/**************************************************************************** ** ** 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. 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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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef STATES_H #define STATES_H //Qt #include #include #include #include #include class GraphicsScene; class Boat; class SubMarine; QT_BEGIN_NAMESPACE class QStateMachine; QT_END_NAMESPACE class PlayState : public QState { public: explicit PlayState(GraphicsScene *scene, QState *parent = 0); ~PlayState(); protected: void onEntry(QEvent *) override; private : GraphicsScene *scene; QStateMachine *machine; int currentLevel; int score; friend class UpdateScoreState; friend class UpdateScoreTransition; friend class WinTransition; friend class CustomSpaceTransition; friend class WinState; friend class LostState; friend class LevelState; }; class LevelState : public QState { public: LevelState(GraphicsScene *scene, PlayState *game, QState *parent = 0); protected: void onEntry(QEvent *) override; private : void initializeLevel(); GraphicsScene *scene; PlayState *game; }; class PauseState : public QState { public: explicit PauseState(GraphicsScene *scene, QState *parent = 0); protected: void onEntry(QEvent *) override; void onExit(QEvent *) override; private : GraphicsScene *scene; }; class LostState : public QState { public: LostState(GraphicsScene *scene, PlayState *game, QState *parent = 0); protected: void onEntry(QEvent *) override; void onExit(QEvent *) override; private : GraphicsScene *scene; PlayState *game; }; class WinState : public QState { public: WinState(GraphicsScene *scene, PlayState *game, QState *parent = 0); protected: void onEntry(QEvent *) override; void onExit(QEvent *) override; private : GraphicsScene *scene; PlayState *game; }; class UpdateScoreState : public QState { public: UpdateScoreState(QState *parent); private: }; //These transtion is used to update the score class UpdateScoreTransition : public QSignalTransition { public: UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target); protected: virtual bool eventTest(QEvent *event) override; private: PlayState * game; GraphicsScene *scene; }; //These transtion test if we have won the game class WinTransition : public QSignalTransition { public: WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target); protected: virtual bool eventTest(QEvent *event) override; private: PlayState * game; GraphicsScene *scene; }; //These transtion is true if one level has been completed and the player want to continue class CustomSpaceTransition : public QKeyEventTransition { public: CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key); protected: virtual bool eventTest(QEvent *event) override; private: PlayState *game; }; #endif // STATES_H