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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms
+** and conditions contained in a signed written agreement between you
+** and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example graphicsview/elasticnodes
+ \title Elastic Nodes Example
+
+ The Elastic Nodes example shows how to implement edges between nodes in a
+ graph, with basic interaction. You can click to drag a node around, and
+ zoom in and out using the mouse wheel or the keyboard. Hitting the space
+ bar will randomize the nodes. The example is also resolution independent;
+ as you zoom in, the graphics remain crisp.
+
+ \image elasticnodes-example.png
+
+ Graphics View provides the QGraphicsScene class for managing and
+ interacting with a large number of custom-made 2D graphical items derived
+ from the QGraphicsItem class, and a QGraphicsView widget for visualizing
+ the items, with support for zooming and rotation.
+
+ This example consists of a \c Node class, an \c Edge class, a \c
+ GraphWidget test, and a \c main function: the \c Node class represents
+ draggable yellow nodes in a grid, the \c Edge class represents the lines
+ between the nodes, the \c GraphWidget class represents the application
+ window, and the \c main() function creates and shows this window, and runs
+ the event loop.
+
+ \section1 Node Class Definition
+
+ The \c Node class serves three purposes:
+
+ \list
+ \li Painting a yellow gradient "ball" in two states: sunken and raised.
+ \li Managing connections to other nodes.
+ \li Calculating forces pulling and pushing the nodes in the grid.
+ \endlist
+
+ Let's start by looking at the \c Node class declaration.
+
+ \snippet graphicsview/elasticnodes/node.h 0
+
+ The \c Node class inherits QGraphicsItem, and reimplements the two
+ mandatory functions \l{QGraphicsItem::boundingRect()}{boundingRect()} and
+ \l{QGraphicsItem::paint()}{paint()} to provide its visual appearance. It
+ also reimplements \l{QGraphicsItem::shape()}{shape()} to ensure its hit
+ area has an elliptic shape (as opposed to the default bounding rectangle).
+
+ For edge management purposes, the node provides a simple API for adding
+ edges to a node, and for listing all connected edges.
+
+ The \l{QGraphicsItem::advance()}{advance()} reimplementation is called
+ whenever the scene's state advances by one step. The calculateForces()
+ function is called to calculate the forces that push and pull on this node
+ and its neighbors.
+
+ The \c Node class also reimplements
+ \l{QGraphicsItem::itemChange()}{itemChange()} to react to state changes (in
+ this case, position changes), and
+ \l{QGraphicsItem::mousePressEvent()}{mousePressEvent()} and
+ \l{QGraphicsItem::mouseReleaseEvent()}{mouseReleaseEvent()} to update the
+ item's visual appearance.
+
+ We will start reviewing the \c Node implementation by looking at its
+ constructor:
+
+ \snippet graphicsview/elasticnodes/node.cpp 0
+
+ In the constructor, we set the
+ \l{QGraphicsItem::ItemIsMovable}{ItemIsMovable} flag to allow the item to
+ move in response to mouse dragging, and
+ \l{QGraphicsItem::ItemSendsGeometryChanges}{ItemSendsGeometryChanges} to
+ enable \l{QGraphicsItem::itemChange()}{itemChange()} notifications for
+ position and transformation changes. We also enable
+ \l{QGraphicsItem::DeviceCoordinateCache}{DeviceCoordinateCache} to speed up
+ rendering performance. To ensure that the nodes are always stacked on top
+ of edges, we finally set the item's Z value to -1.
+
+ \c Node's constructor takes a \c GraphWidget pointer and stores this as a
+ member variable. We will revisit this pointer later on.
+
+ \snippet graphicsview/elasticnodes/node.cpp 1
+
+ The addEdge() function adds the input edge to a list of attached edges. The
+ edge is then adjusted so that the end points for the edge match the
+ positions of the source and destination nodes.
+
+ The edges() function simply returns the list of attached edges.
+
+ \snippet graphicsview/elasticnodes/node.cpp 2
+
+ There are two ways to move a node. The \c calculateForces() function
+ implements the elastic effect that pulls and pushes on nodes in the grid.
+ In addition, the user can directly move one node around with the mouse.
+ Because we do not want the two approaches to operate at the same time on
+ the same node, we start \c calculateForces() by checking if this \c Node is
+ the current mouse grabber item (i.e., QGraphicsScene::mouseGrabberItem()).
+ Because we need to find all neighboring (but not necessarily connected)
+ nodes, we also make sure the item is part of a scene in the first place.
