34e4a8ef6d
Cleanup the Widgets examples - replace foreach with range-based for loop in the remaining directories Change-Id: I321e6c0f414401a1ae4fb65762b97d894b725afa Reviewed-by: Paul Wicking <paul.wicking@qt.io> Reviewed-by: Luca Beldi <v.ronin@yahoo.it>
130 lines
4.9 KiB
C++
130 lines
4.9 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//Own
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#include "bomb.h"
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#include "submarine.h"
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#include "pixmapitem.h"
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#include "animationmanager.h"
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#include "qanimationstate.h"
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//Qt
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#include <QtCore/QSequentialAnimationGroup>
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#include <QtCore/QPropertyAnimation>
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#include <QtCore/QStateMachine>
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#include <QtCore/QFinalState>
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Bomb::Bomb() : PixmapItem(QString("bomb"), GraphicsScene::Big)
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{
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setZValue(2);
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}
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void Bomb::launch(Bomb::Direction direction)
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{
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QSequentialAnimationGroup *launchAnimation = new QSequentialAnimationGroup;
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AnimationManager::self()->registerAnimation(launchAnimation);
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qreal delta = direction == Right ? 20 : - 20;
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QPropertyAnimation *anim = new QPropertyAnimation(this, "pos");
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anim->setEndValue(QPointF(x() + delta,y() - 20));
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anim->setDuration(150);
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launchAnimation->addAnimation(anim);
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anim = new QPropertyAnimation(this, "pos");
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anim->setEndValue(QPointF(x() + delta*2, y() ));
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anim->setDuration(150);
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launchAnimation->addAnimation(anim);
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anim = new QPropertyAnimation(this, "pos");
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anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
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anim->setDuration(y()/2*60);
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launchAnimation->addAnimation(anim);
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connect(anim,&QVariantAnimation::valueChanged,this,&Bomb::onAnimationLaunchValueChanged);
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connect(this, &Bomb::bombExploded, launchAnimation, &QAbstractAnimation::stop);
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//We setup the state machine of the bomb
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QStateMachine *machine = new QStateMachine(this);
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//This state is when the launch animation is playing
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QAnimationState *launched = new QAnimationState(machine);
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launched->setAnimation(launchAnimation);
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//End
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QFinalState *final = new QFinalState(machine);
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machine->setInitialState(launched);
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//### Add a nice animation when the bomb is destroyed
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launched->addTransition(this, &Bomb::bombExploded,final);
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//If the animation is finished, then we move to the final state
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launched->addTransition(launched, &QAnimationState::animationFinished, final);
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//The machine has finished to be executed, then the boat is dead
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connect(machine,&QState::finished,this, &Bomb::bombExecutionFinished);
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machine->start();
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}
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void Bomb::onAnimationLaunchValueChanged(const QVariant &)
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{
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const QList<QGraphicsItem *> colItems =
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collidingItems(Qt::IntersectsItemBoundingRect);
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for (QGraphicsItem *item : colItems) {
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if (item->type() == SubMarine::Type) {
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SubMarine *s = static_cast<SubMarine *>(item);
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destroy();
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s->destroy();
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}
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}
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}
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void Bomb::destroy()
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{
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emit bombExploded();
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}
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