demos/sub-attaq/states.h
author Alex Gilkes <alex.gilkes@nokia.com>
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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file.  Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights.  These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef STATES_H
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#define STATES_H
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//Qt
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#include <QtCore/QState>
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#include <QtCore/QSignalTransition>
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#include <QtCore/QPropertyAnimation>
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#include <QtGui/QKeyEventTransition>
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#include <QtCore/QSet>
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class GraphicsScene;
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class Boat;
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class SubMarine;
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QT_BEGIN_NAMESPACE
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class QStateMachine;
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QT_END_NAMESPACE
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class PlayState : public QState
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{
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public:
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    PlayState(GraphicsScene *scene, QState *parent = 0);
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    ~PlayState();
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 protected:
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    void onEntry(QEvent *);
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private :
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    GraphicsScene *scene;
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    QStateMachine *machine;
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    int currentLevel;
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    int score;
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    QState *parallelChild;
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    friend class UpdateScoreState;
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    friend class UpdateScoreTransition;
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    friend class WinTransition;
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    friend class CustomSpaceTransition;
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    friend class WinState;
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    friend class LostState;
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    friend class LevelState;
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};
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class LevelState : public QState
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{
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public:
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    LevelState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
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protected:
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    void onEntry(QEvent *);
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private :
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    void initializeLevel();
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    GraphicsScene *scene;
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    PlayState *game;
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};
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class PauseState : public QState
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{
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public:
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    PauseState(GraphicsScene *scene, QState *parent = 0);
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protected:
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    void onEntry(QEvent *);
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    void onExit(QEvent *);
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private :
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    GraphicsScene *scene;
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    Boat *boat;
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};
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class LostState : public QState
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{
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public:
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    LostState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
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protected:
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    void onEntry(QEvent *);
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    void onExit(QEvent *);
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private :
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    GraphicsScene *scene;
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    PlayState *game;
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};
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class WinState : public QState
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{
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public:
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    WinState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
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protected:
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    void onEntry(QEvent *);
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    void onExit(QEvent *);
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private :
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    GraphicsScene *scene;
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    PlayState *game;
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};
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class UpdateScoreState : public QState
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{
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public:
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    UpdateScoreState(PlayState *game, QState *parent);
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private:
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    QPropertyAnimation *scoreAnimation;
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    PlayState *game;
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};
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//These transtion is used to update the score
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class UpdateScoreTransition : public QSignalTransition
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{
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public:
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    UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
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protected:
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    virtual bool eventTest(QEvent *event);
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private:
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    PlayState * game;
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    GraphicsScene *scene;
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};
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//These transtion test if we have won the game
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class WinTransition : public QSignalTransition
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{
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public:
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    WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
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protected:
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    virtual bool eventTest(QEvent *event);
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private:
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    PlayState * game;
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    GraphicsScene *scene;
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};
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//These transtion is true if one level has been completed and the player want to continue
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 class CustomSpaceTransition : public QKeyEventTransition
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{
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public:
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    CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key);
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protected:
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    virtual bool eventTest(QEvent *event);
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private:
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    PlayState *game;
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    int key;
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};
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#endif // STATES_H