main.cpp 范例文件

animation/moveblocks/main.cpp
/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtCore module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/
#include <QtCore> #include <QtWidgets> class StateSwitchEvent: public QEvent { public: StateSwitchEvent() : QEvent(Type(StateSwitchType)) { } explicit StateSwitchEvent(int rand) : QEvent(Type(StateSwitchType)), m_rand(rand) { } enum { StateSwitchType = QEvent::User + 256 }; int rand() const { return m_rand; } private: int m_rand; }; class QGraphicsRectWidget : public QGraphicsWidget { public: void paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *) override { painter->fillRect(rect(), Qt::blue); } }; class StateSwitchTransition: public QAbstractTransition { public: StateSwitchTransition(int rand) : QAbstractTransition(), m_rand(rand) { } protected: bool eventTest(QEvent *event) override { return (event->type() == QEvent::Type(StateSwitchEvent::StateSwitchType)) && (static_cast<StateSwitchEvent *>(event)->rand() == m_rand); } void onTransition(QEvent *) override {} private: int m_rand; }; class StateSwitcher : public QState { Q_OBJECT public: StateSwitcher(QStateMachine *machine) : QState(machine), m_stateCount(0), m_lastIndex(0) { } void onEntry(QEvent *) override { int n; while ((n = QRandomGenerator::global()->bounded(m_stateCount) + 1) == m_lastIndex) { } m_lastIndex = n; machine()->postEvent(new StateSwitchEvent(n)); } void onExit(QEvent *) override {} void addState(QState *state, QAbstractAnimation *animation) { StateSwitchTransition *trans = new StateSwitchTransition(++m_stateCount); trans->setTargetState(state); addTransition(trans); trans->addAnimation(animation); } private: int m_stateCount; int m_lastIndex; }; QState *createGeometryState(QObject *w1, const QRect &rect1, QObject *w2, const QRect &rect2, QObject *w3, const QRect &rect3, QObject *w4, const QRect &rect4, QState *parent) { QState *result = new QState(parent); result->assignProperty(w1, "geometry", rect1); result->assignProperty(w2, "geometry", rect2); result->assignProperty(w3, "geometry", rect3); result->assignProperty(w4, "geometry", rect4); return result; } class GraphicsView : public QGraphicsView { Q_OBJECT public: GraphicsView(QGraphicsScene *scene, QWidget *parent = NULL) : QGraphicsView(scene, parent) { } protected: void resizeEvent(QResizeEvent *event) override { fitInView(scene()->sceneRect()); QGraphicsView::resizeEvent(event); } }; int main(int argc, char **argv) { QApplication app(argc, argv); QGraphicsRectWidget *button1 = new QGraphicsRectWidget; QGraphicsRectWidget *button2 = new QGraphicsRectWidget; QGraphicsRectWidget *button3 = new QGraphicsRectWidget; QGraphicsRectWidget *button4 = new QGraphicsRectWidget; button2->setZValue(1); button3->setZValue(2); button4->setZValue(3); QGraphicsScene scene(0, 0, 300, 300); scene.setBackgroundBrush(Qt::black); scene.addItem(button1); scene.addItem(button2); scene.addItem(button3); scene.addItem(button4); GraphicsView window(&scene); window.setFrameStyle(0); window.setAlignment(Qt::AlignLeft | Qt::AlignTop); window.setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); window.setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); QStateMachine machine; QState *group = new QState(); group->setObjectName("group"); QTimer timer; timer.setInterval(1250); timer.setSingleShot(true); QObject::connect(group, SIGNAL(entered()), &timer, SLOT(start())); QState *state1; QState *state2; QState *state3; QState *state4; QState *state5; QState *state6; QState *state7; state1 = createGeometryState(button1, QRect(100, 0, 50, 50), button2, QRect(150, 0, 50, 50), button3, QRect(200, 0, 50, 50), button4, QRect(250, 0, 50, 50), group); state2 = createGeometryState(button1, QRect(250, 100, 50, 50), button2, QRect(250, 150, 50, 50), button3, QRect(250, 200, 50, 50), button4, QRect(250, 250, 50, 50), group); state3 = createGeometryState(button1, QRect(150, 250, 50, 50), button2, QRect(100, 250, 50, 50), button3, QRect(50, 250, 50, 50), button4, QRect(0, 250, 50, 50), group); state4 = createGeometryState(button1, QRect(0, 150, 50, 50), button2, QRect(0, 100, 50, 50), button3, QRect(0, 50, 50, 50), button4, QRect(0, 0, 50, 50), group); state5 = createGeometryState(button1, QRect(100, 100, 50, 50), button2, QRect(150, 100, 50, 50), button3, QRect(100, 150, 50, 50), button4, QRect(150, 150, 50, 50), group); state6 = createGeometryState(button1, QRect(50, 50, 50, 50), button2, QRect(200, 50, 50, 50), button3, QRect(50, 200, 50, 50), button4, QRect(200, 200, 50, 50), group); state7 = createGeometryState(button1, QRect(0, 0, 50, 50), button2, QRect(250, 0, 50, 50), button3, QRect(0, 250, 50, 50), button4, QRect(250, 250, 50, 50), group); group->setInitialState(state1); QParallelAnimationGroup animationGroup; QSequentialAnimationGroup *subGroup; QPropertyAnimation *anim = new QPropertyAnimation(button4, "geometry"); anim->setDuration(1000); anim->setEasingCurve(QEasingCurve::OutElastic); animationGroup.addAnimation(anim); subGroup = new QSequentialAnimationGroup(&animationGroup); subGroup->addPause(100); anim = new QPropertyAnimation(button3, "geometry"); anim->setDuration(1000); anim->setEasingCurve(QEasingCurve::OutElastic); subGroup->addAnimation(anim); subGroup = new QSequentialAnimationGroup(&animationGroup); subGroup->addPause(150); anim = new QPropertyAnimation(button2, "geometry"); anim->setDuration(1000); anim->setEasingCurve(QEasingCurve::OutElastic); subGroup->addAnimation(anim); subGroup = new QSequentialAnimationGroup(&animationGroup); subGroup->addPause(200); anim = new QPropertyAnimation(button1, "geometry"); anim->setDuration(1000); anim->setEasingCurve(QEasingCurve::OutElastic); subGroup->addAnimation(anim); StateSwitcher *stateSwitcher = new StateSwitcher(&machine); stateSwitcher->setObjectName("stateSwitcher"); group->addTransition(&timer, SIGNAL(timeout()), stateSwitcher); stateSwitcher->addState(state1, &animationGroup); stateSwitcher->addState(state2, &animationGroup); stateSwitcher->addState(state3, &animationGroup); stateSwitcher->addState(state4, &animationGroup); stateSwitcher->addState(state5, &animationGroup); stateSwitcher->addState(state6, &animationGroup); stateSwitcher->addState(state7, &animationGroup); machine.addState(group); machine.setInitialState(group); machine.start(); window.resize(300, 300); window.show(); return app.exec(); } #include "main.moc"