-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathgamecontroller.cpp
More file actions
545 lines (488 loc) · 20.1 KB
/
gamecontroller.cpp
File metadata and controls
545 lines (488 loc) · 20.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
#include "gamecontroller.h"
Gamecontroller::Gamecontroller(Mode mode,QGraphicsScene &scene,QObject *parent)
:scene(scene),QObject(parent),mode(mode){
markmonitorA=new QLCDNumber;
markmonitorB=new QLCDNumber;
labelA=new QLabel;
labelB=new QLabel;
rewardmonitor=new QLCDNumber;
immortal=false;
switch(mode){
case SINGLE:initSingle();break;
case DOUBLE:initDouble();break;
case AUTO:initAuto();break;
}
player=NULL;
}
void Gamecontroller::initSingle(){
rewardfood=NULL;
rewardremoved=true;
rewardtime=REWARD_INTERVAL/1000;
mark[0]=mark[1]=0;
scene.installEventFilter(this);//initialize basic data
scene.setSceneRect(-HALF_PICTURE_WIDTH,-HALF_PICTURE_HEIGHT, 600, 400);
scene.installEventFilter(this);
snakeA=new Snake(mark[0],*markmonitorA,*this,100,0);
snakeB=new Snake(mark[1],*markmonitorB,*this,INT_MIN,0,Qt::green);
scene.addItem(snakeA);//put the snake on the scene
for(int i=0;i<DEFAULT_WALL_COUNT;i++) {
wall=new Wall;
if(immortal) wall->setData(GD_Type,DEFAULT);
while(wall->boundingRect().contains(QPointF(100,0))||
wall->boundingRect().contains(QPointF(-100,0))||
wall->px+DEFAULT_WALL_WIDTH>X_MAX||
wall->py+DEFAULT_WALL_WIDTH>Y_MAX
)//if colliding with other items
wall->setPosition();//renew the position
scene.addItem(wall);
walls.push_back(wall);//deal with the walls
}
test:
food=new Food;
if(snakeA->shape().contains(snakeA->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}//if colliding with the snake
for(int i=0;i<walls.size();i++){
if(walls[i]->boundingRect().contains(walls[i]->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}//if colliding with the walls
}
scene.addItem(food);//deal with the food
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD);//time begins to flow
gametimer.start(1000);
}
void Gamecontroller::initDouble(){
rewardfood=NULL;
rewardremoved=true;
rewardtime=REWARD_INTERVAL/1000;
mark[0]=mark[1]=0;
scene.setSceneRect(-HALF_PICTURE_WIDTH,-HALF_PICTURE_HEIGHT, 600, 400);
scene.installEventFilter(this);//basic data
snakeA=new Snake(mark[0],*markmonitorA,*this,100,0);
snakeB=new Snake(mark[1],*markmonitorB,*this,-100,0,Qt::green);
scene.addItem(snakeA);
scene.addItem(snakeB);//snake
for(int i=0;i<DEFAULT_WALL_COUNT;i++) {
wall=new Wall;
if(immortal) wall->setData(GD_Type,DEFAULT);
while(wall->boundingRect().contains(QPointF(100,0))||
wall->boundingRect().contains(QPointF(-100,0))||
wall->px+DEFAULT_WALL_WIDTH>X_MAX||
wall->py+DEFAULT_WALL_WIDTH>Y_MAX
)
wall->setPosition();
scene.addItem(wall);
walls.push_back(wall);//deal with the wall
}
test:
food=new Food;
if(snakeA->shape().contains(snakeA->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
if(snakeB->shape().contains(snakeB->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
for(int i=0;i<walls.size();i++){
if(walls[i]->boundingRect().contains(walls[i]->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
}
scene.addItem(food);//deal with the food
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD);
connect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
timer[1].start(DEFAULT_PERIOD);
gametimer.start(1000);
}
void Gamecontroller::initAuto(){
rewardfood=NULL;
rewardremoved=true;
rewardtime=REWARD_INTERVAL/1000;
mark[0]=mark[1]=0;
scene.setSceneRect(-HALF_PICTURE_WIDTH,-HALF_PICTURE_HEIGHT, 600, 400);
snakeA=new Snake(mark[0],*markmonitorA,*this,100,0);
snakeB=new Snake(mark[1],*markmonitorB,*this,INT_MIN,0,Qt::green);
scene.addItem(snakeA);
snakeA->setMoveDirection(Snake::MoveUp);
test:
food=new Food;
if(snakeA->shape().contains(snakeA->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
scene.addItem(food);
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD);
gametimer.start(1000);
}
void Gamecontroller::countdown(){
rewardmonitor->display(rewardtime);
if(rewardtime>0) rewardtime--;
else rewardtime=REWARD_INTERVAL/1000;
}
void Gamecontroller::switchimmortalMode(){
immortal=immortal?false:true;
