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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 documentation of the Qt Toolkit.
-**
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-** 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.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
- \example statemachine/tankgame
- \title Tank Game Example
-
- The Tank Game example is part of the in \l{The State Machine Framework}. It shows how to use
- parallel states to implement artificial intelligence controllers that run in parallel, and error
- states to handle run-time errors in parts of the state graph created by external plugins.
-
- \image tankgame-example.png
-
- In this example we write a simple game. The application runs a state machine with two main
- states: A "stopped" state and a "running" state. The user can load plugins from the disk by
- selecting the "Add tank" menu item.
-
- When the "Add tank" menu item is selected, the "plugins" subdirectory in the example's
- directory is searched for compatible plugins. If any are found, they will be listed in a
- dialog box created using QInputDialog::getItem().
-
- \snippet examples/statemachine/tankgame/mainwindow.cpp 1
-
- If the user selects a plugin, the application will construct a TankItem object, which inherits
- from QGraphicsItem and QObject, and which implements an agreed-upon interface using the
- meta-object mechanism.
-
- \snippet examples/statemachine/tankgame/tankitem.h 0
-
- The tank item will be passed to the plugin's create() function. This will in turn return a
- QState object which is expected to implement an artificial intelligence which controls the
- tank and attempts to destroy other tanks it detects.
-
- \snippet examples/statemachine/tankgame/mainwindow.cpp 2
-
- Each returned QState object becomes a descendant of a \c region in the "running" state, which is
- defined as a parallel state. This means that entering the "running" state will cause each of the
- plugged-in QState objects to be entered simultaneously, allowing the tanks to run independently
- of each other.
-
- \snippet examples/statemachine/tankgame/mainwindow.cpp 0
-
- The maximum number of tanks on the map is four, and when this number is reached, the
- "Add tank" menu item should be disabled. This is implemented by giving the "stopped" state two
- children which define whether the map is full or not.
-
- \snippet examples/statemachine/tankgame/mainwindow.cpp 5
-
- To make sure that we go into the correct child state when returning from the "running" state
- (if the "Stop game" menu item is selected while the game is running) we also give the "stopped"
- state a history state which we make the initial state of "stopped" state.
-
- \snippet examples/statemachine/tankgame/mainwindow.cpp 3
-
- Since part of the state graph is defined by external plugins, we have no way of controlling
- whether they contain errors. By default, run-time errors are handled in the state machine by
- entering a top level state which prints out an error message and never exits. If we were to
- use this default behavior, a run-time error in any of the plugins would cause the "running"
- state to exit, and thus all the other tanks to stop running as well. A better solution would
- be if the broken plugin was disabled and the rest of the tanks allowed to continue as before.
-
- This is done by setting the error state of the plugin's top-most state to a special error state
- defined specifically for the plugin in question.
-
- \snippet examples/statemachine/tankgame/mainwindow.cpp 4
-
- If a run-time error occurs in \c pluginState or any of its descendants, the state machine will
- search the hierarchy of ancestors until it finds a state whose error state is different from
- \c null. (Note that if we are worried that a plugin could inadvertedly be overriding our
- error state, we could search the descendants of \c pluginState and verify that their error
- states are set to \c null before accepting the plugin.)
-
- The specialized \c errorState sets the "enabled" property of the tank item in question to false,
- causing it to be painted with a red cross over it to indicate that it is no longer running.
- Since the error state is a child of the same region in the parallel "running" state as
- \c pluginState, it will not exit the "running" state, and the other tanks will continue running
- without disruption.
-
-*/