示例#1
0
QGraphicsItem *CarouselGraphicsWidget::addItem(QGraphicsWidget *p)
{
	scene()->addItem(p);
	icons.append(p);

	// Set the speed of the animation (it has to be set on the objects in the scene)
	QPropertyAnimation *anim = new QPropertyAnimation(p, "geometry");
	anim->setDuration(500);
	animationGroup->addAnimation(anim);

	QState *newState = new QState(machine);
	QState *lastState = states.at(states.size()-1);

	if (states.size() == 0) {
		machine->setInitialState(newState);
	} else {
		// Link this new state to the next state
		QSignalTransition *transition;
		transition = lastState->addTransition(this, SIGNAL(m_next()), newState);
		transition->addAnimation(animationGroup);

		// Link the next state to this new state
		transition = newState->addTransition(this, SIGNAL(m_back()), lastState);
		transition->addAnimation(animationGroup);
	}
	states.append(newState);

	// NB: Don't update the scene yet. See resizeEvent comment

	return p;
}
示例#2
0
QStateMachine *QAbstractTransitionPrivate::machine() const
{
    QState *source = sourceState();
    if (!source)
        return 0;
    return source->machine();
}
示例#3
0
bool AbstractTransition::initialize() {
    logger->info(QString("%1 initialize").arg(toString()));

    if (sourceState == NULL) {
        logger->warning(QString("%1 transition initialization failed: couldn't find source state \"%2\"").arg(toString()).arg(sourceStateId));

        return false;
    }

    if (targetState == NULL) {
        logger->warning(QString("%1 transition initialization failed: couldn't find target state \"%2\"").arg(toString()).arg(targetStateId));

        return false;
    }

    // cast abstract state
    QState* state = dynamic_cast<QState*>(sourceState->getDelegate());
    if (state == NULL) {
        logger->warning(QString("%1 transition initialization failed: source delegate is not of type QState").arg(toString()));

        return false;
    }

    logger->info(QString("%1 add transition from \"%2\" to \"%3\"").arg(toString()).arg(sourceState->getId()).arg(targetState->getId()));

    setTargetState(targetState->getDelegate());
    state->addTransition(this);

    return true;
}
示例#4
0
void IoModule::logic_init_lamp_machinestat()
{
	pMachine = new QStateMachine(this);
	m_pTimer = new QTimer(this);
	m_pTimer->setSingleShot(true);
	QState *pInitS = new QState();
	QState *pInitS1 = new QState(pInitS);
	QState *pInitS2 = new QState(pInitS);
	QState *pInitS3 = new QState(pInitS);
	QState *pInitS4 = new QState(pInitS);
	pInitS->setInitialState(pInitS1);
	pInitS1->addTransition(m_pTimer, SIGNAL(timeout()), pInitS2);
	pInitS2->addTransition(m_pTimer, SIGNAL(timeout()), pInitS3);
	pInitS3->addTransition(m_pTimer, SIGNAL(timeout()), pInitS4);
	pInitS4->addTransition(this, SIGNAL(resetMachine()), pInitS1);

	QState *pOperationS = new QState();
	//pInitS->addTransition(this, SIGNAL(initLampSuccess()),pOperationS);
	pMachine->addState(pInitS);//³õʼ»¯×´Ì¬;
	pMachine->addState(pOperationS);//²Ù×÷״̬;
	pMachine->setInitialState(pInitS);

	connect(pInitS1, SIGNAL(entered()), this, SLOT(init_s1()));
	connect(pInitS2, SIGNAL(entered()), this, SLOT(init_s2()));
	connect(pInitS3, SIGNAL(entered()), this, SLOT(init_s3()));
	connect(pInitS4, SIGNAL(entered()), this, SLOT(init_s4()));
	connect(pOperationS, SIGNAL(entered()), this, SLOT(operation_s()));
	
}
示例#5
0
//! [4]
int main(int argc, char **argv)
{
    QCoreApplication app(argc, argv);

    QStateMachine machine;
    QState *group = new QState(QState::ParallelStates);
    group->setObjectName("group");
//! [4]

//! [5]
    Pinger *pinger = new Pinger(group);
    pinger->setObjectName("pinger");
    pinger->addTransition(new PongTransition());

    QState *ponger = new QState(group);
    ponger->setObjectName("ponger");
    ponger->addTransition(new PingTransition());
//! [5]

