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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtCore module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, 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 1.0, 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.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at http://www.qtsoftware.com/contact.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//Own
+#include "boat.h"
+#include "boat_p.h"
+#include "bomb.h"
+#include "pixmapitem.h"
+#include "graphicsscene.h"
+#include "animationmanager.h"
+#include "custompropertyanimation.h"
+#include "qanimationstate.h"
+
+//Qt
+#include <QtCore/QPropertyAnimation>
+#include <QtCore/QStateMachine>
+#include <QtCore/QHistoryState>
+#include <QtCore/QFinalState>
+#include <QtCore/QState>
+#include <QtCore/QSequentialAnimationGroup>
+
+static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
+{
+ QSequentialAnimationGroup *group = new QSequentialAnimationGroup(boat);
+#if QT_VERSION >=0x040500
+ PixmapItem *step1 = new PixmapItem(QString("explosion/boat/step1"),GraphicsScene::Big, boat);
+ step1->setZValue(6);
+ PixmapItem *step2 = new PixmapItem(QString("explosion/boat/step2"),GraphicsScene::Big, boat);
+ step2->setZValue(6);
+ PixmapItem *step3 = new PixmapItem(QString("explosion/boat/step3"),GraphicsScene::Big, boat);
+ step3->setZValue(6);
+ PixmapItem *step4 = new PixmapItem(QString("explosion/boat/step4"),GraphicsScene::Big, boat);
+ step4->setZValue(6);
+ step1->setOpacity(0);
+ step2->setOpacity(0);
+ step3->setOpacity(0);
+ step4->setOpacity(0);
+ CustomPropertyAnimation *anim1 = new CustomPropertyAnimation(boat);
+ anim1->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim1->setDuration(100);
+ anim1->setEndValue(1);
+ CustomPropertyAnimation *anim2 = new CustomPropertyAnimation(boat);
+ anim2->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim2->setDuration(100);
+ anim2->setEndValue(1);
+ CustomPropertyAnimation *anim3 = new CustomPropertyAnimation(boat);
+ anim3->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim3->setDuration(100);
+ anim3->setEndValue(1);
+ CustomPropertyAnimation *anim4 = new CustomPropertyAnimation(boat);
+ anim4->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim4->setDuration(100);
+ anim4->setEndValue(1);
+ CustomPropertyAnimation *anim5 = new CustomPropertyAnimation(boat);
+ anim5->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim5->setDuration(100);
+ anim5->setEndValue(0);
+ CustomPropertyAnimation *anim6 = new CustomPropertyAnimation(boat);
+ anim6->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim6->setDuration(100);
+ anim6->setEndValue(0);
+ CustomPropertyAnimation *anim7 = new CustomPropertyAnimation(boat);
+ anim7->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim7->setDuration(100);
+ anim7->setEndValue(0);
+ CustomPropertyAnimation *anim8 = new CustomPropertyAnimation(boat);
+ anim8->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim8->setDuration(100);
+ anim8->setEndValue(0);
+ group->addAnimation(anim1);
+ group->addAnimation(anim2);
+ group->addAnimation(anim3);
+ group->addAnimation(anim4);
+ group->addAnimation(anim5);
+ group->addAnimation(anim6);
+ group->addAnimation(anim7);
+ group->addAnimation(anim8);
+#else
+ // work around for a bug where we don't transition if the duration is zero.
+ QtPauseAnimation *anim = new QtPauseAnimation(group);
+ anim->setDuration(1);
+ group->addAnimation(anim);
+#endif
+ AnimationManager::self()->registerAnimation(group);
+ return group;
+}
+
+
+
+Boat::Boat(QGraphicsItem * parent, Qt::WindowFlags wFlags)
+ : QGraphicsWidget(parent,wFlags), speed(0), bombsAlreadyLaunched(0), direction(Boat::None), movementAnimation(0)
+{
+ pixmapItem = new PixmapItem(QString("boat"),GraphicsScene::Big, this);
+ setZValue(4);
+ setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
+ setFlags(QGraphicsItem::ItemIsMovable | QGraphicsItem::ItemIsFocusable);
+ resize(pixmapItem->boundingRect().size());
+
+ //The movement animation used to animate the boat
+ movementAnimation = new QPropertyAnimation(this, "pos");
+
+ //The movement animation used to animate the boat
+ destroyAnimation = setupDestroyAnimation(this);
+
+ //We setup the state machien of the boat
+ machine = new QStateMachine(this);
+ QState *moving = new QState(machine);
+ StopState *stopState = new StopState(this, moving);
+ machine->setInitialState(moving);
+ moving->setInitialState(stopState);
+ MoveStateRight *moveStateRight = new MoveStateRight(this, moving);
+ MoveStateLeft *moveStateLeft = new MoveStateLeft(this, moving);
+ LaunchStateRight *launchStateRight = new LaunchStateRight(this, machine);
+ LaunchStateLeft *launchStateLeft = new LaunchStateLeft(this, machine);
+
+ //then setup the transitions for the rightMove state
+ KeyStopTransition *leftStopRight = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Left);
+ leftStopRight->setTargetState(stopState);
+ KeyMoveTransition *leftMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Left);
+ leftMoveRight->setTargetState(moveStateRight);
+ KeyMoveTransition *rightMoveRight = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
