/******************************************************************************** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).** All rights reserved.** Contact: Nokia Corporation (qt-info@nokia.com)**** This file is part of the examples 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.****************** $QT_END_LICENSE$******************************************************************************/#ifndef BOAT_P_H#define BOAT_P_H//// W A R N I N G// -------------//// This file is not part of the Qt API. It exists purely as an// implementation detail. This header file may change from version to// version without notice, or even be removed.//// We mean it.////Own#include "bomb.h"#include "graphicsscene.h"// Qt#include <QtGui/QKeyEventTransition>static const int MAX_BOMB = 5;//These transtion test if we have to stop the boat (i.e current speed is 1)class KeyStopTransition : public QKeyEventTransition{public: KeyStopTransition(Boat *b, QEvent::Type t, int k) : QKeyEventTransition(b, t, k), boat(b), key(k) { }protected: virtual bool eventTest(QEvent *event) { if (!QKeyEventTransition::eventTest(event)) return false; return (boat->currentSpeed() == 1); }private: Boat * boat; int key;};//These transtion test if we have to move the boat (i.e current speed was 0 or another value) class KeyMoveTransition : public QKeyEventTransition{public: KeyMoveTransition(Boat *b, QEvent::Type t, int k) : QKeyEventTransition(b, t, k), boat(b), key(k) { }protected: virtual bool eventTest(QEvent *event) { if (!QKeyEventTransition::eventTest(event)) return false; return (boat->currentSpeed() >= 0); } void onTransition(QEvent *) { //We decrease the speed if needed if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right) boat->setCurrentSpeed(boat->currentSpeed() - 1); else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left) boat->setCurrentSpeed(boat->currentSpeed() - 1); else if (boat->currentSpeed() < 3) boat->setCurrentSpeed(boat->currentSpeed() + 1); boat->updateBoatMovement(); }private: Boat * boat; int key;};//This transition trigger the bombs launch class KeyLaunchTransition : public QKeyEventTransition{public: KeyLaunchTransition(Boat *boat, QEvent::Type type, int key) : QKeyEventTransition(boat, type, key), boat(boat), key(key) { }protected: virtual bool eventTest(QEvent *event) { if (!QKeyEventTransition::eventTest(event)) return false; //We have enough bomb? return (boat->bombsLaunched() < MAX_BOMB); }private: Boat * boat; int key;};//This state is describing when the boat is moving rightclass MoveStateRight : public QState{public: MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { }protected: void onEntry(QEvent *) { boat->setCurrentDirection(Boat::Right); boat->updateBoatMovement(); }private: Boat * boat;}; //This state is describing when the boat is moving leftclass MoveStateLeft : public QState{public: MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { }protected: void onEntry(QEvent *) { boat->setCurrentDirection(Boat::Left); boat->updateBoatMovement(); }private: Boat * boat;};//This state is describing when the boat is in a stand by positionclass StopState : public QState{public: StopState(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { }protected: void onEntry(QEvent *) { boat->setCurrentSpeed(0); boat->setCurrentDirection(Boat::None); boat->updateBoatMovement(); }private: Boat * boat;};//This state is describing the launch of the torpedo on the rightclass LaunchStateRight : public QState{public: LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { }protected: void onEntry(QEvent *) { Bomb *b = new Bomb(); b->setPos(boat->x()+boat->size().width(),boat->y()); GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene()); scene->addItem(b); b->launch(Bomb::Right); boat->setBombsLaunched(boat->bombsLaunched() + 1); }private: Boat * boat;};//This state is describing the launch of the torpedo on the leftclass LaunchStateLeft : public QState{public: LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat) { }protected: void onEntry(QEvent *) { Bomb *b = new Bomb(); b->setPos(boat->x() - b->size().width(), boat->y()); GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene()); scene->addItem(b); b->launch(Bomb::Left); boat->setBombsLaunched(boat->bombsLaunched() + 1); }private: Boat * boat;};#endif // BOAT_P_H