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boat_p.h Example File

animation/sub-attaq/boat_p.h
 /****************************************************************************
 **
 ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
 ** Contact: http://www.qt-project.org/
 **
 ** This file is part of the examples of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:LGPL$
 ** GNU Lesser General Public License Usage
 ** 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 1.1, 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.
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 ****************************************************************************/

 #ifndef BOAT_P_H
 #define BOAT_P_H

 //
 //  W A R N I N G
 //  -------------
 //
 // This file is not part of the Qt API.  It exists purely as an
 // implementation detail.  This header file may change from version to
 // version without notice, or even be removed.
 //
 // We mean it.
 //

 //Own
 #include "bomb.h"
 #include "graphicsscene.h"

 // Qt
 #include <QtWidgets/QKeyEventTransition>

 static const int MAX_BOMB = 5;

 //These transtion test if we have to stop the boat (i.e current speed is 1)
 class KeyStopTransition : public QKeyEventTransition
 {
 public:
     KeyStopTransition(Boat *b, QEvent::Type t, int k)
     : QKeyEventTransition(b, t, k), boat(b), key(k)
     {
     }
 protected:
     virtual bool eventTest(QEvent *event)
     {
         if (!QKeyEventTransition::eventTest(event))
             return false;
         return (boat->currentSpeed() == 1);
     }
 private:
     Boat * boat;
     int key;
 };

 //These transtion test if we have to move the boat (i.e current speed was 0 or another value)
  class KeyMoveTransition : public QKeyEventTransition
 {
 public:
     KeyMoveTransition(Boat *b, QEvent::Type t, int k)
     : QKeyEventTransition(b, t, k), boat(b), key(k)
     {
     }
 protected:
     virtual bool eventTest(QEvent *event)
     {
         if (!QKeyEventTransition::eventTest(event))
             return false;
         return (boat->currentSpeed() >= 0);
     }
     void onTransition(QEvent *)
     {
         //We decrease the speed if needed
         if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right)
             boat->setCurrentSpeed(boat->currentSpeed() - 1);
         else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left)
             boat->setCurrentSpeed(boat->currentSpeed() - 1);
         else if (boat->currentSpeed() < 3)
             boat->setCurrentSpeed(boat->currentSpeed() + 1);
         boat->updateBoatMovement();
     }
 private:
     Boat * boat;
     int key;
 };

 //This transition trigger the bombs launch
  class KeyLaunchTransition : public QKeyEventTransition
 {
 public:
     KeyLaunchTransition(Boat *boat, QEvent::Type type, int key)
     : QKeyEventTransition(boat, type, key), boat(boat), key(key)
     {
     }
 protected:
     virtual bool eventTest(QEvent *event)
     {
         if (!QKeyEventTransition::eventTest(event))
             return false;
         //We have enough bomb?
         return (boat->bombsLaunched() < MAX_BOMB);
     }
 private:
     Boat * boat;
     int key;
 };

 //This state is describing when the boat is moving right
 class MoveStateRight : public QState
 {
 public:
     MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
     {
     }
 protected:
     void onEntry(QEvent *)
     {
         boat->setCurrentDirection(Boat::Right);
         boat->updateBoatMovement();
     }
 private:
     Boat * boat;
 };

  //This state is describing when the boat is moving left
 class MoveStateLeft : public QState
 {
 public:
     MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
     {
     }
 protected:
     void onEntry(QEvent *)
     {
         boat->setCurrentDirection(Boat::Left);
         boat->updateBoatMovement();
     }
 private:
     Boat * boat;
 };

 //This state is describing when the boat is in a stand by position
 class StopState : public QState
 {
 public:
     StopState(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
     {
     }
 protected:
     void onEntry(QEvent *)
     {
         boat->setCurrentSpeed(0);
         boat->setCurrentDirection(Boat::None);
         boat->updateBoatMovement();
     }
 private:
     Boat * boat;
 };

 //This state is describing the launch of the torpedo on the right
 class LaunchStateRight : public QState
 {
 public:
     LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
     {
     }
 protected:
     void onEntry(QEvent *)
     {
         Bomb *b = new Bomb();
         b->setPos(boat->x()+boat->size().width(),boat->y());
         GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
         scene->addItem(b);
         b->launch(Bomb::Right);
         boat->setBombsLaunched(boat->bombsLaunched() + 1);
     }
 private:
     Boat * boat;
 };

 //This state is describing the launch of the torpedo on the left
 class LaunchStateLeft : public QState
 {
 public:
     LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
     {
     }
 protected:
     void onEntry(QEvent *)
     {
         Bomb *b = new Bomb();
         b->setPos(boat->x() - b->size().width(), boat->y());
         GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
         scene->addItem(b);
         b->launch(Bomb::Left);
         boat->setBombsLaunched(boat->bombsLaunched() + 1);
     }
 private:
     Boat * boat;
 };

 #endif // BOAT_P_H
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