+ rightMoveRight->setTargetState(moveStateRight);
+ KeyMoveTransition *rightMoveStop = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
+ rightMoveStop->setTargetState(moveStateRight);
+
+ //then setup the transitions for the leftMove state
+ KeyStopTransition *rightStopLeft = new KeyStopTransition(this, QEvent::KeyPress, Qt::Key_Right);
+ rightStopLeft->setTargetState(stopState);
+ KeyMoveTransition *rightMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress, Qt::Key_Right);
+ rightMoveLeft->setTargetState(moveStateLeft);
+ KeyMoveTransition *leftMoveLeft = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
+ leftMoveLeft->setTargetState(moveStateLeft);
+ KeyMoveTransition *leftMoveStop = new KeyMoveTransition(this, QEvent::KeyPress,Qt::Key_Left);
+ leftMoveStop->setTargetState(moveStateLeft);
+
+ //We set up the right move state
+ moveStateRight->addTransition(leftStopRight);
+ moveStateRight->addTransition(leftMoveRight);
+ moveStateRight->addTransition(rightMoveRight);
+ stopState->addTransition(rightMoveStop);
+
+ //We set up the left move state
+ moveStateLeft->addTransition(rightStopLeft);
+ moveStateLeft->addTransition(leftMoveLeft);
+ moveStateLeft->addTransition(rightMoveLeft);
+ stopState->addTransition(leftMoveStop);
+
+ //The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state
+ moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
+ moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);
+
+ //We set up the keys for dropping bombs
+ KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
+ upFireLeft->setTargetState(launchStateRight);
+ KeyLaunchTransition *upFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
+ upFireRight->setTargetState(launchStateRight);
+ KeyLaunchTransition *upFireStop = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
+ upFireStop->setTargetState(launchStateRight);
+ KeyLaunchTransition *downFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
+ downFireLeft->setTargetState(launchStateLeft);
+ KeyLaunchTransition *downFireRight = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
+ downFireRight->setTargetState(launchStateLeft);
+ KeyLaunchTransition *downFireMove = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Down);
+ downFireMove->setTargetState(launchStateLeft);
+
+ //We set up transitions for fire up
+ moveStateRight->addTransition(upFireRight);
+ moveStateLeft->addTransition(upFireLeft);
+ stopState->addTransition(upFireStop);
+
+ //We set up transitions for fire down
+ moveStateRight->addTransition(downFireRight);
+ moveStateLeft->addTransition(downFireLeft);
+ stopState->addTransition(downFireMove);
+
+ //Finally the launch state should come back to its original state
+ QHistoryState *historyState = new QHistoryState(moving);
+ launchStateLeft->addTransition(historyState);
+ launchStateRight->addTransition(historyState);
+
+ QFinalState *final = new QFinalState(machine);
+
+ //This state play the destroyed animation
+ QAnimationState *destroyedState = new QAnimationState(machine);
+ destroyedState->setAnimation(destroyAnimation);
+
+ //Play a nice animation when the boat is destroyed
+ moving->addTransition(this, SIGNAL(boatDestroyed()),destroyedState);
+
+ //Transition to final state when the destroyed animation is finished
+ destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
+
+ //The machine has finished to be executed, then the boat is dead
+ connect(machine,SIGNAL(finished()),this, SIGNAL(boatExecutionFinished()));
+
+}
+
+void Boat::run()
+{
+ //We register animations
+ AnimationManager::self()->registerAnimation(movementAnimation);
+ AnimationManager::self()->registerAnimation(destroyAnimation);
+ machine->start();
+}
+
+void Boat::stop()
+{
+ movementAnimation->stop();
+ machine->stop();
+}
+
+void Boat::updateBoatMovement()
+{
+ if (speed == 0 || direction == Boat::None) {
+ movementAnimation->stop();
+ return;
+ }
+
+ movementAnimation->stop();
+ movementAnimation->setStartValue(pos());
+
+ if (direction == Boat::Left) {
+ movementAnimation->setEndValue(QPointF(0,y()));
+ movementAnimation->setDuration(x()/speed*15);
+ }
+ else /*if (direction == Boat::Right)*/ {
+ movementAnimation->setEndValue(QPointF(scene()->width()-size().width(),y()));
+ movementAnimation->setDuration((scene()->width()-size().width()-x())/speed*15);
+ }
+ movementAnimation->start();
+}
+
+void Boat::destroy()
+{
+ movementAnimation->stop();
+ emit boatDestroyed();
+}
+
+int Boat::bombsLaunched() const
+{
+ return bombsAlreadyLaunched;
+}
+
+void Boat::setBombsLaunched(int number)
+{
+ if (number > MAX_BOMB) {
+ qWarning("Boat::setBombsLaunched : It impossible to launch that number of bombs");
+ return;
+ }
+ bombsAlreadyLaunched = number;
+}
+
+int Boat::currentSpeed() const
+{
+ return speed;
+}
+
+void Boat::setCurrentSpeed(int speed)
+{
+ if (speed > 3 || speed < 0) {
+ qWarning("Boat::setCurrentSpeed: The boat can't run on that speed");
+ return;
+ }
+ this->speed = speed;
+}
+
+enum Boat::Movement Boat::currentDirection() const
+{
+ return direction;
+}
+
+void Boat::setCurrentDirection(Movement direction)
+{
+ this->direction = direction;
+}
+
+int Boat::type() const
+{
+ return Type;
+}