source: trunk/demos/sub-attaq/graphicsscene.cpp@ 640

Last change on this file since 640 was 561, checked in by Dmitry A. Kuminov, 15 years ago

trunk: Merged in qt 4.6.1 sources.

  • Property svn:eol-style set to native
File size: 9.9 KB
Line 
1/****************************************************************************
2**
3** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
4** All rights reserved.
5** Contact: Nokia Corporation ([email protected])
6**
7** This file is part of the QtCore module of the Qt Toolkit.
8**
9** $QT_BEGIN_LICENSE:LGPL$
10** Commercial Usage
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12** accordance with the Qt Commercial License Agreement provided with the
13** Software or, alternatively, in accordance with the terms contained in
14** a written agreement between you and Nokia.
15**
16** GNU Lesser General Public License Usage
17** Alternatively, this file may be used under the terms of the GNU Lesser
18** General Public License version 2.1 as published by the Free Software
19** Foundation and appearing in the file LICENSE.LGPL included in the
20** packaging of this file. Please review the following information to
21** ensure the GNU Lesser General Public License version 2.1 requirements
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25** rights. These rights are described in the Nokia Qt LGPL Exception
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28** GNU General Public License Usage
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40****************************************************************************/
41
42//Own
43#include "graphicsscene.h"
44#include "states.h"
45#include "boat.h"
46#include "submarine.h"
47#include "torpedo.h"
48#include "bomb.h"
49#include "pixmapitem.h"
50#include "animationmanager.h"
51#include "qanimationstate.h"
52#include "progressitem.h"
53#include "textinformationitem.h"
54
55//Qt
56#include <QtCore/QPropertyAnimation>
57#include <QtCore/QSequentialAnimationGroup>
58#include <QtCore/QParallelAnimationGroup>
59#include <QtCore/QStateMachine>
60#include <QtCore/QFinalState>
61#include <QtCore/QPauseAnimation>
62#include <QtGui/QAction>
63#include <QtCore/QDir>
64#include <QtGui/QApplication>
65#include <QtGui/QMessageBox>
66#include <QtGui/QGraphicsView>
67#include <QtGui/QGraphicsSceneMouseEvent>
68#include <QtCore/QXmlStreamReader>
69
70GraphicsScene::GraphicsScene(int x, int y, int width, int height, Mode mode)
71 : QGraphicsScene(x , y, width, height), mode(mode), boat(new Boat)
72{
73 PixmapItem *backgroundItem = new PixmapItem(QString("background"),mode);
74 backgroundItem->setZValue(1);
75 backgroundItem->setPos(0,0);
76 addItem(backgroundItem);
77
78 PixmapItem *surfaceItem = new PixmapItem(QString("surface"),mode);
79 surfaceItem->setZValue(3);
80 surfaceItem->setPos(0,sealLevel() - surfaceItem->boundingRect().height()/2);
81 addItem(surfaceItem);
82
83 //The item that display score and level
84 progressItem = new ProgressItem(backgroundItem);
85
86 textInformationItem = new TextInformationItem(backgroundItem);
87 textInformationItem->hide();
88 //We create the boat
89 addItem(boat);
90 boat->setPos(this->width()/2, sealLevel() - boat->size().height());
91 boat->hide();
92
93 //parse the xml that contain all data of the game
94 QXmlStreamReader reader;
95 QFile file(":data.xml");
96 file.open(QIODevice::ReadOnly);
97 reader.setDevice(&file);
98 LevelDescription currentLevel;
99 while (!reader.atEnd()) {
100 reader.readNext();
101 if (reader.tokenType() == QXmlStreamReader::StartElement) {
102 if (reader.name() == "submarine") {
103 SubmarineDescription desc;
104 desc.name = reader.attributes().value("name").toString();
105 desc.points = reader.attributes().value("points").toString().toInt();
106 desc.type = reader.attributes().value("type").toString().toInt();
107 submarinesData.append(desc);
108 } else if (reader.name() == "level") {
109 currentLevel.id = reader.attributes().value("id").toString().toInt();
110 currentLevel.name = reader.attributes().value("name").toString();
111 } else if (reader.name() == "subinstance") {
112 currentLevel.submarines.append(qMakePair(reader.attributes().value("type").toString().toInt(), reader.attributes().value("nb").toString().toInt()));
113 }
114 } else if (reader.tokenType() == QXmlStreamReader::EndElement) {
115 if (reader.name() == "level") {
116 levelsData.insert(currentLevel.id, currentLevel);
117 currentLevel.submarines.clear();
118 }
119 }
120 }
121}
122
123qreal GraphicsScene::sealLevel() const
124{
125 return (mode == Big) ? 220 : 160;
126}
127
128void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
129{
130 static const int nLetters = 10;
131 static struct {
132 char const *pix;
133 qreal initX, initY;
