author | Eckhart Koeppen <eckhart.koppen@nokia.com> |
Thu, 29 Apr 2010 15:15:16 +0300 | |
branch | RCL_3 |
changeset 16 | 4b6ee5efea19 |
parent 4 | 3b1da2848fc7 |
permissions | -rw-r--r-- |
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/**************************************************************************** |
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** |
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3b1da2848fc7
Revision: 201003
Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
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diff
changeset
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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 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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//Own |
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#include "submarine.h" |
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#include "submarine_p.h" |
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#include "torpedo.h" |
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#include "pixmapitem.h" |
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#include "graphicsscene.h" |
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#include "animationmanager.h" |
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#include "qanimationstate.h" |
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#include <QtCore/QPropertyAnimation> |
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#include <QtCore/QStateMachine> |
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#include <QtCore/QFinalState> |
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#include <QtCore/QSequentialAnimationGroup> |
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static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub) |
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{ |
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QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub); |
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for (int i = 1; i <= 4; ++i) { |
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PixmapItem *step = new PixmapItem(QString::fromLatin1("explosion/submarine/step%1").arg(i), GraphicsScene::Big, sub); |
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step->setZValue(6); |
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step->setOpacity(0); |
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QPropertyAnimation *anim = new QPropertyAnimation(step, "opacity", group); |
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anim->setDuration(100); |
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anim->setEndValue(1); |
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} |
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AnimationManager::self()->registerAnimation(group); |
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return group; |
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} |
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SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QString("submarine"), GraphicsScene::Big), |
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subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None) |
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{ |
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setZValue(5); |
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setTransformOriginPoint(boundingRect().center()); |
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graphicsRotation = new QGraphicsRotation(this); |
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graphicsRotation->setAxis(Qt::YAxis); |
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graphicsRotation->setOrigin(QVector3D(size().width()/2, size().height()/2, 0)); |
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QList<QGraphicsTransform *> r; |
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r.append(graphicsRotation); |
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setTransformations(r); |
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//We setup the state machine of the submarine |
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QStateMachine *machine = new QStateMachine(this); |
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//This state is when the boat is moving/rotating |
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QState *moving = new QState(machine); |
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//This state is when the boat is moving from left to right |
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MovementState *movement = new MovementState(this, moving); |
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//This state is when the boat is moving from left to right |
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ReturnState *rotation = new ReturnState(this, moving); |
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//This is the initial state of the moving root state |
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moving->setInitialState(movement); |
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movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving); |
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//This is the initial state of the machine |
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machine->setInitialState(moving); |
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//End |
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QFinalState *final = new QFinalState(machine); |
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//If the moving animation is finished we move to the return state |
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movement->addTransition(movement, SIGNAL(animationFinished()), rotation); |
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//If the return animation is finished we move to the moving state |
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rotation->addTransition(rotation, SIGNAL(animationFinished()), movement); |
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//This state play the destroyed animation |
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QAnimationState *destroyedState = new QAnimationState(machine); |
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destroyedState->setAnimation(setupDestroyAnimation(this)); |
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//Play a nice animation when the submarine is destroyed |
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moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState); |
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//Transition to final state when the destroyed animation is finished |
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destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final); |
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//The machine has finished to be executed, then the submarine is dead |
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connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished())); |
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machine->start(); |
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} |
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int SubMarine::points() const |
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{ |
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return subPoints; |
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} |
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void SubMarine::setCurrentDirection(SubMarine::Movement direction) |
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{ |
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if (this->direction == direction) |
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return; |
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if (direction == SubMarine::Right && this->direction == SubMarine::None) { |
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graphicsRotation->setAngle(180); |
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} |
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this->direction = direction; |
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} |
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enum SubMarine::Movement SubMarine::currentDirection() const |
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{ |
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return direction; |
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} |
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void SubMarine::setCurrentSpeed(int speed) |
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{ |
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if (speed < 0 || speed > 3) { |
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qWarning("SubMarine::setCurrentSpeed : The speed is invalid"); |
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} |
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this->speed = speed; |
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emit subMarineStateChanged(); |
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} |
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int SubMarine::currentSpeed() const |
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{ |
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return speed; |
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} |
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void SubMarine::launchTorpedo(int speed) |
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{ |
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Torpedo * torp = new Torpedo(); |
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GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene()); |
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scene->addItem(torp); |
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torp->setPos(pos()); |
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torp->setCurrentSpeed(speed); |
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torp->launch(); |
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} |
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void SubMarine::destroy() |
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{ |
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emit subMarineDestroyed(); |
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} |
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int SubMarine::type() const |
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{ |
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return Type; |
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} |