states.h Example File

demos/sub-attaq/states.h
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#ifndef STATES_H
#define STATES_H
//Qt
#include <QtCore/QState>
#include <QtCore/QSignalTransition>
#include <QtCore/QPropertyAnimation>
#include <QtGui/QKeyEventTransition>
#include <QtCore/QSet>
class GraphicsScene;
class Boat;
class SubMarine;
class QStateMachine;
class PlayState : public QState
{
public:
    PlayState(GraphicsScene *scene, QState *parent = 0);
    ~PlayState();
 protected:
    void onEntry(QEvent *);
private :
    GraphicsScene *scene;
    QStateMachine *machine;
    int currentLevel;
    int score;
    QState *parallelChild;
    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 *);
private :
    void initializeLevel();
    GraphicsScene *scene;
    PlayState *game;
};
class PauseState : public QState
{
public:
    PauseState(GraphicsScene *scene, QState *parent = 0);
protected:
    void onEntry(QEvent *);
    void onExit(QEvent *);
private :
    GraphicsScene *scene;
    Boat *boat;
};
class LostState : public QState
{
public:
    LostState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
protected:
    void onEntry(QEvent *);
    void onExit(QEvent *);
private :
    GraphicsScene *scene;
    PlayState *game;
};
class WinState : public QState
{
public:
    WinState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
protected:
    void onEntry(QEvent *);
    void onExit(QEvent *);
private :
    GraphicsScene *scene;
    PlayState *game;
};
class UpdateScoreState : public QState
{
public:
    UpdateScoreState(PlayState *game, QState *parent);
private:
    QPropertyAnimation *scoreAnimation;
    PlayState *game;
};
//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);
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);
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);
private:
    PlayState *game;
    int key;
};
#endif // STATES_H