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Breadcrumbs go here --> </ul> </div> <div class="toolbuttons toolblock"> <ul> <li id="smallA" class="t_button">A</li> <li id="medA" class="t_button active">A</li> <li id="bigA" class="t_button">A</li> <li id="print" class="t_button"><a href="javascript:this.print();"> <span>Print</span></a></li> </ul> </div> </div> <div class="content mainContent"> <h1 class="title">submarine.cpp Example File</h1> <span class="small-subtitle">demos/sub-attaq/submarine.cpp</span> <!-- $$$demos/sub-attaq/submarine.cpp-description --> <div class="descr"> <a name="details"></a> <pre class="cpp"> <span class="comment">/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** 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, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/</span> <span class="comment">//Own</span> <span class="preprocessor">#include "submarine.h"</span> <span class="preprocessor">#include "submarine_p.h"</span> <span class="preprocessor">#include "torpedo.h"</span> <span class="preprocessor">#include "pixmapitem.h"</span> <span class="preprocessor">#include "graphicsscene.h"</span> <span class="preprocessor">#include "animationmanager.h"</span> <span class="preprocessor">#include "qanimationstate.h"</span> <span class="preprocessor">#include <QtCore/QPropertyAnimation></span> <span class="preprocessor">#include <QtCore/QStateMachine></span> <span class="preprocessor">#include <QtCore/QFinalState></span> <span class="preprocessor">#include <QtCore/QSequentialAnimationGroup></span> <span class="keyword">static</span> <span class="type"><a href="qabstractanimation.html">QAbstractAnimation</a></span> <span class="operator">*</span>setupDestroyAnimation(SubMarine <span class="operator">*</span>sub) { <span class="type"><a href="qsequentialanimationgroup.html">QSequentialAnimationGroup</a></span> <span class="operator">*</span>group <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qsequentialanimationgroup.html">QSequentialAnimationGroup</a></span>(sub); <span class="keyword">for</span> (<span class="type">int</span> i <span class="operator">=</span> <span class="number">1</span>; i <span class="operator"><</span><span class="operator">=</span> <span class="number">4</span>; <span class="operator">+</span><span class="operator">+</span>i) { PixmapItem <span class="operator">*</span>step <span class="operator">=</span> <span class="keyword">new</span> PixmapItem(<span class="type"><a href="qstring.html">QString</a></span><span class="operator">::</span>fromLatin1(<span class="string">"explosion/submarine/step%1"</span>)<span class="operator">.</span>arg(i)<span class="operator">,</span> GraphicsScene<span class="operator">::</span>Big<span class="operator">,</span> sub); step<span class="operator">-</span><span class="operator">></span>setZValue(<span class="number">6</span>); step<span class="operator">-</span><span class="operator">></span>setOpacity(<span class="number">0</span>); <span class="type"><a href="qpropertyanimation.html">QPropertyAnimation</a></span> <span class="operator">*</span>anim <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qpropertyanimation.html">QPropertyAnimation</a></span>(step<span class="operator">,</span> <span class="string">"opacity"</span><span class="operator">,</span> group); anim<span class="operator">-</span><span class="operator">></span>setDuration(<span class="number">100</span>); anim<span class="operator">-</span><span class="operator">></span>setEndValue(<span class="number">1</span>); } AnimationManager<span class="operator">::</span>self()<span class="operator">-</span><span class="operator">></span>registerAnimation(group); <span class="keyword">return</span> group; } SubMarine<span class="operator">::</span>SubMarine(<span class="type">int</span> type<span class="operator">,</span> <span class="keyword">const</span> <span class="type"><a href="qstring.html">QString</a></span> <span class="operator">&</span>name<span class="operator">,</span> <span class="type">int</span> points) : PixmapItem(<span class="type"><a href="qstring.html">QString</a></span>(<span class="string">"submarine"</span>)<span class="operator">,</span> GraphicsScene<span class="operator">::</span>Big)<span class="operator">,</span> subType(type)<span class="operator">,</span> subName(name)<span class="operator">,</span> subPoints(points)<span class="operator">,</span> speed(<span class="number">0</span>)<span class="operator">,</span> direction(SubMarine<span class="operator">::</span>None) { setZValue(<span class="number">5</span>); setTransformOriginPoint(boundingRect()<span class="operator">.