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#include "lifecycle.h"
#include "stickman.h"
#include "node.h"
#include "animation.h"
#include "graphicsview.h"
#include <QEventTransition>
#include <QFile>
#include <QParallelAnimationGroup>
#include <QPropertyAnimation>
#include <QRandomGenerator>
#include <QSignalTransition>
#include <QState>
#include <QStateMachine>
#include <QTimer>
class KeyPressTransition: public QSignalTransition
{
public:
KeyPressTransition(GraphicsView *receiver, Qt::Key key)
: QSignalTransition(receiver, &GraphicsView::keyPressed), m_key(key)
{
}
KeyPressTransition(GraphicsView *receiver, Qt::Key key, QAbstractState *target)
: QSignalTransition(receiver, &GraphicsView::keyPressed), 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;
};
//! [4]
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) && QRandomGenerator::global()->bounded(50) == 0;
}
};
//! [4]
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
//! [3]
m_machine = new QStateMachine();
m_machine->addDefaultAnimation(m_animationGroup);
//! [3]
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);
//! [5]
QTimer *timer = new QTimer(lightningBlink);
timer->setSingleShot(true);
timer->setInterval(100);
QObject::connect(lightningBlink, &QAbstractState::entered,
timer, QOverload<>::of(&QTimer::start));
QObject::connect(lightningBlink, &QAbstractState::exited,
timer, &QTimer::stop);
//! [5]
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));
//! [0]
lightningBlink->addTransition(timer, &QTimer::timeout, m_dead);
//! [0]
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 && signal)
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 (file.open(QIODevice::ReadOnly))
animation.load(&file);
}
const int frameCount = animation.totalFrames();
QState *previousState = nullptr;
for (int i = 0; i < frameCount; ++i) {
animation.setCurrentFrame(i);
//! [1]
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));
//! [1]
frameState->setObjectName(QString::fromLatin1("frame %0").arg(i));
if (previousState == nullptr)
topLevel->setInitialState(frameState);
else
//! [2]
previousState->addTransition(previousState, &QState::propertiesAssigned, frameState);
//! [2]
previousState = frameState;
}
// Loop
previousState->addTransition(previousState, &QState::propertiesAssigned, topLevel->initialState());
return topLevel;
}
LifeCycle::~LifeCycle()
{
delete m_machine;
delete m_animationGroup;
}