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#include "lifecycle.h"
#include "stickman.h"
#include "node.h"
#include "animation.h"
#include "graphicsview.h"
#include <QtCore>
#include <QtGui>
#if defined(QT_EXPERIMENTAL_SOLUTION)
#include "qstatemachine.h"
#include "qstate.h"
#include "qeventtransition.h"
#include "qsignaltransition.h"
#include "qsignalevent.h"
#include "qpropertyanimation.h"
#include "qparallelanimationgroup.h"
#endif
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)), QList<QAbstractState*>() << target), m_key(key)
{
}
virtual bool eventTest(QEvent *e) const
{
if (QSignalTransition::eventTest(e)) {
QVariant key = static_cast<QSignalEvent*>(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, QList<QAbstractState*>() << target)
{
qsrand((uint)QDateTime::currentDateTime().toTime_t());
startTimer(1000);
}
virtual bool eventTest(QEvent *e) const
{
return QEventTransition::eventTest(e) && ((qrand() % 50) == 0);
}
};
LifeCycle::LifeCycle(StickMan *stickMan, GraphicsView *keyReceiver)
: m_stickMan(stickMan), m_keyReceiver(keyReceiver)
{
// Create animation group to be used for all transitions
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), "position");
m_animationGroup->addAnimation(pa);
}
// Set up intial state graph
m_machine = new QStateMachine();
m_machine->setGlobalRestorePolicy(QState::RestoreProperties);
m_alive = new QState(m_machine->rootState());
m_alive->setObjectName("alive");
// Make it blink when lightning strikes before entering dead animation
QState *lightningBlink = new QState(m_machine->rootState());
lightningBlink->setRestorePolicy(QState::DoNotRestoreProperties);
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->rootState());
m_dead->setRestorePolicy(QState::DoNotRestoreProperties);
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");
// Idle state (sets no properties)
m_idle = new QState(m_alive);
m_idle->setObjectName("idle");
m_alive->setInitialState(m_idle);
// Lightning strikes at random
m_alive->addTransition(new LightningStrikesTransition(lightningBlink));
//m_alive->addTransition(new KeyPressTransition(m_keyReceiver, Qt::Key_L, lightningBlink));
connectByAnimation(lightningBlink, m_dead, new QSignalTransition(timer, SIGNAL(timeout())));
m_machine->setInitialState(m_alive);
}
void LifeCycle::setResetKey(Qt::Key resetKey)
{
// When resetKey is pressed, enter the idle state and do a restoration animation
// (requires no animation pointer, since no property is being set in the idle state)
KeyPressTransition *trans = new KeyPressTransition(m_keyReceiver, resetKey, m_idle);
trans->addAnimation(m_animationGroup);
m_alive->addTransition(trans);
}
void LifeCycle::setDeathAnimation(const QString &fileName)
{
QState *deathAnimation = makeState(m_dead, fileName);
m_dead->setInitialState(deathAnimation);
}
void LifeCycle::start()
{
m_machine->start();
}
void LifeCycle::connectByAnimation(QState *s1, QAbstractState *s2,
QAbstractTransition *transition)
{
if (transition == 0) {
transition = s1->addTransition(s2);
} else {
transition->setTargetState(s2);
s1->addTransition(transition);
}
transition->addAnimation(m_animationGroup);
}
void LifeCycle::addActivity(const QString &fileName, Qt::Key key)
{
QState *state = makeState(m_alive, fileName);
connectByAnimation(m_alive, state, new KeyPressTransition(m_keyReceiver, key));
}
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) {
QState *frameState = new QState(topLevel);
frameState->setObjectName(QString::fromLatin1("frame %0").arg(i));
animation.setCurrentFrame(i);
const int nodeCount = animation.nodeCount();
for (int j=0; j<nodeCount; ++j)
frameState->assignProperty(m_stickMan->node(j), "position", animation.nodePos(j));
if (previousState == 0) {
topLevel->setInitialState(frameState);
} else {
connectByAnimation(previousState, frameState,
new QSignalTransition(m_machine, SIGNAL(animationsFinished())));
}
previousState = frameState;
}
// Loop
connectByAnimation(previousState, topLevel->initialState(),
new QSignalTransition(m_machine, SIGNAL(animationsFinished())));
return topLevel;
}
LifeCycle::~LifeCycle()
{
delete m_machine;
delete m_animationGroup;
}
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