doc/src/examples/stickman.qdoc
author Eckhart Koeppen <eckhart.koppen@nokia.com>
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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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    \example animation/stickman
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    \title Stickman Example
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    The Stickman example shows how to animate transitions in a state machine to implement key frame 
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    animations.
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    \image stickman-example.png
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    In this example, we will write a small application which animates the joints in a skeleton and
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    projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the
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    "alive" state, he can be performing different actions defined by key frame animations. 
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    Animations are implemented as composite states. Each child state of the animation state 
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    represents a frame in the animation by setting the position of each joint in the stickman's 
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    skeleton to the positions defined for the particular frame. The frames are then bound together 
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    with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus,
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    the machine will enter the state representing the next frame in the animation immediately after
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    it has finished animating into the previous frame.
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    \image stickman-example1.png
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    The states for an animation is constructed by reading a custom animation file format and 
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    creating states that assign values to the the "position" properties of each of the nodes in the 
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    skeleton graph. 
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    \snippet examples/animation/stickman/lifecycle.cpp 1
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    The states are then bound together with signal transitions that listen to the
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    propertiesAssigned() signal.
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    \snippet examples/animation/stickman/lifecycle.cpp 2
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    The last frame state is given a transition to the first one, so that the animation will loop
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    until it is interrupted when a transition out from the animation state is taken. To get smooth 
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    animations between the different key frames, we set a default animation on the state machine. 
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    This is a parallel animation group which contains animations for all the "position" properties 
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    and will be selected by default when taking any transition that leads into a state that assigns 
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    values to these properties.
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    \snippet examples/animation/stickman/lifecycle.cpp 3
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    Several such animation states are constructed, and are placed together as children of a top 
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    level "alive" state which represents the stickman life cycle. Transitions go from the parent
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    state to the child state to ensure that each of the child states inherit them. 
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    \image stickman-example2.png
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    This saves us the effort of connect every state to every state with identical transitions. The 
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    state machine  makes sure that transitions between the key frame animations are also smooth by 
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    applying the default animation when interrupting one and starting another.
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    Finally, there is a transition out from the "alive" state and into the "dead" state. This is 
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    a custom transition type called LightningSrikesTransition which samples every second and 
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    triggers at random (one out of fifty times on average.) 
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    \snippet examples/animation/stickman/lifecycle.cpp 4
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    When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to 
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    pause for a brief period of time while the background color of the scene is white. This gives us 
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    a flash effect when the lightning strikes.
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    \snippet examples/animation/stickman/lifecycle.cpp 5
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    We start and stop a QTimer object when entering and exiting the state. Then we transition into
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    the "dead" state when the timer times out.
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    \snippet examples/animation/stickman/lifecycle.cpp 0
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    When the machine is in the "dead" state, it will be unresponsive. This is because the "dead" 
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    state has no transitions leading out.
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    \image stickman-example3.png
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*/