974c210835
- Renamed LICENSE.LGPL to LICENSE.LGPLv21 - Added LICENSE.LGPLv3 - Removed LICENSE.GPL Change-Id: Iec3406e3eb3f133be549092015cefe33d259a3f2 Reviewed-by: Iikka Eklund <iikka.eklund@digia.com>
168 lines
4.5 KiB
C++
168 lines
4.5 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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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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** $QT_BEGIN_LICENSE:LGPL21$
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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 Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#ifndef STATES_H
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#define STATES_H
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//Qt
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#include <QtCore/QState>
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#include <QtCore/QSignalTransition>
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#include <QtCore/QPropertyAnimation>
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#include <QtWidgets/QKeyEventTransition>
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#include <QtCore/QSet>
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class GraphicsScene;
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class Boat;
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class SubMarine;
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QT_BEGIN_NAMESPACE
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class QStateMachine;
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QT_END_NAMESPACE
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class PlayState : public QState
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{
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public:
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explicit PlayState(GraphicsScene *scene, QState *parent = 0);
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~PlayState();
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protected:
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void onEntry(QEvent *) Q_DECL_OVERRIDE;
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private :
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GraphicsScene *scene;
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QStateMachine *machine;
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int currentLevel;
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int score;
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friend class UpdateScoreState;
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friend class UpdateScoreTransition;
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friend class WinTransition;
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friend class CustomSpaceTransition;
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friend class WinState;
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friend class LostState;
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friend class LevelState;
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};
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class LevelState : public QState
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{
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public:
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LevelState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
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protected:
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void onEntry(QEvent *) Q_DECL_OVERRIDE;
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private :
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void initializeLevel();
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GraphicsScene *scene;
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PlayState *game;
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};
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class PauseState : public QState
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{
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public:
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explicit PauseState(GraphicsScene *scene, QState *parent = 0);
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protected:
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void onEntry(QEvent *) Q_DECL_OVERRIDE;
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void onExit(QEvent *) Q_DECL_OVERRIDE;
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private :
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GraphicsScene *scene;
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};
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class LostState : public QState
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{
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public:
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LostState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
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protected:
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void onEntry(QEvent *) Q_DECL_OVERRIDE;
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void onExit(QEvent *) Q_DECL_OVERRIDE;
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private :
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GraphicsScene *scene;
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PlayState *game;
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};
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class WinState : public QState
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{
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public:
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WinState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
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protected:
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void onEntry(QEvent *) Q_DECL_OVERRIDE;
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void onExit(QEvent *) Q_DECL_OVERRIDE;
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private :
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GraphicsScene *scene;
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PlayState *game;
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};
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class UpdateScoreState : public QState
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{
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public:
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UpdateScoreState(QState *parent);
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private:
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};
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//These transtion is used to update the score
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class UpdateScoreTransition : public QSignalTransition
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{
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public:
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UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
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protected:
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virtual bool eventTest(QEvent *event) Q_DECL_OVERRIDE;
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private:
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PlayState * game;
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GraphicsScene *scene;
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};
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//These transtion test if we have won the game
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class WinTransition : public QSignalTransition
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{
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public:
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WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
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protected:
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virtual bool eventTest(QEvent *event) Q_DECL_OVERRIDE;
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private:
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PlayState * game;
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GraphicsScene *scene;
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};
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//These transtion is true if one level has been completed and the player want to continue
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class CustomSpaceTransition : public QKeyEventTransition
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{
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public:
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CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key);
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protected:
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virtual bool eventTest(QEvent *event) Q_DECL_OVERRIDE;
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private:
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PlayState *game;
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};
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#endif // STATES_H
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