/**************************************************************************** ** ** Copyright (C) 2011 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. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "lifecycle.h" #include "stickman.h" #include "node.h" #include "animation.h" #include "graphicsview.h" #include <QtCore> #include <QtGui> 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))), m_key(key) { setTargetState(target); } virtual bool eventTest(QEvent *e) { if (QSignalTransition::eventTest(e)) { QVariant key = static_cast<QStateMachine::SignalEvent*>(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) { setTargetState(target); qsrand((uint)QDateTime::currentDateTime().toTime_t()); startTimer(1000); } virtual bool eventTest(QEvent *e) { 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), "pos"); m_animationGroup->addAnimation(pa); } // Set up initial state graph m_machine = new QStateMachine(); m_machine->addDefaultAnimation(m_animationGroup); m_alive = new QState(m_machine); m_alive->setObjectName("alive"); // Make it blink when lightning strikes before entering dead animation QState *lightningBlink = new QState(m_machine); 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); 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)); lightningBlink->addTransition(timer, SIGNAL(timeout()), m_dead); m_machine->setInitialState(m_alive); } void LifeCycle::setDeathAnimation(const QString &fileName) { QState *deathAnimation = makeState(m_dead, fileName); m_dead->setInitialState(deathAnimation); } void LifeCycle::start() { m_machine->start(); } void LifeCycle::addActivity(const QString &fileName, Qt::Key key) { QState *state = makeState(m_alive, fileName); m_alive->addTransition(new KeyPressTransition(m_keyReceiver, key, state)); } 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) { animation.setCurrentFrame(i); QState *frameState = new QState(topLevel); const int nodeCount = animation.nodeCount(); for (int j=0; j<nodeCount; ++j) frameState->assignProperty(m_stickMan->node(j), "pos", animation.nodePos(j)); frameState->setObjectName(QString::fromLatin1("frame %0").arg(i)); if (previousState == 0) topLevel->setInitialState(frameState); else previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), frameState); previousState = frameState; } // Loop previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), topLevel->initialState()); return topLevel; } LifeCycle::~LifeCycle() { delete m_machine; delete m_animationGroup; }
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