diff options
Diffstat (limited to 'examples/widgets/doc/src/rogue.qdoc')
-rw-r--r-- | examples/widgets/doc/src/rogue.qdoc | 208 |
1 files changed, 0 insertions, 208 deletions
diff --git a/examples/widgets/doc/src/rogue.qdoc b/examples/widgets/doc/src/rogue.qdoc deleted file mode 100644 index b8b7cb15d6..0000000000 --- a/examples/widgets/doc/src/rogue.qdoc +++ /dev/null @@ -1,208 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2016 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the documentation of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:FDL$ -** 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. -** -** GNU Free Documentation License Usage -** Alternatively, this file may be used under the terms of the GNU Free -** Documentation License version 1.3 as published by the Free Software -** Foundation and appearing in the file included in the packaging of -** this file. Please review the following information to ensure -** the GNU Free Documentation License version 1.3 requirements -** will be met: https://www.gnu.org/licenses/fdl-1.3.html. -** $QT_END_LICENSE$ -** -****************************************************************************/ - -/*! - \example statemachine/rogue - \title Rogue Example - - \brief The Rogue example shows how to use the Qt state machine for event - handling. - - \image rogue-example.png - - This example implements a simple text based game. Do you see the - \c{@} in the screenshot? That's you, the rogue. The \c{#} - characters are walls, and the dots represent floor. In a real - game, other ASCII characters would represent all kinds of objects - and creatures, for instance, ancient dragons (\c{D}s) or food - rations (\c{%}s). But let's not get carried away. In this game, - the rogue is simply running around in an empty room. - - The rogue is moved with the keypad (2, 4, 8, 6). That aside, we - have implemented a \c quit command that triggers if the player - types \c {q}. The player is then asked if he/she really wants to - quit. - - Most games have commands that need more than one key press (we - think of consecutive presses, i.e., not of several keys being - pressed at the same time). In this game, only the \c quit command - falls under this category, but for the sake of argument, let's - imagine a fully-fledged game with a rich set of commands. If we - were to implement these by catching key events in - \l{QWidget::}{keyPressEvent()}, we would have to keep a lot of - class member variables to track the sequence of keys already typed - (or find some other way of deducing the current state of a - command). This can easily lead to spaghetti, which is--as we all - well know, I'm sure--unpleasant. With a state machine, on the - other hand, separate states can wait for a single key press, and - that makes our lives a lot simpler. - - The example consists of two classes: - - \list - \li \c Window draws the text display of the game and sets - up the state machine. The window also has a status bar - above the area in which the rouge moves. - \li \c MovementTransition is a transition that carries out - a single move of the rogue. - \endlist - - Before we embark on a code walkthrough, it is necessary to take a - closer look at the design of the machine. Here is a state chart - that shows what we want to achieve: - - \image rogue-statechart.png - - The input state waits for a key press to start a new command. - When receiving a key it recognizes, it transitions to one of the - two commands of the game; though, as we will see, movement is - handled by the transition itself. The quit state waits for the - player to answer yes or no (by typing \c y or \c n) when asked - whether he/she really wants to quit the game. - - The chart demonstrates how we use one state to wait for a single - key press. The press received may trigger one of the transitions - connected to the state. - - \section1 Window Class Definition - - The \c Window class is a widget that draws the text display of the - game. It also sets up the state machine, i.e., creates and - connects the states in the machine. It is the key events from this - widget that are used by the machine. - - \snippet statemachine/rogue/window.h 0 - - \c Direction specifies the direction in which the rogue is to - move. We use this in \c movePlayer(), which moves the rogue and - repaints the window. The game has a status line above the area in - which the rogue moves. The \c status property contains the text of - this line. We use a property because the QState class allows - setting any Qt \l{Qt's Property System}{property} when entered. - More on this later. - - \snippet statemachine/rogue/window.h 1 - - The \c map is an array with the characters that are currently - displayed. We set up the array in \c setupMap(), and update it - when the rogue is moved. \c pX and \c pY is the current position - of the rogue. \c WIDTH and \c HEIGHT are macros specifying the - dimensions of the map. - - The \c paintEvent() function is left out of this walkthrough. We - also do not discuss other code that does not concern the state - machine (the \c setupMap(), \c status(), \c setStatus(), \c - movePlayer(), and \c sizeHint() functions). If you wish to take a - look at the code, click on the link for the \c window.cpp file at - the top of this page. - - \section1 Window Class Implementation - - Here is the constructor of \c Window: - - \snippet statemachine/rogue/window.cpp 0 - \dots - \snippet statemachine/rogue/window.cpp 1 - - The player starts off at position (5, 5). We then set up the map - and statemachine. Let's proceed with the \c buildMachine() - function: - - \snippet statemachine/rogue/window.cpp 2 - - We enter \c inputState when the machine is started and from the \c - quitState if the user wants to continue playing. We then set the - status to a helpful reminder of how to play the game. - - First, the \c Movement transition is added to the input state. - This will enable the rogue to be moved with the keypad. Notice - that we don't set a target state for the movement transition. This - will cause the transition to be triggered (and the - \l{QAbstractTransition::}{onTransition()} function to be invoked), - but the machine will not leave the \c inputState. If we had set \c - inputState as the target state, we would first have left and then - entered the \c inputState again. - - \snippet statemachine/rogue/window.cpp 3 - - When we enter \c quitState, we update the status bar of the - window. - - \c QKeyEventTransition is a utility class that removes the hassle - of implementing transitions for \l{QKeyEvent}s. We simply need to - specify the key on which the transition should trigger and the - target state of the transition. - - \snippet statemachine/rogue/window.cpp 4 - - The transition from \c inputState allows triggering the quit state - when the player types \c {q}. - - \snippet statemachine/rogue/window.cpp 5 - - The machine is set up, so it's time to start it. - - \section1 The MovementTransition Class - - \c MovementTransition is triggered when the player request the - rogue to be moved (by typing 2, 4, 6, or 8) when the machine is in - the \c inputState. - - \snippet statemachine/rogue/movementtransition.h 0 - - In the constructor, we tell QEventTransition to only send - \l{QEvent::}{KeyPress} events to the - \l{QAbstractTransition::}{eventTest()} function: - - \snippet statemachine/rogue/movementtransition.h 1 - - The KeyPress events come wrapped in \l{QStateMachine::WrappedEvent}s. \c event - must be confirmed to be a wrapped event because Qt uses other - events internally. After that, it is simply a matter of checking - which key has been pressed. - - Let's move on to the \c onTransition() function: - - \snippet statemachine/rogue/movementtransition.h 2 - - When \c onTransition() is invoked, we know that we have a - \l{QEvent::}{KeyPress} event with 2, 4, 6, or 8, and can ask \c - Window to move the player. - - \section1 The Roguelike Tradition - - You might have been wondering why the game features a rogue. Well, - these kinds of text based dungeon exploration games date back to a - game called, yes, "Rogue". Although outflanked by the technology - of modern 3D computer games, roguelikes have a solid community of - hard-core, devoted followers. - - Playing these games can be surprisingly addictive (despite the - lack of graphics). Angband, the perhaps most well-known rougelike, - is found here: \l{http://rephial.org/}. -*/ - |