for(int i=0;i<walls.size();i++)
if(walls[i]->data(GD_Type)==WALL)
walls[i]->setData(GD_Type,DEFAULT);
else walls[i]->setData(GD_Type,WALL);//let the wall become invalid
}
void Gamecontroller::SnakeAteFood(Snake *snake,Food *food){
if(food->data(GD_Type)==REWARD)
disconnect(&rewardtimer,&QTimer::timeout,this,&Gamecontroller::removeReward);
scene.removeItem(food);//stop counting down and remove the food
switch(food->FunctionOfFood){//give the snake special effects accordingly
case Food::NOFUNCTION:
snake->growing++;snake->score++;snake->monitor.display(snake->score);
break;
case Food::GETMORESCORE:
snake->growing+=2;snake->score+=2;snake->monitor.display(snake->score);
break;
case Food::TRANSPANRENT:
snake->effect=Snake::THROUGHWALL;
snake->growing++;snake->score+=2;snake->monitor.display(snake->score);
snake->ColorOfSnake=Qt::gray;
if(snake==this->snakeA){//make the snake gray and begin to count down
connect(specialtimer,&QTimer::timeout,this,&Gamecontroller::resetSnakeAColor);
connect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
specialtimer->start(SPECIAL_INTERVAL);
}else {
connect(specialtimer+1,&QTimer::timeout,this,&Gamecontroller::resetSnakeBColor);
specialtimer[1].start(SPECIAL_INTERVAL);
connect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
}
break;
case Food::ACCELERATE:
snake->effect=Snake::SPEEDUP;
snake->growing++;snake->score+=2;snake->monitor.display(snake->score);
if(snake==this->snakeA){//make the snake begin to accelerate
disconnect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD/2);
connect(specialtimer,&QTimer::timeout,this,&Gamecontroller::resetSnakeASpeed);
connect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
specialtimer->start(SPECIAL_INTERVAL);
}else {
disconnect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
connect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
timer[1].start(DEFAULT_PERIOD/2);
connect(specialtimer+1,&QTimer::timeout,this,&Gamecontroller::resetSnakeBSpeed);
connect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
specialtimer[1].start(SPECIAL_INTERVAL);
}
break;
case Food::SLOWDOWN:
snake->effect=Snake::SLOWDOWN;
snake->growing++;snake->score+=2;snake->monitor.display(snake->score);
if(snake==this->snakeA){//make the snake slow down
disconnect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD*2);
connect(specialtimer,&QTimer::timeout,this,&Gamecontroller::resetSnakeASpeed);
connect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
specialtimer->start(SPECIAL_INTERVAL);
}else {
disconnect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
connect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
timer[1].start(DEFAULT_PERIOD*2);
connect(specialtimer+1,&QTimer::timeout,this,&Gamecontroller::resetSnakeBSpeed);
connect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
specialtimer[1].start(SPECIAL_INTERVAL);
}
break;
case Food::BACKWARD:
snake->growing++;snake->score+=2;snake->monitor.display(snake->score);
snake->moveBackward();
break;
case Food::RANDOMMOVE:
snake->growing++;snake->score+=2;snake->monitor.display(snake->score);
test://avoid colliding with the wall
QPoint newPos=QPoint((rand()%60-30)*10,(rand()%40-20)*10);
for(int i=0;i<DEFAULT_WALL_COUNT;i++)
if(walls[i]->contains(newPos)) {goto test;}
snake->randommove(newPos);
}
if(food->data(GD_Type)==FOOD){
delete food;
initNewFood();
}
else {
delete food;
rewardremoved=true;
//food=0;
}
}
void Gamecontroller::stopGame(){
disconnect(&rewardtimer,&QTimer::timeout,this,&Gamecontroller::removeReward);
disconnect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
switch(snakeA->effect){//deal with the special effects
case Snake::SLOWDOWN:case Snake::SPEEDUP:
disconnect(specialtimer,&QTimer::timeout,this,&Gamecontroller::resetSnakeASpeed);
break;
case Snake::THROUGHWALL:
disconnect(specialtimer,&QTimer::timeout,this,&Gamecontroller::resetSnakeAColor);
}
snakeA->effect=Snake::NOEFFECT;
if(mode==DOUBLE)
switch(snakeB->effect){
case Snake::SLOWDOWN:case Snake::SPEEDUP:
disconnect(specialtimer+1,&QTimer::timeout,this,&Gamecontroller::resetSnakeBSpeed);
break;
case Snake::THROUGHWALL:
