/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** 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 either Technology Preview License Agreement or the ** Beta Release License Agreement. ** ** 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. 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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. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at http://www.qtsoftware.com/contact. ** $QT_END_LICENSE$ ** ****************************************************************************/ //Own #include "submarine.h" #include "submarine_p.h" #include "torpedo.h" #include "pixmapitem.h" #include "graphicsscene.h" #include "animationmanager.h" #include "custompropertyanimation.h" #include "qanimationstate.h" #include #include #include #include static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub) { QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub); #if QT_VERSION >=0x040500 PixmapItem *step1 = new PixmapItem(QString("explosion/submarine/step1"),GraphicsScene::Big, sub); step1->setZValue(6); PixmapItem *step2 = new PixmapItem(QString("explosion/submarine/step2"),GraphicsScene::Big, sub); step2->setZValue(6); PixmapItem *step3 = new PixmapItem(QString("explosion/submarine/step3"),GraphicsScene::Big, sub); step3->setZValue(6); PixmapItem *step4 = new PixmapItem(QString("explosion/submarine/step4"),GraphicsScene::Big, sub); step4->setZValue(6); step1->setOpacity(0); step2->setOpacity(0); step3->setOpacity(0); step4->setOpacity(0); CustomPropertyAnimation *anim1 = new CustomPropertyAnimation(sub); anim1->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim1->setDuration(100); anim1->setEndValue(1); CustomPropertyAnimation *anim2 = new CustomPropertyAnimation(sub); anim2->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim2->setDuration(100); anim2->setEndValue(1); CustomPropertyAnimation *anim3 = new CustomPropertyAnimation(sub); anim3->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim3->setDuration(100); anim3->setEndValue(1); CustomPropertyAnimation *anim4 = new CustomPropertyAnimation(sub); anim4->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity); anim4->setDuration(100); anim4->setEndValue(1); group->addAnimation(anim1); group->addAnimation(anim2); group->addAnimation(anim3); group->addAnimation(anim4); #else // work around for a bug where we don't transition if the duration is zero. QtPauseAnimation *anim = new QtPauseAnimation(group); anim->setDuration(1); group->addAnimation(anim); #endif AnimationManager::self()->registerAnimation(group); return group; } SubMarine::SubMarine(int type, const QString &name, int points, QGraphicsItem * parent, Qt::WindowFlags wFlags) : QGraphicsWidget(parent,wFlags), subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None) { pixmapItem = new PixmapItem(QString("submarine"),GraphicsScene::Big, this); setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed); setZValue(5); setFlags(QGraphicsItem::ItemIsMovable); resize(pixmapItem->boundingRect().width(),pixmapItem->boundingRect().height()); setTransformOrigin(boundingRect().center()); //We setup the state machine of the submarine QStateMachine *machine = new QStateMachine(this); //This state is when the boat is moving/rotating QState *moving = new QState(machine); //This state is when the boat is moving from left to right MovementState *movement = new MovementState(this, moving); //This state is when the boat is moving from left to right ReturnState *rotation = new ReturnState(this, moving); //This is the initial state of the moving root state moving->setInitialState(movement); movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving); //This is the initial state of the machine machine->setInitialState(moving); //End QFinalState *final = new QFinalState(machine); //If the moving animation is finished we move to the return state movement->addTransition(movement, SIGNAL(animationFinished()), rotation); //If the return animation is finished we move to the moving state rotation->addTransition(rotation, SIGNAL(animationFinished()), movement); //This state play the destroyed animation QAnimationState *destroyedState = new QAnimationState(machine); destroyedState->setAnimation(setupDestroyAnimation(this)); //Play a nice animation when the submarine is destroyed moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState); //Transition to final state when the destroyed animation is finished destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final); //The machine has finished to be executed, then the submarine is dead connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished())); machine->start(); } int SubMarine::points() { return subPoints; } void SubMarine::setCurrentDirection(SubMarine::Movement direction) { if (this->direction == direction) return; if (direction == SubMarine::Right && this->direction == SubMarine::None) { setYRotation(180); } this->direction = direction; } enum SubMarine::Movement SubMarine::currentDirection() const { return direction; } void SubMarine::setCurrentSpeed(int speed) { if (speed < 0 || speed > 3) { qWarning("SubMarine::setCurrentSpeed : The speed is invalid"); } this->speed = speed; emit subMarineStateChanged(); } int SubMarine::currentSpeed() const { return speed; } void SubMarine::launchTorpedo(int speed) { Torpedo * torp = new Torpedo(); GraphicsScene *scene = static_cast(this->scene()); scene->addItem(torp); torp->setPos(x(), y()); torp->setCurrentSpeed(speed); torp->launch(); } void SubMarine::destroy() { emit subMarineDestroyed(); } int SubMarine::type() const { return Type; }