+
+ \snippet graphicsview/elasticnodes/node.cpp 3
+
+ The "elastic" effect comes from an algorithm that applies pushing and
+ pulling forces. The effect is impressive, and surprisingly simple to
+ implement.
+
+ The algorithm has two steps: the first is to calculate the forces that push
+ the nodes apart, and the second is to subtract the forces that pull the
+ nodes together. First we need to find all the nodes in the graph. We call
+ QGraphicsScene::items() to find all items in the scene, and then use
+ qgraphicsitem_cast() to look for \c Node instances.
+
+ We make use of \l{QGraphicsItem::mapFromItem()}{mapFromItem()} to create a
+ temporary vector pointing from this node to each other node, in \l{The
+ Graphics View Coordinate System}{local coordinates}. We use the decomposed
+ components of this vector to determine the direction and strength of force
+ that should apply to the node. The forces accumulate for each node, and are
+ then adjusted so that the closest nodes are given the strongest force, with
+ rapid degradation when distance increases. The sum of all forces is stored
+ in \c xvel (X-velocity) and \c yvel (Y-velocity).
+
+ \snippet graphicsview/elasticnodes/node.cpp 4
+
+ The edges between the nodes represent forces that pull the nodes together.
+ By visiting each edge that is connected to this node, we can use a similar
+ approach as above to find the direction and strength of all pulling forces.
+ These forces are subtracted from \c xvel and \c yvel.
+
+ \snippet graphicsview/elasticnodes/node.cpp 5
+
+ In theory, the sum of pushing and pulling forces should stabilize to
+ precisely 0. In practice, however, they never do. To circumvent errors in
+ numerical precision, we simply force the sum of forces to be 0 when they
+ are less than 0.1.
+
+ \snippet graphicsview/elasticnodes/node.cpp 6
+
+ The final step of \c calculateForces() determines the node's new position.
+ We add the force to the node's current position. We also make sure the new
+ position stays inside of our defined boundaries. We don't actually move the
+ item in this function; that's done in a separate step, from \c advance().
+
+ \snippet graphicsview/elasticnodes/node.cpp 7
+
+ The \c advance() function updates the item's current position. It is called
+ from \c GraphWidget::timerEvent(). If the node's position changed, the
+ function returns true; otherwise false is returned.
+
+ \snippet graphicsview/elasticnodes/node.cpp 8
+
+ The \c Node's bounding rectangle is a 20x20 sized rectangle centered around
+ its origin (0, 0), adjusted by 2 units in all directions to compensate for
+ the node's outline stroke, and by 3 units down and to the right to make
+ room for a simple drop shadow.
+
+ \snippet graphicsview/elasticnodes/node.cpp 9
+
+ The shape is a simple ellipse. This ensures that you must click inside the
+ node's elliptic shape in order to drag it around. You can test this effect
+ by running the example, and zooming far in so that the nodes are very
+ large. Without reimplementing \l{QGraphicsItem::shape()}{shape()}, the
+ item's hit area would be identical to its bounding rectangle (i.e.,
+ rectangular).
+
+ \snippet graphicsview/elasticnodes/node.cpp 10
+
+ This function implements the node's painting. We start by drawing a simple
+ dark gray elliptic drop shadow at (-7, -7), that is, (3, 3) units down and
+ to the right from the top-left corner (-10, -10) of the ellipse.
+
+ We then draw an ellipse with a radial gradient fill. This fill is either
+ Qt::yellow to Qt::darkYellow when raised, or the opposite when sunken. In
+ sunken state we also shift the center and focal point by (3, 3) to
+ emphasize the impression that something has been pushed down.
+
+ Drawing filled ellipses with gradients can be quite slow, especially when
+ using complex gradients such as QRadialGradient. This is why this example
+ uses \l{QGraphicsItem::DeviceCoordinateCache}{DeviceCoordinateCache}, a
+ simple yet effective measure that prevents unnecessary redrawing.
+
+ \snippet graphicsview/elasticnodes/node.cpp 11
+
+ We reimplement \l{QGraphicsItem::itemChange()}{itemChange()} to adjust the
+ position of all connected edges, and to notify the scene that an item has
+ moved (i.e., "something has happened"). This will trigger new force
+ calculations.
+
+ This notification is the only reason why the nodes need to keep a pointer
+ back to the \c GraphWidget. Another approach could be to provide such
+ notification using a signal; in such case, \c Node would need to inherit
+ from QGraphicsObject.