</span>center()); graphicsRotation <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qgraphicsrotation.html">QGraphicsRotation</a></span>(<span class="keyword">this</span>); graphicsRotation<span class="operator">-</span><span class="operator">></span>setAxis(<span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>YAxis); graphicsRotation<span class="operator">-</span><span class="operator">></span>setOrigin(QVector3D(size()<span class="operator">.</span>width()<span class="operator">/</span><span class="number">2</span><span class="operator">,</span> size()<span class="operator">.</span>height()<span class="operator">/</span><span class="number">2</span><span class="operator">,</span> <span class="number">0</span>)); <span class="type"><a href="qlist.html">QList</a></span><span class="operator"><</span><span class="type"><a href="qgraphicstransform.html">QGraphicsTransform</a></span> <span class="operator">*</span><span class="operator">></span> r; r<span class="operator">.</span>append(graphicsRotation); setTransformations(r); <span class="comment">//We setup the state machine of the submarine</span> <span class="type"><a href="qstatemachine.html">QStateMachine</a></span> <span class="operator">*</span>machine <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qstatemachine.html">QStateMachine</a></span>(<span class="keyword">this</span>); <span class="comment">//This state is when the boat is moving/rotating</span> <span class="type"><a href="qstate.html">QState</a></span> <span class="operator">*</span>moving <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qstate.html">QState</a></span>(machine); <span class="comment">//This state is when the boat is moving from left to right</span> MovementState <span class="operator">*</span>movement <span class="operator">=</span> <span class="keyword">new</span> MovementState(<span class="keyword">this</span><span class="operator">,</span> moving); <span class="comment">//This state is when the boat is moving from left to right</span> ReturnState <span class="operator">*</span>rotation <span class="operator">=</span> <span class="keyword">new</span> ReturnState(<span class="keyword">this</span><span class="operator">,</span> moving); <span class="comment">//This is the initial state of the moving root state</span> moving<span class="operator">-</span><span class="operator">></span>setInitialState(movement); movement<span class="operator">-</span><span class="operator">></span>addTransition(<span class="keyword">this</span><span class="operator">,</span> SIGNAL(subMarineStateChanged())<span class="operator">,</span> moving); <span class="comment">//This is the initial state of the machine</span> machine<span class="operator">-</span><span class="operator">></span>setInitialState(moving); <span class="comment">//End</span> <span class="type"><a href="qfinalstate.html">QFinalState</a></span> <span class="operator">*</span>final <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qfinalstate.html">QFinalState</a></span>(machine); <span class="comment">//If the moving animation is finished we move to the return state</span> movement<span class="operator">-</span><span class="operator">></span>addTransition(movement<span class="operator">,</span> SIGNAL(animationFinished())<span class="operator">,</span> rotation); <span class="comment">//If the return animation is finished we move to the moving state</span> rotation<span class="operator">-</span><span class="operator">></span>addTransition(rotation<span class="operator">,</span> SIGNAL(animationFinished())<span class="operator">,</span> movement); <span class="comment">//This state play the destroyed animation</span> <span class="type">QAnimationState</span> <span class="operator">*</span>destroyedState <span class="operator">=</span> <span class="keyword">new</span> <span class="type">QAnimationState</span>(machine); destroyedState<span class="operator">-</span><span class="operator">></span>setAnimation(setupDestroyAnimation(<span class="keyword">this</span>)); <span class="comment">//Play a nice animation when the submarine is destroyed</span> moving<span class="operator">-</span><span class="operator">></span>addTransition(<span class="keyword">this</span><span class="operator">,</span> SIGNAL(subMarineDestroyed())<span class="operator">,</span> destroyedState); <span class="comment">//Transition