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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtCore module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//Own
+#include "submarine.h"
+#include "submarine_p.h"
+#include "torpedo.h"
+#include "pixmapitem.h"
+#include "graphicsscene.h"
+#include "animationmanager.h"
+#include "custompropertyanimation.h"
+#include "qanimationstate.h"
+
+#include <QtCore/QPropertyAnimation>
+#include <QtCore/QStateMachine>
+#include <QtCore/QFinalState>
+#include <QtCore/QSequentialAnimationGroup>
+
+static QAbstractAnimation *setupDestroyAnimation(SubMarine *sub)
+{
+ QSequentialAnimationGroup *group = new QSequentialAnimationGroup(sub);
+#if QT_VERSION >=0x040500
+ PixmapItem *step1 = new PixmapItem(QString("explosion/submarine/step1"),GraphicsScene::Big, sub);
+ step1->setZValue(6);
+ PixmapItem *step2 = new PixmapItem(QString("explosion/submarine/step2"),GraphicsScene::Big, sub);
+ step2->setZValue(6);
+ PixmapItem *step3 = new PixmapItem(QString("explosion/submarine/step3"),GraphicsScene::Big, sub);
+ step3->setZValue(6);
+ PixmapItem *step4 = new PixmapItem(QString("explosion/submarine/step4"),GraphicsScene::Big, sub);
+ step4->setZValue(6);
+ step1->setOpacity(0);
+ step2->setOpacity(0);
+ step3->setOpacity(0);
+ step4->setOpacity(0);
+ CustomPropertyAnimation *anim1 = new CustomPropertyAnimation(sub);
+ anim1->setMemberFunctions((QGraphicsItem*)step1, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim1->setDuration(100);
+ anim1->setEndValue(1);
+ CustomPropertyAnimation *anim2 = new CustomPropertyAnimation(sub);
+ anim2->setMemberFunctions((QGraphicsItem*)step2, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim2->setDuration(100);
+ anim2->setEndValue(1);
+ CustomPropertyAnimation *anim3 = new CustomPropertyAnimation(sub);
+ anim3->setMemberFunctions((QGraphicsItem*)step3, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim3->setDuration(100);
+ anim3->setEndValue(1);
+ CustomPropertyAnimation *anim4 = new CustomPropertyAnimation(sub);
+ anim4->setMemberFunctions((QGraphicsItem*)step4, &QGraphicsItem::opacity, &QGraphicsItem::setOpacity);
+ anim4->setDuration(100);
+ anim4->setEndValue(1);
+ group->addAnimation(anim1);
+ group->addAnimation(anim2);
+ group->addAnimation(anim3);
+ group->addAnimation(anim4);
+#else
+ // work around for a bug where we don't transition if the duration is zero.
+ QtPauseAnimation *anim = new QtPauseAnimation(group);
+ anim->setDuration(1);
+ group->addAnimation(anim);
+#endif
+ AnimationManager::self()->registerAnimation(group);
+ return group;
+}
+
+
+SubMarine::SubMarine(int type, const QString &name, int points, QGraphicsItem * parent, Qt::WindowFlags wFlags)
+ : QGraphicsWidget(parent,wFlags), subType(type), subName(name), subPoints(points), speed(0), direction(SubMarine::None)
+{
+ pixmapItem = new PixmapItem(QString("submarine"),GraphicsScene::Big, this);
+ setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
+ setZValue(5);
+ setFlags(QGraphicsItem::ItemIsMovable);
+ resize(pixmapItem->boundingRect().width(),pixmapItem->boundingRect().height());
+ setTransformOrigin(boundingRect().center());
+
+ //We setup the state machine of the submarine
+ QStateMachine *machine = new QStateMachine(this);
+
+ //This state is when the boat is moving/rotating
+ QState *moving = new QState(machine->rootState());
+
+ //This state is when the boat is moving from left to right
+ MovementState *movement = new MovementState(this, moving);
+
+ //This state is when the boat is moving from left to right
+ ReturnState *rotation = new ReturnState(this, moving);
+
+ //This is the initial state of the moving root state
+ moving->setInitialState(movement);
+
+ movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
+
+ //This is the initial state of the machine
+ machine->setInitialState(moving);
+
+ //End
+ QFinalState *final = new QFinalState(machine->rootState());
+
+ //If the moving animation is finished we move to the return state
+ movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
+
+ //If the return animation is finished we move to the moving state
+ rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
+
+ //This state play the destroyed animation
+ QAnimationState *destroyedState = new QAnimationState(machine->rootState());
+ destroyedState->setAnimation(setupDestroyAnimation(this));
+
+ //Play a nice animation when the submarine is destroyed
+ moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState);
+
+ //Transition to final state when the destroyed animation is finished
+ destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
+
+ //The machine has finished to be executed, then the submarine is dead
+ connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
+
+ machine->start();
+}
+
+int SubMarine::points()
+{
+ return subPoints;
+}
+
+void SubMarine::setCurrentDirection(SubMarine::Movement direction)
+{
+ if (this->direction == direction)
+ return;
+ if (direction == SubMarine::Right && this->direction == SubMarine::None) {
+ setYRotation(180);
+ }
+ this->direction = direction;
+}
+
+enum SubMarine::Movement SubMarine::currentDirection() const
+{
+ return direction;
+}
+
+void SubMarine::setCurrentSpeed(int speed)
+{
+ if (speed < 0 || speed > 3) {
+ qWarning("SubMarine::setCurrentSpeed : The speed is invalid");
+ }
+ this->speed = speed;
+ emit subMarineStateChanged();
+}
+
+int SubMarine::currentSpeed() const
+{
+ return speed;
+}
+
+void SubMarine::launchTorpedo(int speed)
+{
+ Torpedo * torp = new Torpedo();
+ GraphicsScene *scene = static_cast<GraphicsScene *>(this->scene());
+ scene->addItem(torp);
+ torp->setPos(x(), y());
+ torp->setCurrentSpeed(speed);
+ torp->launch();
+}
+
+void SubMarine::destroy()
+{
+ emit subMarineDestroyed();
+}
+
+int SubMarine::type() const
+{
+ return Type;
+}