qt5base-lts/examples/widgets/animation/sub-attaq/submarine_p.h

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/****************************************************************************
**
** 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
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** 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 or version 3 as published by the Free
** Software Foundation and appearing in the file LICENSE.LGPLv21 and
** LICENSE.LGPLv3 included in the packaging of this file. Please review the
** following information to ensure the GNU Lesser General Public License
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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****************************************************************************/
#ifndef SUBMARINE_P_H
#define SUBMARINE_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 "animationmanager.h"
#include "submarine.h"
#include "qanimationstate.h"
//Qt
#include <QtCore/QPropertyAnimation>
2011-05-08 07:13:40 +00:00
#include <QtWidgets/QGraphicsScene>
//This state is describing when the boat is moving right
class MovementState : public QAnimationState
{
Q_OBJECT
public:
explicit MovementState(SubMarine *submarine, QState *parent = 0) : QAnimationState(parent)
{
movementAnimation = new QPropertyAnimation(submarine, "pos");
connect(movementAnimation,SIGNAL(valueChanged(const QVariant &)),this,SLOT(onAnimationMovementValueChanged(const QVariant &)));
setAnimation(movementAnimation);
AnimationManager::self()->registerAnimation(movementAnimation);
this->submarine = submarine;
}
protected slots:
void onAnimationMovementValueChanged(const QVariant &)
{
if (qrand() % 200 + 1 == 3)
submarine->launchTorpedo(qrand() % 3 + 1);
}
protected:
void onEntry(QEvent *e) Q_DECL_OVERRIDE
{
if (submarine->currentDirection() == SubMarine::Left) {
movementAnimation->setEndValue(QPointF(0,submarine->y()));
movementAnimation->setDuration(submarine->x()/submarine->currentSpeed()*12);
}
else /*if (submarine->currentDirection() == SubMarine::Right)*/ {
movementAnimation->setEndValue(QPointF(submarine->scene()->width()-submarine->size().width(),submarine->y()));
movementAnimation->setDuration((submarine->scene()->width()-submarine->size().width()-submarine->x())/submarine->currentSpeed()*12);
}
QAnimationState::onEntry(e);
}
private:
SubMarine *submarine;
QPropertyAnimation *movementAnimation;
};
//This state is describing when the boat is moving right
class ReturnState : public QAnimationState
{
public:
explicit ReturnState(SubMarine *submarine, QState *parent = 0) : QAnimationState(parent)
{
returnAnimation = new QPropertyAnimation(submarine->rotation(), "angle");
returnAnimation->setDuration(500);
AnimationManager::self()->registerAnimation(returnAnimation);
setAnimation(returnAnimation);
this->submarine = submarine;
}
protected:
void onEntry(QEvent *e) Q_DECL_OVERRIDE
{
returnAnimation->stop();
returnAnimation->setEndValue(submarine->currentDirection() == SubMarine::Right ? 360. : 180.);
QAnimationState::onEntry(e);
}
void onExit(QEvent *e) Q_DECL_OVERRIDE
{
submarine->currentDirection() == SubMarine::Right ? submarine->setCurrentDirection(SubMarine::Left) : submarine->setCurrentDirection(SubMarine::Right);
QAnimationState::onExit(e);
}
private:
SubMarine *submarine;
QPropertyAnimation *returnAnimation;
};
#endif // SUBMARINE_P_H