+
+ \snippet graphicsview/elasticnodes/node.cpp 12
+
+ Because we have set the \l{QGraphicsItem::ItemIsMovable}{ItemIsMovable}
+ flag, we don't need to implement the logic that moves the node according to
+ mouse input; this is already provided for us. We still need to reimplement
+ the mouse press and release handlers, though, to update the nodes' visual
+ appearance (i.e., sunken or raised).
+
+ \section1 Edge Class Definition
+
+ The \c Edge class represents the arrow-lines between the nodes in this
+ example. The class is very simple: it maintains a source- and destination
+ node pointer, and provides an \c adjust() function that makes sure the line
+ starts at the position of the source, and ends at the position of the
+ destination. The edges are the only items that change continuously as
+ forces pull and push on the nodes.
+
+ Let's take a look at the class declaration:
+
+ \snippet graphicsview/elasticnodes/edge.h 0
+
+ \c Edge inherits from QGraphicsItem, as it's a simple class that has no use
+ for signals, slots, and properties (compare to QGraphicsObject).
+
+ The constructor takes two node pointers as input. Both pointers are
+ mandatory in this example. We also provide get-functions for each node.
+
+ The \c adjust() function repositions the edge, and the item also implements
+ \l{QGraphicsItem::boundingRect()}{boundingRect()} and
+ \l{QGraphicsItem::paint()}{paint()}.
+
+ We will now review its implementation.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 0
+
+ The \c Edge constructor initializes its \c arrowSize data member to 10 units;
+ this determines the size of the arrow which is drawn in
+ \l{QGraphicsItem::paint()}{paint()}.
+
+ In the constructor body, we call
+ \l{QGraphicsItem::setAcceptedMouseButtons()}{setAcceptedMouseButtons(0)}.
+ This ensures that the edge items are not considered for mouse input at all
+ (i.e., you cannot click the edges). Then, the source and destination
+ pointers are updated, this edge is registered with each node, and we call
+ \c adjust() to update this edge's start end end position.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 1
+
+ The source and destination get-functions simply return the respective
+ pointers.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 2
+
+ In \c adjust(), we define two points: \c sourcePoint, and \c destPoint,
+ pointing at the source and destination nodes' origins respectively. Each
+ point is calculated using \l{The Graphics View Coordinate System}{local
+ coordinates}.
+
+ We want the tip of the edge's arrows to point to the exact outline of the
+ nodes, as opposed to the center of the nodes. To find this point, we first
+ decompose the vector pointing from the center of the source to the center
+ of the destination node into X and Y, and then normalize the components by
+ dividing by the length of the vector. This gives us an X and Y unit delta
+ that, when multiplied by the radius of the node (which is 10), gives us the
+ offset that must be added to one point of the edge, and subtracted from the
+ other.
+
+ If the length of the vector is less than 20 (i.e., if two nodes overlap),
+ then we fix the source and destination pointer at the center of the source
+ node. In practice this case is very hard to reproduce manually, as the
+ forces between the two nodes is then at its maximum.
+
+ It's important to notice that we call
+ \l{QGraphicsItem::prepareGeometryChange()}{prepareGeometryChange()} in this
+ function. The reason is that the variables \c sourcePoint and \c destPoint
+ are used directly when painting, and they are returned from the
+ \l{QGraphicsItem::boundingRect()}{boundingRect()} reimplementation. We must
+ always call
+ \l{QGraphicsItem::prepareGeometryChange()}{prepareGeometryChange()} before
+ changing what \l{QGraphicsItem::boundingRect()}{boundingRect()} returns,
+ and before these variables can be used by
+ \l{QGraphicsItem::paint()}{paint()}, to keep Graphics View's internal
+ bookkeeping clean. It's safest to call this function once, immediately
+ before any such variable is modified.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 3
+
+ The edge's bounding rectangle is defined as the smallest rectangle that
+ includes both the start and the end point of the edge. Because we draw an
+ arrow on each edge, we also need to compensate by adjusting with half the
+ arrow size and half the pen width in all directions. The pen is used to
+ draw the outline of the arrow, and we can assume that half of the outline
+ can be drawn outside of the arrow's area, and half will be drawn inside.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 4
+
+ We start the reimplementation of \l{QGraphicsItem::paint()}{paint()} by
+ checking a few preconditions. Firstly, if either the source or destination
+ node is not set, then we return immediately; there is nothing to draw.
+
+ At the same time, we check if the length of the edge is approximately 0,
+ and if it is, then we also return.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 5
+
+ We draw the line using a pen that has round joins and caps. If you run the
+ example, zoom in and study the edge in detail, you will see that there are
+ no sharp/square edges.
