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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 "graphicsscene.h"
+#include "states.h"
+#include "boat.h"
+#include "submarine.h"
+#include "torpedo.h"
+#include "bomb.h"
+#include "pixmapitem.h"
+#include "custompropertyanimation.h"
+#include "animationmanager.h"
+#include "qanimationstate.h"
+#include "progressitem.h"
+
+//Qt
+#include <QtCore/QPropertyAnimation>
+#include <QtCore/QSequentialAnimationGroup>
+#include <QtCore/QParallelAnimationGroup>
+#include <QtCore/QStateMachine>
+#include <QtCore/QFinalState>
+#include <QtCore/QPauseAnimation>
+#include <QtGui/QAction>
+#include <QtCore/QDir>
+#include <QtGui/QApplication>
+#include <QtGui/QMessageBox>
+#include <QtGui/QGraphicsView>
+#include <QtGui/QGraphicsSceneMouseEvent>
+#include <QtCore/QXmlStreamReader>
+
+//helper function that creates an animation for position and inserts it into group
+static CustomPropertyAnimation *addGraphicsItemPosAnimation(QSequentialAnimationGroup *group,
+ QGraphicsItem *item, const QPointF &endPos)
+{
+ CustomPropertyAnimation *ret = new CustomPropertyAnimation(group);
+ ret->setMemberFunctions(item, &QGraphicsItem::pos, &QGraphicsItem::setPos);
+ ret->setEndValue(endPos);
+ ret->setDuration(200);
+ ret->setEasingCurve(QEasingCurve::OutElastic);
+ group->addPause(50);
+ return ret;
+}
+
+//helper function that creates an animation for opacity and inserts it into group
+static void addGraphicsItemFadeoutAnimation(QAnimationGroup *group, QGraphicsItem *item)
+{
+#if QT_VERSION >=0x040500
+ CustomPropertyAnimation *anim = new CustomPropertyAnimation(group);
+ anim->setMemberFunctions(item, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim->setDuration(800);
+ anim->setEndValue(0);
+ anim->setEasingCurve(QEasingCurve::OutQuad);
+#else
+ // work around for a bug where we don't transition if the duration is zero.
+ QtPauseAnimation *anim = new QtPauseAnimation(group);
+ anim->setDuration(1);
+#endif
+}
+
+GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
+ : QGraphicsScene(x,y,width,height), mode(mode), newAction(0), quitAction(0), boat(0)
+{
+ 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);
+
+ //We create the boat
+ boat = new 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);
+ }
+ if (reader.name() == "level")
+ {
+ currentLevel.id = reader.attributes().value("id").toString().toInt();
+ currentLevel.name = reader.attributes().value("name").toString();
+ }
+ if (reader.name() == "subinstance")
+ {
+ currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(),reader.attributes().value("nb").toString().toInt()));
+ }
+ }
+ if (reader.tokenType() == QXmlStreamReader::EndElement) {
+ if (reader.name() == "level")
+ {
+ levelsData.insert(currentLevel.id,currentLevel);
+ currentLevel.submarines.clear();
+ }
+ }
+ }
+}
+
+qreal GraphicsScene::sealLevel() const
+{
+ if (mode == Big)
+ return 220;
+ else
+ return 160;
+}
+
+void GraphicsScene::setupScene(const QList<QAction *> &actions)
+{
+ newAction = actions.at(0);
+ quitAction = actions.at(1);
+
+ QGraphicsItem *logo_s = addWelcomeItem(QPixmap(":/logo-s"));
+ QGraphicsItem *logo_u = addWelcomeItem(QPixmap(":/logo-u"));
+ QGraphicsItem *logo_b = addWelcomeItem(QPixmap(":/logo-b"));
+ QGraphicsItem *logo_dash = addWelcomeItem(QPixmap(":/logo-dash"));
+ QGraphicsItem *logo_a = addWelcomeItem(QPixmap(":/logo-a"));
+ QGraphicsItem *logo_t = addWelcomeItem(QPixmap(":/logo-t"));
+ QGraphicsItem *logo_t2 = addWelcomeItem(QPixmap(":/logo-t2"));
+ QGraphicsItem *logo_a2 = addWelcomeItem(QPixmap(":/logo-a2"));
+ QGraphicsItem *logo_q = addWelcomeItem(QPixmap(":/logo-q"));
+ QGraphicsItem *logo_excl = addWelcomeItem(QPixmap(":/logo-excl"));
+ logo_s->setZValue(3);
+ logo_u->setZValue(4);
+ logo_b->setZValue(5);
+ logo_dash->setZValue(6);
+ logo_a->setZValue(7);
+ logo_t->setZValue(8);
+ logo_t2->setZValue(9);
+ logo_a2->setZValue(10);
+ logo_q->setZValue(11);
+ logo_excl->setZValue(12);
+ logo_s->setPos(QPointF(-1000, -1000));
+ logo_u->setPos(QPointF(-800, -1000));
+ logo_b->setPos(QPointF(-600, -1000));
+ logo_dash->setPos(QPointF(-400, -1000));
+ logo_a->setPos(QPointF(1000, 2000));
+ logo_t->setPos(QPointF(800, 2000));
+ logo_t2->setPos(QPointF(600, 2000));
+ logo_a2->setPos(QPointF(400, 2000));
+ logo_q->setPos(QPointF(200, 2000));
+ logo_excl->setPos(QPointF(0, 2000));
+
+ QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
+ QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
+
+ //creation of the animations for moving letters
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_s, QPointF(300, 150));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_u, QPointF(350, 150));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_b, QPointF(400, 120));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_dash, QPointF(460, 150));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_a, QPointF(350, 250));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_t, QPointF(400, 250));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_t2, QPointF(430, 250));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_a2, QPointF(465, 250));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_q, QPointF(510, 250));
+ addGraphicsItemPosAnimation(lettersGroupMoving, logo_excl, QPointF(570, 220));
+
+ //creation of the animations for fading out the letters
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_s);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_u);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_b);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_dash);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_a);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_t);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_t2);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_a2);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_q);
+ addGraphicsItemFadeoutAnimation(lettersGroupFading, logo_excl);
+ connect(lettersGroupFading, SIGNAL(finished()), this, SLOT(onIntroAnimationFinished()));
+
+ 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()),this, SLOT(onQuitGameTriggered()));
+}
+
+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::mousePressEvent (QGraphicsSceneMouseEvent * event)
+{
+ event->ignore();
+}
+
+void GraphicsScene::onQuitGameTriggered()
+{
+ qApp->closeAllWindows();
+}
+
+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();
+}
+
+int GraphicsScene::remainingSubMarines() const
+{
+ return submarines.count();
+}
+
+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();
+}
+
+QGraphicsPixmapItem *GraphicsScene::addWelcomeItem(const QPixmap &pm)
+{
+ QGraphicsPixmapItem *item = addPixmap(pm);
+ welcomeItems << item;
+ return item;
+}
+
+void GraphicsScene::onIntroAnimationFinished()
+{
+ qDeleteAll(welcomeItems);
+ welcomeItems.clear();
+}
+