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diff --git a/examples/widgets/animation/sub-attaq/graphicsscene.cpp b/examples/widgets/animation/sub-attaq/graphicsscene.cpp
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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the QtCore module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//Own
-#include "graphicsscene.h"
-#include "states.h"
-#include "boat.h"
-#include "submarine.h"
-#include "torpedo.h"
-#include "bomb.h"
-#include "animationmanager.h"
-#include "qanimationstate.h"
-#include "progressitem.h"
-#include "textinformationitem.h"
-
-//Qt
-#include <QAction>
-#include <QApplication>
-#include <QFile>
-#include <QFinalState>
-#include <QParallelAnimationGroup>
-#include <QPropertyAnimation>
-#include <QSequentialAnimationGroup>
-#include <QStateMachine>
-#include <QXmlStreamReader>
-
-GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode, QObject *parent)
- : QGraphicsScene(x, y, width, height, parent), mode(mode), boat(new Boat)
-{
- PixmapItem *backgroundItem = new PixmapItem(QStringLiteral("background"), mode);
- backgroundItem->setZValue(1);
- backgroundItem->setPos(0,0);
- addItem(backgroundItem);
-
- PixmapItem *surfaceItem = new PixmapItem(QStringLiteral("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").toInt();
- desc.type = reader.attributes().value("type").toInt();
- submarinesData.append(desc);
- } else if (reader.name() == "level") {
- currentLevel.id = reader.attributes().value("id").toInt();
- currentLevel.name = reader.attributes().value("name").toString();
- } else if (reader.name() == "subinstance") {
- currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toInt(),
- reader.attributes().value("nb").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 constexpr int nLetters = 10;
- static constexpr 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 *finalState = 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, &QAction::triggered, lettersFadingState);
- lettersFadingState->addTransition(lettersFadingState, &QAnimationState::animationFinished, gameState);
-
- //New Game is triggered then player start playing
- gameState->addTransition(newAction, &QAction::triggered, gameState);
-
- //Wanna quit, then connect to CTRL+Q
- gameState->addTransition(quitAction, &QAction::triggered, finalState);
- lettersMovingState->addTransition(quitAction, &QAction::triggered, finalState);
-
- //Welcome screen is the initial state
- machine->setInitialState(lettersMovingState);
-
- machine->start();
-
- //We reach the final state, then we quit
- connect(machine, &QStateMachine::finished, qApp, &QApplication::quit);
-}
-
-void GraphicsScene::addItem(Bomb *bomb)
-{
- bombs.insert(bomb);
- connect(bomb, &Bomb::bombExecutionFinished,
- this, &GraphicsScene::onBombExecutionFinished);
- QGraphicsScene::addItem(bomb);
-}
-
-void GraphicsScene::addItem(Torpedo *torpedo)
-{
- torpedos.insert(torpedo);
- connect(torpedo, &Torpedo::torpedoExecutionFinished,
- this, &GraphicsScene::onTorpedoExecutionFinished);
- QGraphicsScene::addItem(torpedo);
-}
-
-void GraphicsScene::addItem(SubMarine *submarine)
-{
- submarines.insert(submarine);
- connect(submarine, &SubMarine::subMarineExecutionFinished,
- this, &GraphicsScene::onSubMarineExecutionFinished);
- QGraphicsScene::addItem(submarine);
-}
-
-void GraphicsScene::addItem(QGraphicsItem *item)
-{
- QGraphicsScene::addItem(item);
-}
-
-void GraphicsScene::onBombExecutionFinished()
-{
- Bomb *bomb = qobject_cast<Bomb *>(sender());
- if (!bomb)
- return;
- bombs.remove(bomb);
- bomb->deleteLater();
- boat->setBombsLaunched(boat->bombsLaunched() - 1);
-}
-
-void GraphicsScene::onTorpedoExecutionFinished()
-{
- Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
- if (!torpedo)
- return;
- torpedos.remove(torpedo);
- torpedo->deleteLater();
-}
-
-void GraphicsScene::onSubMarineExecutionFinished()
-{
- SubMarine *submarine = qobject_cast<SubMarine *>(sender());
- if (!submarine)
- return;
- submarines.remove(submarine);
- if (submarines.count() == 0)
- emit allSubMarineDestroyed(submarine->points());
- else
- emit subMarineDestroyed(submarine->points());
- submarine->deleteLater();
-}
-
-void GraphicsScene::clearScene()
-{
- for (SubMarine *sub : qAsConst(submarines)) {
- // make sure to not go into onSubMarineExecutionFinished
- sub->disconnect(this);
- sub->destroy();
- sub->deleteLater();
- }
-
- for (Torpedo *torpedo : qAsConst(torpedos)) {
- // make sure to not go into onTorpedoExecutionFinished
- torpedo->disconnect(this);
- torpedo->destroy();
- torpedo->deleteLater();
- }
-
- for (Bomb *bomb : qAsConst(bombs)) {
- // make sure to not go into onBombExecutionFinished
- bomb->disconnect(this);
- bomb->destroy();
- bomb->deleteLater();
- }
-
- submarines.clear();
- bombs.clear();
- torpedos.clear();
-
- AnimationManager::self()->unregisterAllAnimations();
-
- boat->stop();
- boat->hide();
- boat->setEnabled(true);
-}