#include "lifecycle.h"
#include "stickman.h"
#include "node.h"
#include "animation.h"
#include "graphicsview.h"
#include <QtCore>
#include <QtGui>
class KeyPressTransition: public QSignalTransition
{
public:
KeyPressTransition(GraphicsView *receiver, Qt::Key key)
: QSignalTransition(receiver, SIGNAL(keyPressed(int))), m_key(key)
{
}
KeyPressTransition(GraphicsView *receiver, Qt::Key key, QAbstractState *target)
: QSignalTransition(receiver, SIGNAL(keyPressed(int))), m_key(key)
{
setTargetState(target);
}
virtual bool eventTest(QEvent *e)
{
if (QSignalTransition::eventTest(e)) {
QVariant key = static_cast<QStateMachine::SignalEvent*>(e)->arguments().at(0);
return (key.toInt() == int(m_key));
}
return false;
}
private:
Qt::Key m_key;
};
class LightningStrikesTransition: public QEventTransition
{
public:
LightningStrikesTransition(QAbstractState *target)
: QEventTransition(this, QEvent::Timer)
{
setTargetState(target);
qsrand((uint)QDateTime::currentDateTime().toTime_t());
startTimer(1000);
}
virtual bool eventTest(QEvent *e)
{
return QEventTransition::eventTest(e) && ((qrand() % 50) == 0);
}
};
LifeCycle::LifeCycle(StickMan *stickMan, GraphicsView *keyReceiver)
: m_stickMan(stickMan), m_keyReceiver(keyReceiver)
{
m_animationGroup = new QParallelAnimationGroup();
const int stickManNodeCount = m_stickMan->nodeCount();
for (int i=0; i<stickManNodeCount; ++i) {
QPropertyAnimation *pa = new QPropertyAnimation(m_stickMan->node(i), "pos");
m_animationGroup->addAnimation(pa);
}
m_machine = new QStateMachine();
m_machine->addDefaultAnimation(m_animationGroup);
m_alive = new QState(m_machine);
m_alive->setObjectName("alive");
QState *lightningBlink = new QState(m_machine);
lightningBlink->assignProperty(m_stickMan->scene(), "backgroundBrush", Qt::white);
lightningBlink->assignProperty(m_stickMan, "penColor", Qt::black);
lightningBlink->assignProperty(m_stickMan, "fillColor", Qt::white);
lightningBlink->assignProperty(m_stickMan, "isDead", true);
QTimer *timer = new QTimer(lightningBlink);
timer->setSingleShot(true);
timer->setInterval(100);
QObject::connect(lightningBlink, SIGNAL(entered()), timer, SLOT(start()));
QObject::connect(lightningBlink, SIGNAL(exited()), timer, SLOT(stop()));
m_dead = new QState(m_machine);
m_dead->assignProperty(m_stickMan->scene(), "backgroundBrush", Qt::black);
m_dead->assignProperty(m_stickMan, "penColor", Qt::white);
m_dead->assignProperty(m_stickMan, "fillColor", Qt::black);
m_dead->setObjectName("dead");
m_idle = new QState(m_alive);
m_idle->setObjectName("idle");
m_alive->setInitialState(m_idle);
m_alive->addTransition(new LightningStrikesTransition(lightningBlink));
lightningBlink->addTransition(timer, SIGNAL(timeout()), m_dead);
m_machine->setInitialState(m_alive);
}
void LifeCycle::setDeathAnimation(const QString &fileName)
{
QState *deathAnimation = makeState(m_dead, fileName);
m_dead->setInitialState(deathAnimation);
}
void LifeCycle::start()
{
m_machine->start();
}
void LifeCycle::addActivity(const QString &fileName, Qt::Key key, QObject *sender, const char *signal)
{
QState *state = makeState(m_alive, fileName);
m_alive->addTransition(new KeyPressTransition(m_keyReceiver, key, state));
if((sender != NULL) || (signal != NULL)) {
m_alive->addTransition(sender, signal, state);
}
}
QState *LifeCycle::makeState(QState *parentState, const QString &animationFileName)
{
QState *topLevel = new QState(parentState);
Animation animation;
{
QFile file(animationFileName);
if (file.open(QIODevice::ReadOnly))
animation.load(&file);
}
const int frameCount = animation.totalFrames();
QState *previousState = 0;
for (int i=0; i<frameCount; ++i) {
animation.setCurrentFrame(i);
QState *frameState = new QState(topLevel);
const int nodeCount = animation.nodeCount();
for (int j=0; j<nodeCount; ++j)
frameState->assignProperty(m_stickMan->node(j), "pos", animation.nodePos(j));
frameState->setObjectName(QString::fromLatin1("frame %0").arg(i));
if (previousState == 0)
topLevel->setInitialState(frameState);
else
previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), frameState);
previousState = frameState;
}
previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), topLevel->initialState());
return topLevel;
}
LifeCycle::~LifeCycle()
{
delete m_machine;
delete m_animationGroup;
}