Qt 4.8: submarine.cpp Example File (demos/sub-attaq/submarine.cpp)

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# submarine.cpp Example File

demos/sub-attaq/submarine.cpp

     /****************************************************************************
     **
     ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
     ** Contact: http://www.qt-project.org/legal
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     ** This file is part of the QtCore module of the Qt Toolkit.
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     ** 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
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     ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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     ** 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
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     //Own
     #include "submarine.h"
     #include "submarine_p.h"
     #include "torpedo.h"
     #include "pixmapitem.h"
     #include "graphicsscene.h"
     #include "animationmanager.h"
     #include "qanimationstate.h"

     #include <QtCore/QPropertyAnimation>
     #include <QtCore/QStateMachine>
     #include <QtCore/QFinalState>
     #include <QtCore/QSequentialAnimationGroup>

     static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
     {
         QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
         for (int i = 1; i <= 4; ++i) {
             PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub);
             step->setZValue(6);
             step->setOpacity(0);
             QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group);
             anim->setDuration(100);
             anim->setEndValue(1);
         }
         AnimationManager::self()->registerAnimation(group);
         return group;
     }

     SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big),
         subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
     {
         setZValue(5);
         setTransformOriginPoint(boundingRect().center());

         graphicsRotation = new QGraphicsRotation(this);
         graphicsRotation->setAxis(Qt::YAxis);
         graphicsRotation->setOrigin(QVector3D(size().width()/2, size().height()/2, 0));
         QList<QGraphicsTransform *> r;
         r.append(graphicsRotation);
         setTransformations(r);

         //We setup the state machine of the submarine
         QStateMachine *machine = new QStateMachine(this);

         //This state is when the boat is moving/rotating
         QState *moving = new QState(machine);

         //This state is when the boat is moving from left to right
         MovementState *movement = new MovementState(this, moving);

         //This state is when the boat is moving from left to right
         ReturnState *rotation = new ReturnState(this, moving);

         //This is the initial state of the moving root state
         moving->setInitialState(movement);

         movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);

         //This is the initial state of the machine
         machine->setInitialState(moving);

         //End
         QFinalState *final = new QFinalState(machine);

         //If the moving animation is finished we move to the return state
         movement->addTransition(movement, SIGNAL(animationFinished()), rotation);

         //If the return animation is finished we move to the moving state
         rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);

         //This state play the destroyed animation
         QAnimationState *destroyedState = new QAnimationState(machine);
         destroyedState->setAnimation(setupDestroyAnimation(this));

         //Play a nice animation when the submarine is destroyed
         moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState);

         //Transition to final state when the destroyed animation is finished
         destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);

         //The machine has finished to be executed, then the submarine is dead
         connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));

         machine->start();
     }

     int SubMarine::points() const
     {
         return subPoints;
     }

     void SubMarine::setCurrentDirection(SubMarine::Movement direction)
     {
         if (this->direction == direction)
             return;
         if (direction == SubMarine::Right && this->direction == SubMarine::None) {
               graphicsRotation->setAngle(180);
         }
         this->direction = direction;
     }

     enum SubMarine::Movement SubMarine::currentDirection() const
     {
         return direction;
     }

     void SubMarine::setCurrentSpeed(int speed)
     {
         if (speed < 0 || speed > 3) {
             qWarning("SubMarine::setCurrentSpeed : The speed is invalid");
         }
         this->speed = speed;
         emit subMarineStateChanged();
     }

     int SubMarine::currentSpeed() const
     {
         return speed;
     }

     void SubMarine::launchTorpedo(int speed)
     {
         Torpedo * torp = new Torpedo();
         GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene());
         scene->addItem(torp);
         torp->setPos(pos());
         torp->setCurrentSpeed(speed);
         torp->launch();
     }

     void SubMarine::destroy()
     {
         emit subMarineDestroyed();
     }

     int SubMarine::type() const
     {
         return Type;
     }