Stickman Example▲
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*/
#include
"lifecycle.h"
#include
"stickman.h"
#include
"node.h"
#include
"animation.h"
#include
"graphicsview.h"
#include <QtCore>
#include <QtWidgets>
class
KeyPressTransition: public
QSignalTransition
{
public
:
KeyPressTransition(GraphicsView *
receiver, Qt::
Key key)
:
QSignalTransition(receiver, SIGNAL(keyPressed(int
))), m_key(key)
{
}
KeyPressTransition(GraphicsView *
receiver, Qt::
Key key, QAbstractState *
target)
:
QSignalTransition(receiver, SIGNAL(keyPressed(int
))), m_key(key)
{
setTargetState(target);
}
bool
eventTest(QEvent *
e) override
{
if
(QSignalTransition::
eventTest(e)) {
QVariant key =
static_cast
&
lt;QStateMachine::
SignalEvent*&
gt;(e)-&
gt;arguments().at(0
);
return
(key.toInt() ==
int
(m_key));
}
return
false
;
}
private
:
Qt::
Key m_key;
}
;
class
LightningStrikesTransition: public
QEventTransition
{
public
:
LightningStrikesTransition(QAbstractState *
target)
:
QEventTransition(this
, QEvent::
Timer)
{
setTargetState(target);
startTimer(1000
);
}
bool
eventTest(QEvent *
e) override
{
return
QEventTransition::
eventTest(e) &
amp;&
amp; QRandomGenerator::
global()-&
gt;bounded(50
) ==
0
;
}
}
;
LifeCycle::
LifeCycle(StickMan *
stickMan, GraphicsView *
keyReceiver)
:
m_stickMan(stickMan), m_keyReceiver(keyReceiver)
{
// Create animation group to be used for all transitions
m_animationGroup =
new
QParallelAnimationGroup();
const
int
stickManNodeCount =
m_stickMan-&
gt;nodeCount();
for
(int
i=
0
; i&
lt;stickManNodeCount; ++
i) {
QPropertyAnimation *
pa =
new
QPropertyAnimation(m_stickMan-&
gt;node(i), "pos"
);
m_animationGroup-&
gt;addAnimation(pa);
}
// Set up initial state graph
m_machine =
new
QStateMachine();
m_machine-&
gt;addDefaultAnimation(m_animationGroup);
m_alive =
new
QState(m_machine);
m_alive-&
gt;setObjectName("alive"
);
// Make it blink when lightning strikes before entering dead animation
QState *
lightningBlink =
new
QState(m_machine);
lightningBlink-&
gt;assignProperty(m_stickMan-&
gt;scene(), "backgroundBrush"
, QColor(Qt::
white));
lightningBlink-&
gt;assignProperty(m_stickMan, "penColor"
, QColor(Qt::
black));
lightningBlink-&
gt;assignProperty(m_stickMan, "fillColor"
, QColor(Qt::
white));
lightningBlink-&
gt;assignProperty(m_stickMan, "isDead"
, true
);
QTimer *
timer =
new
QTimer(lightningBlink);
timer-&
gt;setSingleShot(true
);
timer-&
gt;setInterval(100
);
QObject::
connect(lightningBlink, SIGNAL(entered()), timer, SLOT(start()));
QObject::
connect(lightningBlink, SIGNAL(exited()), timer, SLOT(stop()));
m_dead =
new
QState(m_machine);
m_dead-&
gt;assignProperty(m_stickMan-&
gt;scene(), "backgroundBrush"
, QColor(Qt::
black));
m_dead-&
gt;assignProperty(m_stickMan, "penColor"
, QColor(Qt::
white));
m_dead-&
gt;assignProperty(m_stickMan, "fillColor"
, QColor(Qt::
black));
m_dead-&
gt;setObjectName("dead"
);
// Idle state (sets no properties)
m_idle =
new
QState(m_alive);
m_idle-&
gt;setObjectName("idle"
);
m_alive-&
gt;setInitialState(m_idle);
// Lightning strikes at random
m_alive-&
gt;addTransition(new
LightningStrikesTransition(lightningBlink));
lightningBlink-&
gt;addTransition(timer, SIGNAL(timeout()), m_dead);
m_machine-&
gt;setInitialState(m_alive);
}
void
LifeCycle::
setDeathAnimation(const
QString &
amp;fileName)
{
QState *
deathAnimation =
makeState(m_dead, fileName);
m_dead-&
gt;setInitialState(deathAnimation);
}
void
LifeCycle::
start()
{
m_machine-&
gt;start();
}
void
LifeCycle::
addActivity(const
QString &
amp;fileName, Qt::
Key key, QObject *
sender, const
char
*
signal)
{
QState *
state =
makeState(m_alive, fileName);
m_alive-&
gt;addTransition(new
KeyPressTransition(m_keyReceiver, key, state));
if
((sender !=
NULL
) ||
(signal !=
NULL
)) {
m_alive-&
gt;addTransition(sender, signal, state);
}
}
QState *
LifeCycle::
makeState(QState *
parentState, const
QString &
amp;animationFileName)
{
QState *
topLevel =
new
QState(parentState);
Animation animation;
{
QFile file(animationFileName);
if
(file.open(QIODevice::
ReadOnly))
animation.load(&
amp;file);
}
const
int
frameCount =
animation.totalFrames();
QState *
previousState =
0
;
for
(int
i=
0
; i&
lt;frameCount; ++
i) {
animation.setCurrentFrame(i);
QState *
frameState =
new
QState(topLevel);
const
int
nodeCount =
animation.nodeCount();
for
(int
j=
0
; j&
lt;nodeCount; ++
j)
frameState-&
gt;assignProperty(m_stickMan-&
gt;node(j), "pos"
, animation.nodePos(j));
frameState-&
gt;setObjectName(QString::
fromLatin1("frame %0"
).arg(i));
if
(previousState ==
0
)
topLevel-&
gt;setInitialState(frameState);
else
previousState-&
gt;addTransition(previousState, SIGNAL(propertiesAssigned()), frameState);
previousState =
frameState;
}
// Loop
previousState-&
gt;addTransition(previousState, SIGNAL(propertiesAssigned()), topLevel-&
gt;initialState());
return
topLevel;
}
LifeCycle::
~
LifeCycle()
{
delete
m_machine;
delete
m_animationGroup;
}