to final state when the destroyed animation is finished</span> destroyedState<span class="operator">-</span><span class="operator">></span>addTransition(destroyedState<span class="operator">,</span> SIGNAL(animationFinished())<span class="operator">,</span> final); <span class="comment">//The machine has finished to be executed, then the submarine is dead</span> connect(machine<span class="operator">,</span>SIGNAL(finished())<span class="operator">,</span><span class="keyword">this</span><span class="operator">,</span> SIGNAL(subMarineExecutionFinished())); machine<span class="operator">-</span><span class="operator">></span>start(); } <span class="type">int</span> SubMarine<span class="operator">::</span>points() <span class="keyword">const</span> { <span class="keyword">return</span> subPoints; } <span class="type">void</span> SubMarine<span class="operator">::</span>setCurrentDirection(SubMarine<span class="operator">::</span>Movement direction) { <span class="keyword">if</span> (<span class="keyword">this</span><span class="operator">-</span><span class="operator">></span>direction <span class="operator">=</span><span class="operator">=</span> direction) <span class="keyword">return</span>; <span class="keyword">if</span> (direction <span class="operator">=</span><span class="operator">=</span> SubMarine<span class="operator">::</span>Right <span class="operator">&</span><span class="operator">&</span> <span class="keyword">this</span><span class="operator">-</span><span class="operator">></span>direction <span class="operator">=</span><span class="operator">=</span> SubMarine<span class="operator">::</span>None) { graphicsRotation<span class="operator">-</span><span class="operator">></span>setAngle(<span class="number">180</span>); } <span class="keyword">this</span><span class="operator">-</span><span class="operator">></span>direction <span class="operator">=</span> direction; } <span class="keyword">enum</span> SubMarine<span class="operator">::</span>Movement SubMarine<span class="operator">::</span>currentDirection() <span class="keyword">const</span> { <span class="keyword">return</span> direction; } <span class="type">void</span> SubMarine<span class="operator">::</span>setCurrentSpeed(<span class="type">int</span> speed) { <span class="keyword">if</span> (speed <span class="operator"><</span> <span class="number">0</span> <span class="operator">|</span><span class="operator">|</span> speed <span class="operator">></span> <span class="number">3</span>) { <a href="qtglobal.html#qWarning">qWarning</a>(<span class="string">"SubMarine::setCurrentSpeed : The speed is invalid"</span>); } <span class="keyword">this</span><span class="operator">-</span><span class="operator">></span>speed <span class="operator">=</span> speed; <span class="keyword">emit</span> subMarineStateChanged(); } <span class="type">int</span> SubMarine<span class="operator">::</span>currentSpeed() <span class="keyword">const</span> { <span class="keyword">return</span> speed; } <span class="type">void</span> SubMarine<span class="operator">::</span>launchTorpedo(<span class="type">int</span> speed) { Torpedo <span class="operator">*</span> torp <span class="operator">=</span> <span class="keyword">new</span> Torpedo(); GraphicsScene <span class="operator">*</span>scene <span class="operator">=</span> <span class="keyword">static_cast</span><span class="operator"><</span>GraphicsScene <span class="operator">*</span><span class="operator">></span>(<span class="keyword">this</span><span class="operator">-</span><span class="operator">></span>scene()); scene<span class="operator">-</span><span class="operator">></span>addItem(torp); torp<span class="operator">-</span><span class="operator">></span>setPos(pos()); torp<span class="operator">-</span><span class="operator">></span>setCurrentSpeed(speed); torp<span class="operator">-</span><span class="operator">></span>launch(); } <span class="type">void</span> SubMarine<span class="operator">::</span>destroy() { <span class="keyword">emit</span> subMarineDestroyed(); } <span class="type">int</span> SubMarine<span class="operator">::</span>type() <span class="keyword">const</span> { <span class="keyword">return</span> Type; }</pre> </div> <!-- @@@demos/sub-attaq/submarine.cpp --> </div> </div> </div> <div class="ft"> <span></span> </div> </div> <div class="footer"> <p> <acronym title="Copyright">©</acronym> 2013 Digia Plc and/or its subsidiaries. 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