Qt 4.6: states.h Example File (demos/sub-attaq/states.h)

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# states.h Example File
demos/sub-attaq/states.h

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     #ifndef STATES_H
     #define STATES_H

     //Qt
     #include <QtCore/QState>
     #include <QtCore/QSignalTransition>
     #include <QtCore/QPropertyAnimation>
     #include <QtGui/QKeyEventTransition>
     #include <QtCore/QSet>

     class GraphicsScene;
     class Boat;
     class SubMarine;
     class QStateMachine;

     class PlayState : public QState
     {
     public:
         PlayState(GraphicsScene *scene, QState *parent = 0);
         ~PlayState();

      protected:
         void onEntry(QEvent *);

     private :
         GraphicsScene *scene;
         QStateMachine *machine;
         int currentLevel;
         int score;
         QState *parallelChild;

         friend class UpdateScoreState;
         friend class UpdateScoreTransition;
         friend class WinTransition;
         friend class CustomSpaceTransition;
         friend class WinState;
         friend class LostState;
         friend class LevelState;
     };

     class LevelState : public QState
     {
     public:
         LevelState(GraphicsScene *scene, PlayState *game, QState *parent = 0);
     protected:
         void onEntry(QEvent *);
     private :
         void initializeLevel();
         GraphicsScene *scene;
         PlayState *game;
     };

     class PauseState : public QState
     {
     public:
         PauseState(GraphicsScene *scene, QState *parent = 0);

     protected:
         void onEntry(QEvent *);
         void onExit(QEvent *);
     private :
         GraphicsScene *scene;
         Boat *boat;
     };

     class LostState : public QState
     {
     public:
         LostState(GraphicsScene *scene, PlayState *game, QState *parent = 0);

     protected:
         void onEntry(QEvent *);
         void onExit(QEvent *);
     private :
         GraphicsScene *scene;
         PlayState *game;
     };

     class WinState : public QState
     {
     public:
         WinState(GraphicsScene *scene, PlayState *game, QState *parent = 0);

     protected:
         void onEntry(QEvent *);
         void onExit(QEvent *);
     private :
         GraphicsScene *scene;
         PlayState *game;
     };

     class UpdateScoreState : public QState
     {
     public:
         UpdateScoreState(PlayState *game, QState *parent);
     protected:
         void onEntry(QEvent *);
     private:
         QPropertyAnimation *scoreAnimation;
         PlayState *game;
     };

     //These transtion is used to update the score
     class UpdateScoreTransition : public QSignalTransition
     {
     public:
         UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
     protected:
         virtual bool eventTest(QEvent *event);
     private:
         PlayState * game;
         GraphicsScene *scene;
     };

     //These transtion test if we have won the game
     class WinTransition : public QSignalTransition
     {
     public:
         WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target);
     protected:
         virtual bool eventTest(QEvent *event);
     private:
         PlayState * game;
         GraphicsScene *scene;
     };

     //These transtion is true if one level has been completed and the player want to continue
      class CustomSpaceTransition : public QKeyEventTransition
     {
     public:
         CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key);
     protected:
         virtual bool eventTest(QEvent *event);
     private:
         PlayState *game;
         int key;
     };

     #endif // STATES_H