e92c1976a6
Change-Id: Ifa6a99db27ce51529489bf077a839a3107b524d2 Reviewed-by: Qt Doc Bot <qt_docbot@qt-project.org> Reviewed-by: Paul Olav Tvete <paul.tvete@nokia.com>
209 lines
8.2 KiB
Plaintext
209 lines
8.2 KiB
Plaintext
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:FDL$
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** GNU Free Documentation License
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** Alternatively, this file may be used under the terms of the GNU Free
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** Documentation License version 1.3 as published by the Free Software
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** Foundation and appearing in the file included in the packaging of
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** this file.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms
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** and conditions contained in a signed written agreement between you
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** and Nokia.
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\example statemachine/rogue
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\title Rogue Example
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The Rogue example shows how to use the Qt state machine for event
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handling.
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\image rogue-example.png
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This example implements a simple text based game. Do you see the
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\c{@} in the screenshot? That's you, the rogue. The \c{#}
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characters are walls, and the dots represent floor. In a real
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game, other ASCII characters would represent all kinds of objects
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and creatures, for instance, ancient dragons (\c{D}s) or food
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rations (\c{%}s). But let's not get carried away. In this game,
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the rogue is simply running around in an empty room.
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The rogue is moved with the keypad (2, 4, 8, 6). That aside, we
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have implemented a \c quit command that triggers if the player
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types \c {q}. The player is then asked if he/she really wants to
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quit.
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Most games have commands that need more than one key press (we
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think of consecutive presses, i.e., not of several keys being
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pressed at the same time). In this game, only the \c quit command
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falls under this category, but for the sake of argument, let's
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imagine a fully-fledged game with a rich set of commands. If we
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were to implement these by catching key events in
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\l{QWidget::}{keyPressEvent()}, we would have to keep a lot of
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class member variables to track the sequence of keys already typed
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(or find some other way of deducing the current state of a
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command). This can easily lead to spaghetti, which is--as we all
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well know, I'm sure--unpleasant. With a state machine, on the
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other hand, separate states can wait for a single key press, and
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that makes our lives a lot simpler.
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The example consists of two classes:
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\list
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\li \c Window draws the text display of the game and sets
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up the state machine. The window also has a status bar
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above the area in which the rouge moves.
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\li \c MovementTransition is a transition that carries out
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a single move of the rogue.
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\endlist
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Before we embark on a code walkthrough, it is necessary to take a
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closer look at the design of the machine. Here is a state chart
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that shows what we want to achieve:
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\image rogue-statechart.png
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The input state waits for a key press to start a new command.
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When receiving a key it recognizes, it transitions to one of the
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two commands of the game; though, as we will see, movement is
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handled by the transition itself. The quit state waits for the
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player to answer yes or no (by typing \c y or \c n) when asked
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whether he/she really wants to quit the game.
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The chart demonstrates how we use one state to wait for a single
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key press. The press received may trigger one of the transitions
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connected to the state.
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\section1 Window Class Definition
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The \c Window class is a widget that draws the text display of the
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game. It also sets up the state machine, i.e., creates and
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connects the states in the machine. It is the key events from this
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widget that are used by the machine.
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\snippet statemachine/rogue/window.h 0
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\c Direction specifies the direction in which the rogue is to
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move. We use this in \c movePlayer(), which moves the rogue and
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repaints the window. The game has a status line above the area in
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which the rogue moves. The \c status property contains the text of
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this line. We use a property because the QState class allows
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setting any Qt \l{Qt's Property System}{property} when entered.
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More on this later.
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\snippet statemachine/rogue/window.h 1
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The \c map is an array with the characters that are currently
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displayed. We set up the array in \c setupMap(), and update it
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when the rogue is moved. \c pX and \c pY is the current position
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of the rogue. \c WIDTH and \c HEIGHT are macros specifying the
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dimensions of the map.
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The \c paintEvent() function is left out of this walkthrough. We
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also do not discuss other code that does not concern the state
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machine (the \c setupMap(), \c status(), \c setStatus(), \c
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movePlayer(), and \c sizeHint() functions). If you wish to take a
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look at the code, click on the link for the \c window.cpp file at
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the top of this page.
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\section1 Window Class Implementation
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Here is the constructor of \c Window:
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\snippet statemachine/rogue/window.cpp 0
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\dots
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\snippet statemachine/rogue/window.cpp 1
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The player starts off at position (5, 5). We then set up the map
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and statemachine. Let's proceed with the \c buildMachine()
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function:
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\snippet statemachine/rogue/window.cpp 2
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We enter \c inputState when the machine is started and from the \c
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quitState if the user wants to continue playing. We then set the
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status to a helpful reminder of how to play the game.
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First, the \c Movement transition is added to the input state.
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This will enable the rogue to be moved with the keypad. Notice
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that we don't set a target state for the movement transition. This
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will cause the transition to be triggered (and the
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\l{QAbstractTransition::}{onTransition()} function to be invoked),
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but the machine will not leave the \c inputState. If we had set \c
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inputState as the target state, we would first have left and then
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entered the \c inputState again.
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\snippet statemachine/rogue/window.cpp 3
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When we enter \c quitState, we update the status bar of the
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window.
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\c QKeyEventTransition is a utility class that removes the hassle
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of implementing transitions for \l{QKeyEvent}s. We simply need to
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specify the key on which the transition should trigger and the
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target state of the transition.
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\snippet statemachine/rogue/window.cpp 4
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The transition from \c inputState allows triggering the quit state
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when the player types \c {q}.
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\snippet statemachine/rogue/window.cpp 5
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The machine is set up, so it's time to start it.
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\section1 The MovementTransition Class
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\c MovementTransition is triggered when the player request the
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rogue to be moved (by typing 2, 4, 6, or 8) when the machine is in
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the \c inputState.
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\snippet statemachine/rogue/movementtransition.h 0
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In the constructor, we tell QEventTransition to only send
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\l{QEvent::}{KeyPress} events to the
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\l{QAbstractTransition::}{eventTest()} function:
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\snippet statemachine/rogue/movementtransition.h 1
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The KeyPress events come wrapped in \l{QStateMachine::WrappedEvent}s. \c event
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must be confirmed to be a wrapped event because Qt uses other
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events internally. After that, it is simply a matter of checking
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which key has been pressed.
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Let's move on to the \c onTransition() function:
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\snippet statemachine/rogue/movementtransition.h 2
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When \c onTransition() is invoked, we know that we have a
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\l{QEvent::}{KeyPress} event with 2, 4, 6, or 8, and can ask \c
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Window to move the player.
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\section1 The Roguelike Tradition
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You might have been wondering why the game features a rogue. Well,
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these kinds of text based dungeon exploration games date back to a
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game called, yes, "Rogue". Although outflanked by the technology
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of modern 3D computer games, roguelikes have a solid community of
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hard-core, devoted followers.
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Playing these games can be surprisingly addictive (despite the
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lack of graphics). Angband, the perhaps most well-known rougelike,
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is found here: \l{http://rephial.org/}.
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*/
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