disconnect(specialtimer+1,&QTimer::timeout,this,&Gamecontroller::resetSnakeBColor);
}
snakeB->effect=Snake::NOEFFECT;
}
void Gamecontroller::restartGame(){
snakeA->alive=true;
snakeA->reshape();
if(!snakeA->scene()) scene.addItem(snakeA);
if(mode==DOUBLE){
snakeB->alive=true;
snakeB->reshape();
snakeB->ColorOfSnake=Qt::green;
snakeB->setPos(snakeB->PosOfSnake=QPoint(-100,0));
if(!snakeB->scene()) scene.addItem(snakeB);
}
scene.removeItem(food);delete food;
if(!rewardremoved) {
rewardremoved=true;
scene.removeItem(rewardfood);
delete rewardfood;
}
mark[0]=mark[1]=rewardtime=0;
markmonitorA->display(mark[0]);
markmonitorB->display(mark[1]);
rewardmonitor->display(rewardtime);//initialize the data and items as before
if(mode!=AUTO)
for(int i=0;i<walls.size();i++){
scene.removeItem(walls[i]);
delete walls[i];
walls[i]=new Wall;
if(immortal) walls[i]->setData(GD_Type,DEFAULT);
while(walls[i]->boundingRect().contains(QPointF(100,0))||
walls[i]->boundingRect().contains(QPointF(-100,0))||
walls[i]->px+DEFAULT_WALL_WIDTH>X_MAX||
walls[i]->py+DEFAULT_WALL_WIDTH>Y_MAX
)
walls[i]->setPosition();
scene.addItem(walls[i]);
}
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD);
if(mode==DOUBLE){
connect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
timer[1].start(DEFAULT_PERIOD);
}
test:
food=new Food;
if(snakeA->shape().contains(snakeA->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
if(mode==DOUBLE&&snakeB->shape().contains(snakeB->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
for(int i=0;i<walls.size();i++)
if(walls[i]->boundingRect().contains(walls[i]->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
scene.addItem(food);
}
void Gamecontroller::newGame(){
disconnect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
if(mode==DOUBLE)
disconnect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
stopGame();
restartGame();
}
void Gamecontroller::playBGM(){
if(!player){
player=new QMediaPlayer;
list.clear();
list.addMedia(QUrl::fromLocalFile("bgm1.mp3"));
list.setPlaybackMode(QMediaPlaylist::CurrentItemInLoop);
player->setPlaylist(&list);
player->play();
}else {delete player;player=NULL;}
}
void Gamecontroller::askforName(QDialog *dialog){
QLabel *label=new QLabel(dialog);//initialize the dialog and other QObject
label->setText("Please tell us your name:");
label->setGeometry(150,100,300,40);
QLineEdit *ed=new QLineEdit(dialog);
namerecorder=ed;
ed->setGeometry(150,150,300,40);
QPushButton *button_sure=new QPushButton(dialog);
button_sure->setGeometry(150,200,120,40);
button_sure->setText(tr("确定"));
connect(button_sure,&QPushButton::clicked,this,&Gamecontroller::getPlayerName);
QPushButton *button_exit=new QPushButton(dialog);
button_exit->setGeometry(300,200,120,40);
button_exit->setText(tr("取消"));
connect(button_exit,&QPushButton::clicked,this,&Gamecontroller::endGame);
dialog->resize(600,450);
dialog->show();
}
void Gamecontroller::getPlayerName(){
ifstream fin;
fin.open("PlayerName.txt");
string str=namerecorder->text().toStdString();//initialize new record
int newplayermark=mark[0];
string time=QDateTime::currentDateTime().toString("yyyy-MM-dd,hh:mm:ss").toStdString();
string newrecord="\t"+str+"\t"+time;
string line[DEFAULT_RECORDNUM];
int playermarks[DEFAULT_RECORDNUM];
for(int i=0;i<DEFAULT_RECORDNUM;i++){//decide whether the new record should be recorded into the file
fin>>playermarks[i];
getline(fin,line[i],'\n');
if(newplayermark>playermarks[i]) {//compare the new record with old ones
std::swap(newplayermark,playermarks[i]);
std::swap(newrecord,line[i]);
}
}
ofstream fout;
fout.open("PlayerName.txt");//rewrite the left record into the file
for(int i=0;i<DEFAULT_RECORDNUM;i++){
fout<<playermarks[i]<<line[i]<<"\n";
}
fout.close();
exit(0);
}
void Gamecontroller::gameover(Snake *snake){
if(mode==SINGLE||mode==AUTO) {
disconnect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
stopGame();
if (QMessageBox::Yes == QMessageBox::information(NULL,
"Game Over", "Again?",
QMessageBox::Yes | QMessageBox::No,
QMessageBox::Yes)) {
scene.removeItem(snake);
restartGame();
} else {
dialog=new QDialog;
askforName(dialog);
//exit(0);
}
}
