states.h Example File

animation/sub-attaq/states.h
 /****************************************************************************
 **
 ** 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. For further
 ** information use the contact form at https://www.qt.io/contact-us.
 **
 ** BSD License Usage
 ** Alternatively, you may use this file under the terms of the BSD license
 ** as follows:
 **
 ** "Redistribution and use in source and binary forms, with or without
 ** modification, are permitted provided that the following conditions are
 ** met:
 **   * Redistributions of source code must retain the above copyright
 **     notice, this list of conditions and the following disclaimer.
 **   * Redistributions in binary form must reproduce the above copyright
 **     notice, this list of conditions and the following disclaimer in
 **     the documentation and/or other materials provided with the
 **     distribution.
 **   * Neither the name of The Qt Company Ltd nor the names of its
 **     contributors may be used to endorse or promote products derived
 **     from this software without specific prior written permission.
 **
 **
 ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 ** A PARTICULAR PURPOSE ARE DISCLAIMED. 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 <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