lifecycle.cpp Example File

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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<QStateMachine::SignalEvent*>(e)->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); qsrand((uint)QDateTime::currentSecsSinceEpoch()); startTimer(1000); } bool eventTest(QEvent *e) override { return QEventTransition::eventTest(e) && ((qrand() % 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->nodeCount(); for (int i=0; i<stickManNodeCount; ++i) { QPropertyAnimation *pa = new QPropertyAnimation(m_stickMan->node(i), "pos"); m_animationGroup->addAnimation(pa); } // Set up initial state graph m_machine = new QStateMachine(); m_machine->addDefaultAnimation(m_animationGroup); m_alive = new QState(m_machine); m_alive->setObjectName("alive"); // Make it blink when lightning strikes before entering dead animation QState *lightningBlink = new QState(m_machine); lightningBlink->assignProperty(m_stickMan->scene(), "backgroundBrush", QColor(Qt::white)); lightningBlink->assignProperty(m_stickMan, "penColor", QColor(Qt::black)); lightningBlink->assignProperty(m_stickMan, "fillColor", QColor(Qt::white)); lightningBlink->assignProperty(m_stickMan, "isDead", true); QTimer *timer = new QTimer(lightningBlink); timer->setSingleShot(true); timer->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->assignProperty(m_stickMan->scene(), "backgroundBrush", QColor(Qt::black)); m_dead->assignProperty(m_stickMan, "penColor", QColor(Qt::white)); m_dead->assignProperty(m_stickMan, "fillColor", QColor(Qt::black)); m_dead->setObjectName("dead"); // Idle state (sets no properties) m_idle = new QState(m_alive); m_idle->setObjectName("idle"); m_alive->setInitialState(m_idle); // Lightning strikes at random m_alive->addTransition(new LightningStrikesTransition(lightningBlink)); lightningBlink->addTransition(timer, SIGNAL(timeout()), m_dead); m_machine->setInitialState(m_alive); } void LifeCycle::setDeathAnimation(const QString &fileName) { QState *deathAnimation = makeState(m_dead, fileName); m_dead->setInitialState(deathAnimation); } void LifeCycle::start() { m_machine->start(); } void LifeCycle::addActivity(const QString &fileName, Qt::Key key, QObject *sender, const char *signal) { QState *state = makeState(m_alive, fileName); m_alive->addTransition(new KeyPressTransition(m_keyReceiver, key, state)); if((sender != NULL) || (signal != NULL)) { m_alive->addTransition(sender, signal, state); } } QState *LifeCycle::makeState(QState *parentState, const QString &animationFileName) { QState *topLevel = new QState(parentState); Animation animation; { QFile file(animationFileName); if ( animation.load(&file); } const int frameCount = animation.totalFrames(); QState *previousState = 0; for (int i=0; i<frameCount; ++i) { animation.setCurrentFrame(i); QState *frameState = new QState(topLevel); const int nodeCount = animation.nodeCount(); for (int j=0; j<nodeCount; ++j) frameState->assignProperty(m_stickMan->node(j), "pos", animation.nodePos(j)); frameState->setObjectName(QString::fromLatin1("frame %0").arg(i)); if (previousState == 0) topLevel->setInitialState(frameState); else previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), frameState); previousState = frameState; } // Loop previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), topLevel->initialState()); return topLevel; } LifeCycle::~LifeCycle() { delete m_machine; delete m_animationGroup; }

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