author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Thu, 08 Apr 2010 14:19:33 +0300 | |
branch | RCL_3 |
changeset 7 | 3f74d0d4af4c |
permissions | -rw-r--r-- |
7
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/**************************************************************************** |
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** |
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** Copyright (C) 2010 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 documentation 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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|
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/*! |
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\example statemachine/rogue |
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\title Rogue Example |
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|
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The Rogue example shows how to use the Qt state machine for event |
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handling. |
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|
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\image rogue-example.png |
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|
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This example implements a simple text based game. Do you see the |
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\c{@} in the screenshot? That's you, the rogue. The \c{#} |
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characters are walls, and the dots represent floor. In a real |
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game, other ASCII characters would represent all kinds of objects |
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and creatures, for instance, ancient dragons (\c{D}s) or food |
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rations (\c{%}s). But let's not get carried away. In this game, |
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the rogue is simply running around in an empty room. |
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|
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The rogue is moved with the keypad (2, 4, 8, 6). That aside, we |
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have implemented a \c quit command that triggers if the player |
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types \c {q}. The player is then asked if he/she really wants to |
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quit. |
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|
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Most games have commands that need more than one key press (we |
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think of consecutive presses, i.e., not of several keys being |
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pressed at the same time). In this game, only the \c quit command |
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falls under this category, but for the sake of argument, let's |
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imagine a fully-fledged game with a rich set of commands. If we |
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were to implement these by catching key events in |
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\l{QWidget::}{keyPressEvent()}, we would have to keep a lot of |
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class member variables to track the sequence of keys already typed |
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(or find some other way of deducing the current state of a |
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command). This can easily lead to spaghetti, which is--as we all |
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well know, I'm sure--unpleasant. With a state machine, on the |
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other hand, separate states can wait for a single key press, and |
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that makes our lives a lot simpler. |
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|
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The example consists of two classes: |
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|
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\list |
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\o \c Window draws the text display of the game and sets |
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up the state machine. The window also has a status bar |
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above the area in which the rouge moves. |
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\o \c MovementTransition is a transition that carries out |
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a single move of the rogue. |
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\endlist |
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87 |
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Before we embark on a code walkthrough, it is necessary to take a |
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89 |
closer look at the design of the machine. Here is a state chart |
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90 |
that shows what we want to achieve: |
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91 |
|
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92 |
\image rogue-statechart.png |
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93 |
|
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94 |
The input state waits for a key press to start a new command. |
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95 |
When receiving a key it recognizes, it transitions to one of the |
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96 |
two commands of the game; though, as we will see, movement is |
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97 |
handled by the transition itself. The quit state waits for the |
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98 |
player to answer yes or no (by typing \c y or \c n) when asked |
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99 |
whether he/she really wants to quit the game. |
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100 |
|
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101 |
The chart demonstrates how we use one state to wait for a single |
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102 |
key press. The press received may trigger one of the transitions |
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103 |
connected to the state. |
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104 |
|
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105 |
\section1 Window Class Definition |
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106 |
|
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107 |
The \c Window class is a widget that draws the text display of the |
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108 |
game. It also sets up the state machine, i.e., creates and |
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109 |
connects the states in the machine. It is the key events from this |
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110 |
widget that are used by the machine. |
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111 |
|
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112 |
\snippet examples/statemachine/rogue/window.h 0 |
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113 |
|
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114 |
\c Direction specifies the direction in which the rogue is to |
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115 |
move. We use this in \c movePlayer(), which moves the rogue and |
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116 |
repaints the window. The game has a status line above the area in |
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117 |
which the rogue moves. The \c status property contains the text of |
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118 |
this line. We use a property because the QState class allows |
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119 |
setting any Qt \l{Qt's Property System}{property} when entered. |
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120 |
|
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121 |
|
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122 |
\snippet examples/statemachine/rogue/window.h 1 |
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123 |
|
