
>     
>     How do I determine what the proper color would be to simulate HoveredCellColor being painted on top of LockedCellColor?

KColorUtils! Either mix() or overlayColors() should produce an acceptable result.


- Parker


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On 2010-09-02 22:36:16, Brian Croom wrote:
> 
> -----------------------------------------------------------
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> http://svn.reviewboard.kde.org/r/5238/
> -----------------------------------------------------------
> 
> (Updated 2010-09-02 22:36:16)
> 
> 
> Review request for KDE Games and Stefan Majewsky.
> 
> 
> Summary
> -------
> 
> As KNetWalk's use of QWidget as its graphics stack was marked in red on the porting status wiki page, and because I wanted to see if I had acquired a good enough working understanding of the QGraphicsView framework to be able to accomplish it, I decided to attempt a full port of this game. I referred to the KMines source while restructuring the code, as it has various conceptually similar elements (a grid with square cells that are activated by the user during gameplay, etc.)
> 
> Doing this required some rather invasive changes to the GUI code. In addition to switching to QGraphicsView, this patch also:
> - Removes the distinction between mouse and keyboard input modes. They now work together nicely, as they should.
> - Adds the ability to pause the game, and hide the puzzle while it is paused.
> - Cleans up code in various places and removes a number of obsolete class members that I presume to have been vestiges from before the KDE port.
> 
> My only disappointment is that switching to QGraphicsView did not get rid of the rendering artifacts that often appear when the cables are being rotated. Particularly on the cells with T-shaped cable junctions, white pixels often appear at the edge of the pixmap during the rotation animation. I would greatly appreciate any suggestions for how to avoid that happening.
> 
> 
> Diffs
> -----
> 
>   /trunk/KDE/kdegames/knetwalk/src/fielditem.cpp PRE-CREATION 
>   /trunk/KDE/kdegames/knetwalk/src/fielditem.h PRE-CREATION 
>   /trunk/KDE/kdegames/knetwalk/src/cell.cpp 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/CMakeLists.txt 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/abstractgrid.h 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/abstractgrid.cpp 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/cell.h 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/gamewidget.h PRE-CREATION 
>   /trunk/KDE/kdegames/knetwalk/src/gamewidget.cpp PRE-CREATION 
>   /trunk/KDE/kdegames/knetwalk/src/globals.h 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/knetwalk.kcfg 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/knetwalkui.rc 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/main.cpp 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/mainwindow.h 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/mainwindow.cpp 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/renderer.h 1168585 
>   /trunk/KDE/kdegames/knetwalk/src/renderer.cpp 1168585 
> 
> Diff: http://svn.reviewboard.kde.org/r/5238/diff
> 
> 
> Testing
> -------
> 
> I have come to enjoy playing this game quite a lot, and have given it considerable testing. All the usual things seem to work well including resizing, theme changes, changing difficulty level, and pausing/resuming.
> 
> 
> Thanks,
> 
> Brian
> 
>

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