qt5base-lts/examples/widgets/animation/sub-attaq/states.h
Christian Ehrlicher 13426aff24 Cleanup QtWidgets animation examples
Cleanup the QtWidgets animation examples:
 - use nullptr
 - use normalized includes, remove unused includes
 - fix style
 - fix crash of sub-attaq when the game ended (error during range-based
   for loop porting)
 - don't use keyword 'final' for a variable name

Change-Id: Id23be8ff8b1b310da005d13c052fe547f6a0d63a
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
2019-08-17 09:51:32 +02:00

181 lines
5.2 KiB
C++

/****************************************************************************
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#ifndef STATES_H
#define STATES_H
//Qt
#include <QKeyEventTransition>
#include <QSignalTransition>
#include <QState>
class GraphicsScene;
QT_BEGIN_NAMESPACE
class QStateMachine;
QT_END_NAMESPACE
class PlayState : public QState
{
public:
explicit PlayState(GraphicsScene *scene, QState *parent = nullptr);
~PlayState();
protected:
void onEntry(QEvent *) override;
private :
GraphicsScene *scene;
QStateMachine *machine;
int currentLevel;
int score;
friend class UpdateScoreState;
friend class UpdateScoreTransition;
friend class WinTransition;
friend class CustomSpaceTransition;
friend class WinState;
friend class LostState;
friend class LevelState;
};
class LevelState : public QState
{
public:
LevelState(GraphicsScene *scene, PlayState *game, QState *parent = nullptr);
protected:
void onEntry(QEvent *) override;
private :
void initializeLevel();
GraphicsScene *scene;
PlayState *game;
};
class PauseState : public QState
{
public:
explicit PauseState(GraphicsScene *scene, QState *parent = nullptr);
protected:
void onEntry(QEvent *) override;
void onExit(QEvent *) override;
private :
GraphicsScene *scene;
};
class LostState : public QState
{
public:
LostState(GraphicsScene *scene, PlayState *game, QState *parent = nullptr);
protected:
void onEntry(QEvent *) override;
void onExit(QEvent *) override;
private :
GraphicsScene *scene;
PlayState *game;
};
class WinState : public QState
{
public:
WinState(GraphicsScene *scene, PlayState *game, QState *parent = nullptr);
protected:
void onEntry(QEvent *) override;
void onExit(QEvent *) override;
private :
GraphicsScene *scene;
PlayState *game;
};
class UpdateScoreState : public QState
{
public:
UpdateScoreState(QState *parent);
private:
};
//These transtion is used to update the score
class UpdateScoreTransition : public QSignalTransition
{
public:
UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
protected:
bool eventTest(QEvent *event) override;
private:
PlayState *game;
GraphicsScene *scene;
};
//These transtion test if we have won the game
class WinTransition : public QSignalTransition
{
public:
WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
protected:
bool eventTest(QEvent *event) override;
private:
PlayState *game;
GraphicsScene *scene;
};
//These transtion is true if one level has been completed and the player want to continue
class CustomSpaceTransition : public QKeyEventTransition
{
public:
CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key);
protected:
bool eventTest(QEvent *event) override;
private:
PlayState *game;
};
#endif // STATES_H