Qt Reference Documentation

states.h Example File

demos/sub-attaq/states.h
 /****************************************************************************
 **
 ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
 ** All rights reserved.
 ** Contact: Nokia Corporation (qt-info@nokia.com)
 **
 ** This file is part of the QtCore module of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:LGPL$
 ** GNU Lesser General Public License Usage
 ** 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.
 **
 ** 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.
 **
 ** Other Usage
 ** Alternatively, this file may be used in accordance with the terms and
 ** conditions contained in a signed written agreement between you and Nokia.
 **
 **
 **
 **
 **
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/

 #ifndef STATES_H
 #define STATES_H

 //Qt
 #include <QtCore/QState>
 #include <QtCore/QSignalTransition>
 #include <QtCore/QPropertyAnimation>
 #include <QtGui/QKeyEventTransition>
 #include <QtCore/QSet>

 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;
 };

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

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

 //These transtion is true if one level has been completed and the player want to continue
  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 // STATES_H