/******************************************************************************** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).** All rights reserved.** Contact: Nokia Corporation (qt-info@nokia.com)**** This file is part of the QtCore module 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 Technology Preview License Agreement accompanying** this package.**** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package.**** If you have questions regarding the use of this file, please contact** Nokia at qt-info@nokia.com.****************** $QT_END_LICENSE$******************************************************************************///Own#include "graphicsscene.h"#include "states.h"#include "boat.h"#include "submarine.h"#include "torpedo.h"#include "bomb.h"#include "pixmapitem.h"#include "animationmanager.h"#include "qanimationstate.h"#include "progressitem.h"#include "textinformationitem.h"//Qt#include <QtCore/QPropertyAnimation>#include <QtCore/QSequentialAnimationGroup>#include <QtCore/QParallelAnimationGroup>#include <QtCore/QStateMachine>#include <QtCore/QFinalState>#include <QtCore/QPauseAnimation>#include <QtGui/QAction>#include <QtCore/QDir>#include <QtGui/QApplication>#include <QtGui/QMessageBox>#include <QtGui/QGraphicsView>#include <QtGui/QGraphicsSceneMouseEvent>#include <QtCore/QXmlStreamReader>GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode) : QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat){ PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode); backgroundItem->setZValue(1); backgroundItem->setPos(0,0); addItem(backgroundItem); PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode); surfaceItem->setZValue(3); surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2); addItem(surfaceItem); //The item that display score and level progressItem = new ProgressItem(backgroundItem); textInformationItem = new TextInformationItem(backgroundItem); textInformationItem->hide(); //We create the boat addItem(boat); boat->setPos(this->width()/2, sealLevel() - boat->size().height()); boat->hide(); //parse the xml that contain all data of the game QXmlStreamReader reader; QFile file(":data.xml"); file.open(QIODevice::ReadOnly); reader.setDevice(&file); LevelDescription currentLevel; while (!reader.atEnd()) { reader.readNext(); if (reader.tokenType() == QXmlStreamReader::StartElement) { if (reader.name() == "submarine") { SubmarineDescription desc; desc.name = reader.attributes().value("name").toString(); desc.points = reader.attributes().value("points").toString().toInt(); desc.type = reader.attributes().value("type").toString().toInt(); submarinesData.append(desc); } else if (reader.name() == "level") { currentLevel.id = reader.attributes().value("id").toString().toInt(); currentLevel.name = reader.attributes().value("name").toString(); } else if (reader.name() == "subinstance") { currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt())); } } else if (reader.tokenType() == QXmlStreamReader::EndElement) { if (reader.name() == "level") { levelsData.insert(currentLevel.id, currentLevel); currentLevel.submarines.clear(); } } }}qreal GraphicsScene::sealLevel() const{ return (mode == Big) ? 220 : 160;}void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction){ static const int nLetters = 10; static struct { char const *pix; qreal initX, initY; qreal destX, destY; } logoData[nLetters] = { {"s", -1000, -1000, 300, 150 }, {"u", -800, -1000, 350, 150 }, {"b", -600, -1000, 400, 120 }, {"dash", -400, -1000, 460, 150 }, {"a", 1000, 2000, 350, 250 }, {"t", 800, 2000, 400, 250 }, {"t2", 600, 2000, 430, 250 }, {"a2", 400, 2000, 465, 250 }, {"q", 200, 2000, 510, 250 }, {"excl", 0, 2000, 570, 220 } }; QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this); QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this); for (int i = 0; i < nLetters; ++i) { PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this); logo->setPos(logoData[i].initX, logoData[i].initY); logo->setZValue(i + 3); //creation of the animations for moving letters QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving); moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY)); moveAnim->setDuration(200); moveAnim->setEasingCurve(QEasingCurve::OutElastic); lettersGroupMoving->addPause(50); //creation of the animations for fading out the letters QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading); fadeAnim->setDuration(800); fadeAnim->setEndValue(0); fadeAnim->setEasingCurve(QEasingCurve::OutQuad); } QStateMachine *machine = new QStateMachine(this); //This state is when the player is playing PlayState *gameState = new PlayState(this, machine); //Final state QFinalState *final = new QFinalState(machine); //Animation when the player enter in the game QAnimationState *lettersMovingState = new QAnimationState(machine); lettersMovingState->setAnimation(lettersGroupMoving); //Animation when the welcome screen disappear QAnimationState *lettersFadingState = new QAnimationState(machine); lettersFadingState->setAnimation(lettersGroupFading); //if new game then we fade out the welcome screen and start playing lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState); lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState); //New Game is triggered then player start playing gameState->addTransition(newAction, SIGNAL(triggered()), gameState); //Wanna quit, then connect to CTRL+Q gameState->addTransition(quitAction, SIGNAL(triggered()), final); lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final); //Welcome screen is the initial state machine->setInitialState(lettersMovingState); machine->start(); //We reach the final state, then we quit connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));}void GraphicsScene::addItem(Bomb *bomb){ bombs.insert(bomb); connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished())); QGraphicsScene::addItem(bomb);}void GraphicsScene::addItem(Torpedo *torpedo){ torpedos.insert(torpedo); connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished())); QGraphicsScene::addItem(torpedo);}void GraphicsScene::addItem(SubMarine *submarine){ submarines.insert(submarine); connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished())); QGraphicsScene::addItem(submarine);}void GraphicsScene::addItem(QGraphicsItem *item){ QGraphicsScene::addItem(item);}void GraphicsScene::onBombExecutionFinished(){ Bomb *bomb = qobject_cast<Bomb *>(sender()); bombs.remove(bomb); bomb->deleteLater(); if (boat) boat->setBombsLaunched(boat->bombsLaunched() - 1);}void GraphicsScene::onTorpedoExecutionFinished(){ Torpedo *torpedo = qobject_cast<Torpedo *>(sender()); torpedos.remove(torpedo); torpedo->deleteLater();}void GraphicsScene::onSubMarineExecutionFinished(){ SubMarine *submarine = qobject_cast<SubMarine *>(sender()); submarines.remove(submarine); if (submarines.count() == 0) emit allSubMarineDestroyed(submarine->points()); else emit subMarineDestroyed(submarine->points()); submarine->deleteLater();}void GraphicsScene::clearScene(){ foreach (SubMarine *sub, submarines) { sub->destroy(); sub->deleteLater(); } foreach (Torpedo *torpedo, torpedos) { torpedo->destroy(); torpedo->deleteLater(); } foreach (Bomb *bomb, bombs) { bomb->destroy(); bomb->deleteLater(); } submarines.clear(); bombs.clear(); torpedos.clear(); AnimationManager::self()->unregisterAllAnimations(); boat->stop(); boat->hide(); boat->setEnabled(true);}