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qt4-doc-4.6.3-0.2mdv2010.2.i586.rpm

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<td width="1">&nbsp;&nbsp;</td><td class="postheader" valign="center"><a href="index.html"><font color="#004faf">Home</font></a>&nbsp;&middot; <a href="classes.html"><font color="#004faf">All&nbsp;Classes</font></a>&nbsp;&middot; <a href="functions.html"><font color="#004faf">All&nbsp;Functions</font></a>&nbsp;&middot; <a href="overviews.html"><font color="#004faf">Overviews</font></a></td></tr></table><h1 class="title">states.h Example File<br /><span class="small-subtitle">demos/sub-attaq/states.h</span>
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<pre><span class="comment"> /****************************************************************************
 **
 ** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
 ** All rights reserved.
 ** Contact: Nokia Corporation (qt-info@nokia.com)
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 #ifndef STATES_H
 #define STATES_H

<span class="comment"> //Qt</span>
 #include &lt;QtCore/QState&gt;
 #include &lt;QtCore/QSignalTransition&gt;
 #include &lt;QtCore/QPropertyAnimation&gt;
 #include &lt;QtGui/QKeyEventTransition&gt;
 #include &lt;QtCore/QSet&gt;

 class GraphicsScene;
 class Boat;
 class SubMarine;
 class QStateMachine;

 class PlayState : public QState
 {
 public:
     PlayState(GraphicsScene *scene, QState *parent = 0);
     ~PlayState();

  protected:
     void onEntry(QEvent *);

 private :
     GraphicsScene *scene;
     QStateMachine *machine;
     int currentLevel;
     int score;
     QState *parallelChild;

     friend class UpdateScoreState;
     friend class UpdateScoreTransition;
     friend class WinTransition;
     friend class CustomSpaceTransition;
     friend class WinState;
     friend class LostState;
     friend class LevelState;
 };

 class LevelState : public QState
 {
 public:
     LevelState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
 protected:
     void onEntry(QEvent *);
 private :
     void initializeLevel();
     GraphicsScene *scene;
     PlayState *game;
 };

 class PauseState : public QState
 {
 public:
     PauseState(GraphicsScene *scene, QState *parent = 0);

 protected:
     void onEntry(QEvent *);
     void onExit(QEvent *);
 private :
     GraphicsScene *scene;
     Boat *boat;
 };

 class LostState : public QState
 {
 public:
     LostState(GraphicsScene *scene, PlayState *game, QState *parent = 0);

 protected:
     void onEntry(QEvent *);
     void onExit(QEvent *);
 private :
     GraphicsScene *scene;
     PlayState *game;
 };

 class WinState : public QState
 {
 public:
     WinState(GraphicsScene *scene, PlayState *game, QState *parent = 0);

 protected:
     void onEntry(QEvent *);
     void onExit(QEvent *);
 private :
     GraphicsScene *scene;
     PlayState *game;
 };

 class UpdateScoreState : public QState
 {
 public:
     UpdateScoreState(PlayState *game, QState *parent);
 private:
     QPropertyAnimation *scoreAnimation;
     PlayState *game;
 };

<span class="comment"> //These transtion is used to update the score</span>
 class UpdateScoreTransition : public QSignalTransition
 {
 public:
     UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
 protected:
     virtual bool eventTest(QEvent *event);
 private:
     PlayState * game;
     GraphicsScene *scene;
 };

<span class="comment"> //These transtion test if we have won the game</span>
 class WinTransition : public QSignalTransition
 {
 public:
     WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
 protected:
     virtual bool eventTest(QEvent *event);
 private:
     PlayState * game;
     GraphicsScene *scene;
 };

<span class="comment"> //These transtion is true if one level has been completed and the player want to continue</span>
  class CustomSpaceTransition : public QKeyEventTransition
 {
 public:
     CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key);
 protected:
     virtual bool eventTest(QEvent *event);
 private:
     PlayState *game;
     int key;
 };

 #endif <span class="comment">// STATES_H</span></pre>
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