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>
293 lines
10 KiB
C++
293 lines
10 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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** and conditions see https://www.qt.io/terms-conditions. For further
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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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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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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 "graphicsscene.h"
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#include "states.h"
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#include "boat.h"
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#include "submarine.h"
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#include "torpedo.h"
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#include "bomb.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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#include "progressitem.h"
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#include "textinformationitem.h"
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//Qt
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#include <QtCore/QPropertyAnimation>
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#include <QtCore/QSequentialAnimationGroup>
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#include <QtCore/QParallelAnimationGroup>
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#include <QtCore/QStateMachine>
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#include <QtCore/QFinalState>
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#include <QtCore/QPauseAnimation>
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#include <QtWidgets/QAction>
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#include <QtCore/QDir>
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#include <QtWidgets/QApplication>
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#include <QtWidgets/QMessageBox>
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#include <QtWidgets/QGraphicsView>
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#include <QtWidgets/QGraphicsSceneMouseEvent>
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#include <QtCore/QXmlStreamReader>
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GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
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: QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
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{
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PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode);
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backgroundItem->setZValue(1);
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backgroundItem->setPos(0,0);
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addItem(backgroundItem);
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PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
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surfaceItem->setZValue(3);
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surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
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addItem(surfaceItem);
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//The item that display score and level
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progressItem = new ProgressItem(backgroundItem);
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textInformationItem = new TextInformationItem(backgroundItem);
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textInformationItem->hide();
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//We create the boat
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addItem(boat);
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boat->setPos(this->width()/2, sealLevel() - boat->size().height());
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boat->hide();
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//parse the xml that contain all data of the game
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QXmlStreamReader reader;
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QFile file(":data.xml");
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file.open(QIODevice::ReadOnly);
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reader.setDevice(&file);
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LevelDescription currentLevel;
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while (!reader.atEnd()) {
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reader.readNext();
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if (reader.tokenType() == QXmlStreamReader::StartElement) {
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if (reader.name() == "submarine") {
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SubmarineDescription desc;
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desc.name = reader.attributes().value("name").toString();
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desc.points = reader.attributes().value("points").toInt();
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desc.type = reader.attributes().value("type").toInt();
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submarinesData.append(desc);
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} else if (reader.name() == "level") {
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currentLevel.id = reader.attributes().value("id").toInt();
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currentLevel.name = reader.attributes().value("name").toString();
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} else if (reader.name() == "subinstance") {
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currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toInt(),
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reader.attributes().value("nb").toInt()));
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}
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} else if (reader.tokenType() == QXmlStreamReader::EndElement) {
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if (reader.name() == "level") {
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levelsData.insert(currentLevel.id, currentLevel);
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currentLevel.submarines.clear();
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}
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}
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}
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}
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qreal GraphicsScene::sealLevel() const
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{
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return (mode == Big) ? 220 : 160;
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}
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void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
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{
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static const int nLetters = 10;
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static struct {
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char const *pix;
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qreal initX, initY;
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qreal destX, destY;
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} logoData[nLetters] = {
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{"s", -1000, -1000, 300, 150 },
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{"u", -800, -1000, 350, 150 },
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{"b", -600, -1000, 400, 120 },
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{"dash", -400, -1000, 460, 150 },
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{"a", 1000, 2000, 350, 250 },
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{"t", 800, 2000, 400, 250 },
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{"t2", 600, 2000, 430, 250 },
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{"a2", 400, 2000, 465, 250 },
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{"q", 200, 2000, 510, 250 },
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{"excl", 0, 2000, 570, 220 } };
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QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
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QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
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for (int i = 0; i < nLetters; ++i) {
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PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
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logo->setPos(logoData[i].initX, logoData[i].initY);
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logo->setZValue(i + 3);
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//creation of the animations for moving letters
