qt5base-lts/examples/animation/sub-attaq/graphicsscene.cpp
Jason McDonald 5635823e17 Remove "All rights reserved" line from license headers.
As in the past, to avoid rewriting various autotests that contain
line-number information, an extra blank line has been inserted at the
end of the license text to ensure that this commit does not change the
total number of lines in the license header.

Change-Id: I311e001373776812699d6efc045b5f742890c689
Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
2012-01-30 03:54:59 +01:00

283 lines
9.7 KiB
C++

/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the QtCore module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
//Own
#include "graphicsscene.h"
#include "states.h"
#include "boat.h"
#include "submarine.h"
#include "torpedo.h"
#include "bomb.h"
#include "pixmapitem.h"
#include "animationmanager.h"
#include "qanimationstate.h"
#include "progressitem.h"
#include "textinformationitem.h"
//Qt
#include <QtCore/QPropertyAnimation>
#include <QtCore/QSequentialAnimationGroup>
#include <QtCore/QParallelAnimationGroup>
#include <QtCore/QStateMachine>
#include <QtCore/QFinalState>
#include <QtCore/QPauseAnimation>
#include <QtWidgets/QAction>
#include <QtCore/QDir>
#include <QtWidgets/QApplication>
#include <QtWidgets/QMessageBox>
#include <QtWidgets/QGraphicsView>
#include <QtWidgets/QGraphicsSceneMouseEvent>
#include <QtCore/QXmlStreamReader>
GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
: QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
{
PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode);
backgroundItem->setZValue(1);
backgroundItem->setPos(0,0);
addItem(backgroundItem);
PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
surfaceItem->setZValue(3);
surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
addItem(surfaceItem);
//The item that display score and level
progressItem = new ProgressItem(backgroundItem);
textInformationItem = new TextInformationItem(backgroundItem);
textInformationItem->hide();
//We create the boat
addItem(boat);
boat->setPos(this->width()/2, sealLevel() - boat->size().height());
boat->hide();
//parse the xml that contain all data of the game
QXmlStreamReader reader;
QFile file(":data.xml");
file.open(QIODevice::ReadOnly);
reader.setDevice(&file);
LevelDescription currentLevel;
while (!reader.atEnd()) {
reader.readNext();
if (reader.tokenType() == QXmlStreamReader::StartElement) {
if (reader.name() == "submarine") {
SubmarineDescription desc;
desc.name = reader.attributes().value("name").toString();
desc.points = reader.attributes().value("points").toString().toInt();
desc.type = reader.attributes().value("type").toString().toInt();
submarinesData.append(desc);
} else if (reader.name() == "level") {
currentLevel.id = reader.attributes().value("id").toString().toInt();
currentLevel.name = reader.attributes().value("name").toString();
} else if (reader.name() == "subinstance") {
currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt()));
}
} else if (reader.tokenType() == QXmlStreamReader::EndElement) {
if (reader.name() == "level") {
levelsData.insert(currentLevel.id, currentLevel);
currentLevel.submarines.clear();
}
}
}
}
qreal GraphicsScene::sealLevel() const
{
return (mode == Big) ? 220 : 160;
}
void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
{
static const int nLetters = 10;
static struct {
char const *pix;
qreal initX, initY;
qreal destX, destY;
} logoData[nLetters] = {
{"s", -1000, -1000, 300, 150 },
{"u", -800, -1000, 350, 150 },
{"b", -600, -1000, 400, 120 },
{"dash", -400, -1000, 460, 150 },
{"a", 1000, 2000, 350, 250 },
{"t", 800, 2000, 400, 250 },
{"t2", 600, 2000, 430, 250 },
{"a2", 400, 2000, 465, 250 },
{"q", 200, 2000, 510, 250 },
{"excl", 0, 2000, 570, 220 } };
QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
for (int i = 0; i < nLetters; ++i) {
PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
logo->setPos(logoData[i].initX, logoData[i].initY);
logo->setZValue(i + 3);
//creation of the animations for moving letters
QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
moveAnim->setDuration(200);
moveAnim->setEasingCurve(QEasingCurve::OutElastic);
lettersGroupMoving->addPause(50);
//creation of the animations for fading out the letters
QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
fadeAnim->setDuration(800);
fadeAnim->setEndValue(0);
fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
}
QStateMachine *machine = new QStateMachine(this);
//This state is when the player is playing
PlayState *gameState = new PlayState(this, machine);
//Final state
QFinalState *final = new QFinalState(machine);
//Animation when the player enter in the game
QAnimationState *lettersMovingState = new QAnimationState(machine);
lettersMovingState->setAnimation(lettersGroupMoving);
//Animation when the welcome screen disappear
QAnimationState *lettersFadingState = new QAnimationState(machine);
lettersFadingState->setAnimation(lettersGroupFading);
//if new game then we fade out the welcome screen and start playing
lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
//New Game is triggered then player start playing
gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
//Wanna quit, then connect to CTRL+Q
gameState->addTransition(quitAction, SIGNAL(triggered()), final);
lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
//Welcome screen is the initial state
machine->setInitialState(lettersMovingState);
machine->start();
//We reach the final state, then we quit
connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
}
void GraphicsScene::addItem(Bomb *bomb)
{
bombs.insert(bomb);
connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
QGraphicsScene::addItem(bomb);
}
void GraphicsScene::addItem(Torpedo *torpedo)
{
torpedos.insert(torpedo);
connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
QGraphicsScene::addItem(torpedo);
}
void GraphicsScene::addItem(SubMarine *submarine)
{
submarines.insert(submarine);
connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
QGraphicsScene::addItem(submarine);
}
void GraphicsScene::addItem(QGraphicsItem *item)
{
QGraphicsScene::addItem(item);
}
void GraphicsScene::onBombExecutionFinished()
{
Bomb *bomb = qobject_cast<Bomb *>(sender());
bombs.remove(bomb);
bomb->deleteLater();
if (boat)
boat->setBombsLaunched(boat->bombsLaunched() - 1);
}
void GraphicsScene::onTorpedoExecutionFinished()
{
Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
torpedos.remove(torpedo);
torpedo->deleteLater();
}
void GraphicsScene::onSubMarineExecutionFinished()
{
SubMarine *submarine = qobject_cast<SubMarine *>(sender());
submarines.remove(submarine);
if (submarines.count() == 0)
emit allSubMarineDestroyed(submarine->points());
else
emit subMarineDestroyed(submarine->points());
submarine->deleteLater();
}
void GraphicsScene::clearScene()
{
foreach (SubMarine *sub, submarines) {
sub->destroy();
sub->deleteLater();
}
foreach (Torpedo *torpedo, torpedos) {
torpedo->destroy();
torpedo->deleteLater();
}
foreach (Bomb *bomb, bombs) {
bomb->destroy();
bomb->deleteLater();
}
submarines.clear();
bombs.clear();
torpedos.clear();
AnimationManager::self()->unregisterAllAnimations();
boat->stop();
boat->hide();
boat->setEnabled(true);
}