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124 |
The \c map is an array with the characters that are currently |
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125 |
displayed. We set up the array in \c setupMap(), and update it |
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126 |
when the rogue is moved. \c pX and \c pY is the current position |
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127 |
of the rogue. \c WIDTH and \c HEIGHT are macros specifying the |
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128 |
dimensions of the map. |
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129 |
|
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130 |
The \c paintEvent() function is left out of this walkthrough. We |
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131 |
also do not discuss other code that does not concern the state |
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132 |
machine (the \c setupMap(), \c status(), \c setStatus(), \c |
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133 |
movePlayer(), and \c sizeHint() functions). If you wish to take a |
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134 |
look at the code, click on the link for the \c window.cpp file at |
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135 |
the top of this page. |
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136 |
|
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137 |
\section1 Window Class Implementation |
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138 |
|
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139 |
Here is the constructor of \c Window: |
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140 |
|
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141 |
\snippet examples/statemachine/rogue/window.cpp 0 |
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142 |
\dots |
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143 |
\snippet examples/statemachine/rogue/window.cpp 1 |
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144 |
|
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145 |
The player starts off at position (5, 5). We then set up the map |
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146 |
and statemachine. Let's proceed with the \c buildMachine() |
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147 |
function: |
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148 |
|
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149 |
\snippet examples/statemachine/rogue/window.cpp 2 |
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150 |
|
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151 |
We enter \c inputState when the machine is started and from the \c |
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152 |
quitState if the user wants to continue playing. We then set the |
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153 |
status to a helpful reminder of how to play the game. |
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154 |
|
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155 |
First, the \c Movement transition is added to the input state. |
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156 |
This will enable the rogue to be moved with the keypad. Notice |
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157 |
that we don't set a target state for the movement transition. This |
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158 |
will cause the transition to be triggered (and the |
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159 |
\l{QAbstractTransition::}{onTransition()} function to be invoked), |
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160 |
but the machine will not leave the \c inputState. If we had set \c |
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161 |
inputState as the target state, we would first have left and then |
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162 |
entered the \c inputState again. |
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163 |
|
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164 |
\snippet examples/statemachine/rogue/window.cpp 3 |
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165 |
|
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166 |
When we enter \c quitState, we update the status bar of the |
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167 |
window. |
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168 |
|
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169 |
\c QKeyEventTransition is a utility class that removes the hassle |
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170 |
of implementing transitions for \l{QKeyEvent}s. We simply need to |
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171 |
specify the key on which the transition should trigger and the |
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172 |
target state of the transition. |
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173 |
|
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174 |
\snippet examples/statemachine/rogue/window.cpp 4 |
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175 |
|
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176 |
The transition from \c inputState allows triggering the quit state |
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when the player types \c {q}. |
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\snippet examples/statemachine/rogue/window.cpp 5 |
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The machine is set up, so it's time to start it. |
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\section1 The MovementTransition Class |
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\c MovementTransition is triggered when the player request the |
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rogue to be moved (by typing 2, 4, 6, or 8) when the machine is in |
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the \c inputState. |
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\snippet examples/statemachine/rogue/movementtransition.h 0 |
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In the constructor, we tell QEventTransition to only send |
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\l{QEvent::}{KeyPress} events to the |
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\l{QAbstractTransition::}{eventTest()} function: |
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\snippet examples/statemachine/rogue/movementtransition.h 1 |
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The KeyPress events come wrapped in \l{QStateMachine::WrappedEvent}s. \c event |
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must be confirmed to be a wrapped event because Qt uses other |
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events internally. After that, it is simply a matter of checking |
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which key has been pressed. |
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Let's move on to the \c onTransition() function: |
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\snippet examples/statemachine/rogue/movementtransition.h 2 |
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When \c onTransition() is invoked, we know that we have a |
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\l{QEvent::}{KeyPress} event with 2, 4, 6, or 8, i.e., the event |
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is already unwrapped. |
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\section1 The Roguelike Tradition |
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You might have been wondering why the game features a rogue. Well, |
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these kinds of text based dungeon exploration games date back to a |
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game called, yes, "Rogue". Although outflanked by the technology |
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of modern 3D computer games, roguelikes have a solid community of |
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hard-core, devoted followers. |
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Playing these games can be surprisingly addictive (despite the |
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lack of graphics). Angband, the perhaps most well-known rougelike, |
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is found here: \l{http://rephial.org/}. |
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*/ |
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