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QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
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moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
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moveAnim->setDuration(200);
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moveAnim->setEasingCurve(QEasingCurve::OutElastic);
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lettersGroupMoving->addPause(50);
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//creation of the animations for fading out the letters
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QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
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fadeAnim->setDuration(800);
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fadeAnim->setEndValue(0);
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fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
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}
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QStateMachine *machine = new QStateMachine(this);
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//This state is when the player is playing
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PlayState *gameState = new PlayState(this, machine);
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//Final state
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QFinalState *final = new QFinalState(machine);
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//Animation when the player enter in the game
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QAnimationState *lettersMovingState = new QAnimationState(machine);
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lettersMovingState->setAnimation(lettersGroupMoving);
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//Animation when the welcome screen disappear
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QAnimationState *lettersFadingState = new QAnimationState(machine);
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lettersFadingState->setAnimation(lettersGroupFading);
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//if new game then we fade out the welcome screen and start playing
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lettersMovingState->addTransition(newAction, &QAction::triggered, lettersFadingState);
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lettersFadingState->addTransition(lettersFadingState, &QAnimationState::animationFinished, gameState);
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//New Game is triggered then player start playing
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gameState->addTransition(newAction, &QAction::triggered, gameState);
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//Wanna quit, then connect to CTRL+Q
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gameState->addTransition(quitAction, &QAction::triggered, final);
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lettersMovingState->addTransition(quitAction, &QAction::triggered, final);
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//Welcome screen is the initial state
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machine->setInitialState(lettersMovingState);
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machine->start();
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//We reach the final state, then we quit
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connect(machine, &QStateMachine::finished, qApp, &QApplication::quit);
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}
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void GraphicsScene::addItem(Bomb *bomb)
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{
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bombs.insert(bomb);
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connect(bomb,&Bomb::bombExecutionFinished,this, &GraphicsScene::onBombExecutionFinished);
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QGraphicsScene::addItem(bomb);
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}
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void GraphicsScene::addItem(Torpedo *torpedo)
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{
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torpedos.insert(torpedo);
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connect(torpedo,&Torpedo::torpedoExecutionFinished,this, &GraphicsScene::onTorpedoExecutionFinished);
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QGraphicsScene::addItem(torpedo);
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}
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void GraphicsScene::addItem(SubMarine *submarine)
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{
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submarines.insert(submarine);
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connect(submarine,&SubMarine::subMarineExecutionFinished,this, &GraphicsScene::onSubMarineExecutionFinished);
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QGraphicsScene::addItem(submarine);
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}
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void GraphicsScene::addItem(QGraphicsItem *item)
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{
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QGraphicsScene::addItem(item);
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}
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void GraphicsScene::onBombExecutionFinished()
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{
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Bomb *bomb = qobject_cast<Bomb *>(sender());
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bombs.remove(bomb);
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bomb->deleteLater();
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if (boat)
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boat->setBombsLaunched(boat->bombsLaunched() - 1);
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}
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void GraphicsScene::onTorpedoExecutionFinished()
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{
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Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
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torpedos.remove(torpedo);
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torpedo->deleteLater();
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}
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void GraphicsScene::onSubMarineExecutionFinished()
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{
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SubMarine *submarine = qobject_cast<SubMarine *>(sender());
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submarines.remove(submarine);
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if (submarines.count() == 0)
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emit allSubMarineDestroyed(submarine->points());
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else
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emit subMarineDestroyed(submarine->points());
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submarine->deleteLater();
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}
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void GraphicsScene::clearScene()
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{
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for (SubMarine *sub : qAsConst(submarines)) {
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sub->destroy();
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sub->deleteLater();
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}
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for (Torpedo *torpedo : qAsConst(torpedos)) {
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torpedo->destroy();
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torpedo->deleteLater();
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}
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for (Bomb *bomb : qAsConst(bombs)) {
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bomb->destroy();
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bomb->deleteLater();
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}
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submarines.clear();
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bombs.clear();
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torpedos.clear();
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AnimationManager::self()->unregisterAllAnimations();
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boat->stop();
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boat->hide();
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boat->setEnabled(true);
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}
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