/**************************************************************************** ** ** Copyright (C) 2009 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. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 STATES_H #define STATES_H //Qt #include #include #include #include #include class GraphicsScene; class Boat; class SubMarine; QT_BEGIN_NAMESPACE class QStateMachine; QT_END_NAMESPACE 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); protected: void onEntry(QEvent *); 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