+
+ \snippet graphicsview/elasticnodes/edge.cpp 6
+
+ We proceed to drawing one arrow at each end of the edge. Each arrow is
+ drawn as a polygon with a black fill. The coordinates for the arrow are
+ determined using simple trigonometry.
+
+ \section1 GraphWidget Class Definition
+
+ \c GraphWidget is a subclass of QGraphicsView, which provides the main
+ window with scrollbars.
+
+ \snippet graphicsview/elasticnodes/graphwidget.h 0
+
+ The class provides a basic constructor that initializes the scene, an \c
+ itemMoved() function to notify changes in the scene's node graph, a few
+ event handlers, a reimplementation of
+ \l{QGraphicsView::drawBackground()}{drawBackground()}, and a helper
+ function for scaling the view by using the mouse wheel or keyboard.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 0
+
+ \c GraphicsWidget's constructor creates the scene, and because most items
+ move around most of the time, it sets QGraphicsScene::NoIndex. The scene
+ then gets a fixed \l{QGraphicsScene::sceneRect}{scene rectangle}, and is
+ assigned to the \c GraphWidget view.
+
+ The view enables QGraphicsView::CacheBackground to cache rendering of its
+ static, and somewhat complex, background. Because the graph renders a close
+ collection of small items that all move around, it's unnecessary for
+ Graphics View to waste time finding accurate update regions, so we set the
+ QGraphicsView::BoundingRectViewportUpdate viewport update mode. The default
+ would work fine, but this mode is noticably faster for this example.
+
+ To improve rendering quality, we set QPainter::Antialiasing.
+
+ The transformation anchor decides how the view should scroll when you
+ transform the view, or in our case, when we zoom in or out. We have chosen
+ QGraphicsView::AnchorUnderMouse, which centers the view on the point under
+ the mouse cursor. This makes it easy to zoom towards a point in the scene
+ by moving the mouse over it, and then rolling the mouse wheel.
+
+ Finally we give the window a minimum size that matches the scene's default
+ size, and set a suitable window title.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 1
+
+ The last part of the constructor creates the grid of nodes and edges, and
+ gives each node an initial position.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 2
+
+ \c GraphWidget is notified of node movement through this \c itemMoved()
+ function. Its job is simply to restart the main timer in case it's not
+ running already. The timer is designed to stop when the graph stabilizes,
+ and start once it's unstable again.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 3
+
+ This is \c GraphWidget's key event handler. The arrow keys move the center
+ node around, the '+' and '-' keys zoom in and out by calling \c
+ scaleView(), and the enter and space keys randomize the positions of the
+ nodes. All other key events (e.g., page up and page down) are handled by
+ QGraphicsView's default implementation.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 4
+
+ The timer event handler's job is to run the whole force calculation
+ machinery as a smooth animation. Each time the timer is triggered, the
+ handler will find all nodes in the scene, and call \c
+ Node::calculateForces() on each node, one at a time. Then, in a final step
+ it will call \c Node::advance() to move all nodes to their new positions.
+ By checking the return value of \c advance(), we can decide if the grid
+ stabilized (i.e., no nodes moved). If so, we can stop the timer.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 5
+
+ In the wheel event handler, we convert the mouse wheel delta to a scale
+ factor, and pass this factor to \c scaleView(). This approach takes into
+ account the speed that the wheel is rolled. The faster you roll the mouse
+ wheel, the faster the view will zoom.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 6
+
+ The view's background is rendered in a reimplementation of
+ QGraphicsView::drawBackground(). We draw a large rectangle filled with a
+ linear gradient, add a drop shadow, and then render text on top. The text
+ is rendered twice for a simple drop-shadow effect.
+
+ This background rendering is quite expensive; this is why the view enables
+ QGraphicsView::CacheBackground.
+
+ \snippet graphicsview/elasticnodes/graphwidget.cpp 7
+
+ The \c scaleView() helper function checks that the scale factor stays
+ within certain limits (i.e., you cannot zoom too far in nor too far out),
+ and then applies this scale to the view.
+
+ \section1 The main() Function
+
+ In contrast to the complexity of the rest of this example, the \c main()
+ function is very simple: We create a QApplication instance, seed the
+ randomizer using qsrand(), and then create and show an instance of \c
+ GraphWidget. Because all nodes in the grid are moved initially, the \c
+ GraphWidget timer will start immediately after control has returned to the
+ event loop.
+*/