Qt 5.11 | Qt Widgets | Sub-Attaq | states.h Example File

Qt 5.11.3 Reference Documentation

# states.h Example File

animation/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 <QtWidgets/QKeyEventTransition>
      #include <QtCore/QSet>

      class GraphicsScene;
      class Boat;
      class SubMarine;
      class QStateMachine;

      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:
          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:
          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:
          bool eventTest(QEvent *event) override;
      private:
          PlayState *game;
      };

      #endif // STATES_H