Qt 5.6 | Qt Widgets | Sub-Attaq | boat_p.h Example File

Qt 5.6.2 Reference Documentation

# boat_p.h Example File

animation/sub-attaq/boat_p.h

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      **
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      ** Contact: http://www.qt.io/licensing/
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      ** This file is part of the examples of the Qt Toolkit.
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      #ifndef BOAT_P_H
      #define BOAT_P_H

      //
      //  W A R N I N G
      //  -------------
      //
      // This file is not part of the Qt API.  It exists purely as an
      // implementation detail.  This header file may change from version to
      // version without notice, or even be removed.
      //
      // We mean it.
      //

      //Own
      #include "bomb.h"
      #include "graphicsscene.h"

      // Qt
      #include <QtWidgets/QKeyEventTransition>

      static const int MAX_BOMB = 5;

      //These transtion test if we have to stop the boat (i.e current speed is 1)
      class KeyStopTransition : public QKeyEventTransition
      {
      public:
          KeyStopTransition(Boat *b, QEvent::Type t, int k)
          : QKeyEventTransition(b, t, k), boat(b)
          {
          }
      protected:
          virtual bool eventTest(QEvent *event) Q_DECL_OVERRIDE
          {
              if (!QKeyEventTransition::eventTest(event))
                  return false;
              return (boat->currentSpeed() == 1);
          }
      private:
          Boat * boat;
      };

      //These transtion test if we have to move the boat (i.e current speed was 0 or another value)
       class KeyMoveTransition : public QKeyEventTransition
      {
      public:
          KeyMoveTransition(Boat *b, QEvent::Type t, int k)
          : QKeyEventTransition(b, t, k), boat(b), key(k)
          {
          }
      protected:
          virtual bool eventTest(QEvent *event) Q_DECL_OVERRIDE
          {
              if (!QKeyEventTransition::eventTest(event))
                  return false;
              return (boat->currentSpeed() >= 0);
          }
          void onTransition(QEvent *) Q_DECL_OVERRIDE
          {
              //We decrease the speed if needed
              if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right)
                  boat->setCurrentSpeed(boat->currentSpeed() - 1);
              else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left)
                  boat->setCurrentSpeed(boat->currentSpeed() - 1);
              else if (boat->currentSpeed() < 3)
                  boat->setCurrentSpeed(boat->currentSpeed() + 1);
              boat->updateBoatMovement();
          }
      private:
          Boat * boat;
          int key;
      };

      //This transition trigger the bombs launch
       class KeyLaunchTransition : public QKeyEventTransition
      {
      public:
          KeyLaunchTransition(Boat *boat, QEvent::Type type, int key)
          : QKeyEventTransition(boat, type, key), boat(boat)
          {
          }
      protected:
          virtual bool eventTest(QEvent *event) Q_DECL_OVERRIDE
          {
              if (!QKeyEventTransition::eventTest(event))
                  return false;
              //We have enough bomb?
              return (boat->bombsLaunched() < MAX_BOMB);
          }
      private:
          Boat * boat;
      };

      //This state is describing when the boat is moving right
      class MoveStateRight : public QState
      {
      public:
          explicit MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
          {
          }
      protected:
          void onEntry(QEvent *) Q_DECL_OVERRIDE
          {
              boat->setCurrentDirection(Boat::Right);
              boat->updateBoatMovement();
          }
      private:
          Boat * boat;
      };

       //This state is describing when the boat is moving left
      class MoveStateLeft : public QState
      {
      public:
          explicit MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
          {
          }
      protected:
          void onEntry(QEvent *) Q_DECL_OVERRIDE
          {
              boat->setCurrentDirection(Boat::Left);
              boat->updateBoatMovement();
          }
      private:
          Boat * boat;
      };

      //This state is describing when the boat is in a stand by position
      class StopState : public QState
      {
      public:
          explicit StopState(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
          {
          }
      protected:
          void onEntry(QEvent *) Q_DECL_OVERRIDE
          {
              boat->setCurrentSpeed(0);
              boat->setCurrentDirection(Boat::None);
              boat->updateBoatMovement();
          }
      private:
          Boat * boat;
      };

      //This state is describing the launch of the torpedo on the right
      class LaunchStateRight : public QState
      {
      public:
          explicit LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
          {
          }
      protected:
          void onEntry(QEvent *) Q_DECL_OVERRIDE
          {
              Bomb *b = new Bomb();
              b->setPos(boat->x()+boat->size().width(),boat->y());
              GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
              scene->addItem(b);
              b->launch(Bomb::Right);
              boat->setBombsLaunched(boat->bombsLaunched() + 1);
          }
      private:
          Boat * boat;
      };

      //This state is describing the launch of the torpedo on the left
      class LaunchStateLeft : public QState
      {
      public:
          explicit LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
          {
          }
      protected:
          void onEntry(QEvent *) Q_DECL_OVERRIDE
          {
              Bomb *b = new Bomb();
              b->setPos(boat->x() - b->size().width(), boat->y());
              GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
              scene->addItem(b);
              b->launch(Bomb::Left);
              boat->setBombsLaunched(boat->bombsLaunched() + 1);
          }
      private:
          Boat * boat;
      };

      #endif // BOAT_P_H