- Qt 5.5
- Qt Widgets
- Sub-Attaq
- boat_p.h Example File
- Qt 5.5.1 Reference Documentation

# boat_p.h Example File

animation/sub-attaq/boat_p.h

    /****************************************************************************
    **
    ** Copyright (C) 2015 The Qt Company Ltd.
    ** Contact: http://www.qt.io/licensing/
    **
    ** This file is part of the examples of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL21$
    ** Commercial License Usage
    ** Licensees holding valid commercial Qt licenses may use this file in
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    ** GNU Lesser General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU Lesser
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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