134 qreal destX, destY;
135 } logoData[nLetters] = {
136 {"s", -1000, -1000, 300, 150 },
137 {"u", -800, -1000, 350, 150 },
138 {"b", -600, -1000, 400, 120 },
139 {"dash", -400, -1000, 460, 150 },
140 {"a", 1000, 2000, 350, 250 },
141 {"t", 800, 2000, 400, 250 },
142 {"t2", 600, 2000, 430, 250 },
143 {"a2", 400, 2000, 465, 250 },
144 {"q", 200, 2000, 510, 250 },
145 {"excl", 0, 2000, 570, 220 } };
146
147 QSequentialAnimationGroup * lettersGroupMoving = new QSequentialAnimationGroup(this);
148 QParallelAnimationGroup * lettersGroupFading = new QParallelAnimationGroup(this);
149
150 for (int i = 0; i < nLetters; ++i) {
151 PixmapItem *logo = new PixmapItem(QLatin1String(":/logo-") + logoData[i].pix, this);
152 logo->setPos(logoData[i].initX, logoData[i].initY);
153 logo->setZValue(i + 3);
154 //creation of the animations for moving letters
155 QPropertyAnimation *moveAnim = new QPropertyAnimation(logo, "pos", lettersGroupMoving);
156 moveAnim->setEndValue(QPointF(logoData[i].destX, logoData[i].destY));
157 moveAnim->setDuration(200);
158 moveAnim->setEasingCurve(QEasingCurve::OutElastic);
159 lettersGroupMoving->addPause(50);
160 //creation of the animations for fading out the letters
161 QPropertyAnimation *fadeAnim = new QPropertyAnimation(logo, "opacity", lettersGroupFading);
162 fadeAnim->setDuration(800);
163 fadeAnim->setEndValue(0);
164 fadeAnim->setEasingCurve(QEasingCurve::OutQuad);
165 }
166
167 QStateMachine *machine = new QStateMachine(this);
168
169 //This state is when the player is playing
170 PlayState *gameState = new PlayState(this, machine);
171
172 //Final state
173 QFinalState *final = new QFinalState(machine);
174
175 //Animation when the player enter in the game
176 QAnimationState *lettersMovingState = new QAnimationState(machine);
177 lettersMovingState->setAnimation(lettersGroupMoving);
178
179 //Animation when the welcome screen disappear
180 QAnimationState *lettersFadingState = new QAnimationState(machine);
181 lettersFadingState->setAnimation(lettersGroupFading);
182
183 //if new game then we fade out the welcome screen and start playing
184 lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
185 lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
186
187 //New Game is triggered then player start playing
188 gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
189
190 //Wanna quit, then connect to CTRL+Q
191 gameState->addTransition(quitAction, SIGNAL(triggered()), final);
192 lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
193
194 //Welcome screen is the initial state
195 machine->setInitialState(lettersMovingState);
196
197 machine->start();
198
199 //We reach the final state, then we quit
200 connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
201}
202
203void GraphicsScene::addItem(Bomb *bomb)
204{
205 bombs.insert(bomb);
206 connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
207 QGraphicsScene::addItem(bomb);
208}
209
210void GraphicsScene::addItem(Torpedo *torpedo)
211{
212 torpedos.insert(torpedo);
213 connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
214 QGraphicsScene::addItem(torpedo);
215}
216
217void GraphicsScene::addItem(SubMarine *submarine)
218{
219 submarines.insert(submarine);
220 connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
221 QGraphicsScene::addItem(submarine);
222}
223
224void GraphicsScene::addItem(QGraphicsItem *item)
225{
226 QGraphicsScene::addItem(item);
227}
228
229void GraphicsScene::onBombExecutionFinished()
230{
231 Bomb *bomb = qobject_cast<Bomb *>(sender());
232 bombs.remove(bomb);
233 bomb->deleteLater();
234 if (boat)
235 boat->setBombsLaunched(boat->bombsLaunched() - 1);
236}
237
238void GraphicsScene::onTorpedoExecutionFinished()
239{
240 Torpedo *torpedo = qobject_cast<Torpedo *>(sender());
241 torpedos.remove(torpedo);
242 torpedo->deleteLater();
243}
244
245void GraphicsScene::onSubMarineExecutionFinished()
246{
247 SubMarine *submarine = qobject_cast<SubMarine *>(sender());
248 submarines.remove(submarine);
249 if (submarines.count() == 0)
250 emit allSubMarineDestroyed(submarine->points());
251 else
252 emit subMarineDestroyed(submarine->points());
253 submarine->deleteLater();
254}
255
256void GraphicsScene::clearScene()
257{
258 foreach (SubMarine *sub, submarines) {
259 sub->destroy();
260 sub->deleteLater();
261 }
262
263 foreach (Torpedo *torpedo, torpedos) {
264 torpedo->destroy();
265 torpedo->deleteLater();
266 }
267
268 foreach (Bomb *bomb, bombs) {
269 bomb->destroy();
270 bomb->deleteLater();
271 }
272
273 submarines.clear();
274 bombs.clear();
275 torpedos.clear();
276
277 AnimationManager::self()->unregisterAllAnimations();
278
279 boat->stop();
280 boat->hide();
281 boat->setEnabled(true);
282}
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