else{
snake->alive=false;
if(snake==snakeA){
scene.removeItem(snakeA);//deal with dead snake respectively
disconnect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
}
else{
scene.removeItem(snakeB);
disconnect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
}
if(!(snakeA->alive)&&!(snakeB->alive)) {
stopGame();
if(QMessageBox::Yes == QMessageBox::information(NULL,
"Game Over", "Again?",
QMessageBox::Yes | QMessageBox::No,
QMessageBox::Yes)) {
restartGame();
} else exit(0);
}
}
}
void Gamecontroller::handlekeyPress(QKeyEvent *event){
switch (event->key()) {
case Qt::Key_Left:
snakeA->setMoveDirection(Snake::MoveLeft);
break;
case Qt::Key_Right:
snakeA->setMoveDirection(Snake::MoveRight);
break;
case Qt::Key_Up:
snakeA->setMoveDirection(Snake::MoveUp);
break;
case Qt::Key_Down:
snakeA->setMoveDirection(Snake::MoveDown);
break;
case Qt::Key_A:
snakeB->setMoveDirection(Snake::MoveLeft);
break;
case Qt::Key_D:
snakeB->setMoveDirection(Snake::MoveRight);
break;
case Qt::Key_W:
snakeB->setMoveDirection(Snake::MoveUp);
break;
case Qt::Key_S:
snakeB->setMoveDirection(Snake::MoveDown);
break;
case Qt::Key_Space:
snakeA->setMoveDirection(Snake::MoveDown);
}
}
void Gamecontroller::initNewFood(){
test:
food=new Food;//init food,avoiding colliding items
if(snakeA->shape().contains(snakeA->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
if(mode==DOUBLE&&snakeB->shape().contains(snakeB->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
for(int i=0;i<walls.size();i++)
if(walls[i]->boundingRect().contains(walls[i]->mapFromScene(QPointF(food->px+5,food->py+5))))
{delete food;goto test;}
scene.addItem(food);
if(rewardremoved&&snakeA->effect==Snake::NOEFFECT&&snakeB->effect==Snake::NOEFFECT)
initReward();
}
void Gamecontroller::initReward(){
if((rand()%10)>5&&mode!=AUTO) {
rewardremoved=false;
test:
rewardfood=new Food(REWARD);//avoid collidings
if(snakeA->shape().contains(snakeA->mapFromScene(QPointF(rewardfood->px+5,rewardfood->py+5))))
{delete rewardfood;goto test;}
if(mode==DOUBLE&&snakeB->shape().contains(snakeB->mapFromScene(QPointF(rewardfood->px+5,rewardfood->py+5))))
{delete rewardfood;goto test;}
for(int i=0;i<walls.size();i++)
if(walls[i]->boundingRect().contains(walls[i]->mapFromScene(QPointF(rewardfood->px+5,rewardfood->py+5))))
{delete rewardfood;goto test;}
scene.addItem(rewardfood);
connect(&rewardtimer,&QTimer::timeout,this,&Gamecontroller::removeReward);
rewardtimer.start(REWARD_INTERVAL);
}
}
void Gamecontroller::removeReward(){
if(!rewardremoved){
disconnect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
rewardmonitor->display(0);
scene.removeItem(rewardfood);
delete rewardfood;
rewardremoved=true;
}
}
void Gamecontroller::resetSnakeAColor(){
snakeA->effect=Snake::NOEFFECT;
disconnect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
rewardtime=REWARD_INTERVAL/1000;
rewardmonitor->display(0);
snakeA->ColorOfSnake=Qt::red;
}
void Gamecontroller::resetSnakeBColor(){
snakeB->effect=Snake::NOEFFECT;
disconnect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
rewardtime=REWARD_INTERVAL/1000;
rewardmonitor->display(0);
snakeB->ColorOfSnake=Qt::green;
}
void Gamecontroller::resetSnakeASpeed(){
snakeA->effect=Snake::NOEFFECT;
disconnect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
rewardmonitor->display(0);
disconnect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
connect(timer,&QTimer::timeout,this,&Gamecontroller::SnakeAAdvance);
timer->start(DEFAULT_PERIOD);
rewardtime=REWARD_INTERVAL/1000;
}
void Gamecontroller::resetSnakeBSpeed(){
snakeB->effect=Snake::NOEFFECT;
disconnect(&gametimer,&QTimer::timeout,this,&Gamecontroller::countdown);
rewardmonitor->display(0);
disconnect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
connect(timer+1,&QTimer::timeout,this,&Gamecontroller::SnakeBAdvance);
timer[1].start(DEFAULT_PERIOD);
rewardtime=REWARD_INTERVAL/1000;
}
bool Gamecontroller::eventFilter(QObject *object, QEvent *event){
if (event->type() == QEvent::KeyPress) {//mainly deal with keyboard events
handlekeyPress((QKeyEvent *)event);
return true;
} else {
return QObject::eventFilter(object, event);
}
}