//! [6]
    machine.addState(group);
    machine.setInitialState(group);
    machine.start();

    return app.exec();
}
UIGChooserItem::UIGChooserItem(UIGChooserItem *pParent, bool fTemporary)
    : m_fRoot(!pParent)
    , m_fTemporary(fTemporary)
    , m_pParent(pParent)
    , m_iPreviousMinimumWidthHint(0)
    , m_iPreviousMinimumHeightHint(0)
    , m_dragTokenPlace(DragToken_Off)
    , m_fHovered(false)
    , m_pHighlightMachine(0)
    , m_pForwardAnimation(0)
    , m_pBackwardAnimation(0)
    , m_iAnimationDuration(400)
    , m_iDefaultDarkness(100)
    , m_iHighlightDarkness(90)
    , m_iAnimationDarkness(m_iDefaultDarkness)
    , m_iDragTokenDarkness(110)
{
    /* Basic item setup: */
    setOwnedByLayout(false);
    setAcceptDrops(true);
    setFocusPolicy(Qt::NoFocus);
    setFlag(QGraphicsItem::ItemIsSelectable, false);
    setAcceptHoverEvents(!isRoot());

    /* Non-root item? */
    if (!isRoot())
    {
        /* Create state machine: */
        m_pHighlightMachine = new QStateMachine(this);
        /* Create 'default' state: */
        QState *pStateDefault = new QState(m_pHighlightMachine);
        /* Create 'highlighted' state: */
        QState *pStateHighlighted = new QState(m_pHighlightMachine);

        /* Forward animation: */
        m_pForwardAnimation = new QPropertyAnimation(this, "animationDarkness", this);
        m_pForwardAnimation->setDuration(m_iAnimationDuration);
        m_pForwardAnimation->setStartValue(m_iDefaultDarkness);
        m_pForwardAnimation->setEndValue(m_iHighlightDarkness);

        /* Backward animation: */
        m_pBackwardAnimation = new QPropertyAnimation(this, "animationDarkness", this);
        m_pBackwardAnimation->setDuration(m_iAnimationDuration);
        m_pBackwardAnimation->setStartValue(m_iHighlightDarkness);
        m_pBackwardAnimation->setEndValue(m_iDefaultDarkness);

        /* Add state transitions: */
        QSignalTransition *pDefaultToHighlighted = pStateDefault->addTransition(this, SIGNAL(sigHoverEnter()), pStateHighlighted);
        pDefaultToHighlighted->addAnimation(m_pForwardAnimation);
        QSignalTransition *pHighlightedToDefault = pStateHighlighted->addTransition(this, SIGNAL(sigHoverLeave()), pStateDefault);
        pHighlightedToDefault->addAnimation(m_pBackwardAnimation);

        /* Initial state is 'default': */
        m_pHighlightMachine->setInitialState(pStateDefault);
        /* Start state-machine: */
        m_pHighlightMachine->start();
    }
}
示例#7
0
 explicit Foo(QObject * parent = 0) :
    QObject(parent),
    m_state1(&m_stateMachine),
    m_state2(&m_stateMachine)
 {
    m_stateMachine.setInitialState(&m_state1);
    m_state1.addTransition(this, SIGNAL(sigGoToStateTwo()), &m_state2);
    m_state2.addTransition(this, SIGNAL(sigGoToStateOne()), &m_state1);
 }
MainWindow::MainWindow(QWidget *parent) :
    QMainWindow(parent),
    ui(new Ui::MainWindow),
    stateMachine(new QStateMachine(this)),
    lastSelectDir(OP_DIR)
{
    ui->setupUi(this);
    ui->listWidget->setSelectionMode(QAbstractItemView::ExtendedSelection);
    //Setting states
    QState *runningState = new QState();
    QState *stopState = new QState();

    stopState->addTransition(this,SIGNAL(started()),runningState);
    runningState->addTransition(this,SIGNAL(finished()),stopState);

    runningState->assignProperty(ui->addButton,"enabled","false");
    runningState->assignProperty(ui->clearAllButton,"enabled","false");
    runningState->assignProperty(ui->removeButton,"enabled","false");


    stopState->assignProperty(ui->addButton,"enabled","true");
    stopState->assignProperty(ui->clearAllButton,"enabled","true");
    stopState->assignProperty(ui->removeButton,"enabled","true");

    connect(runningState,&QState::entered,[&]{
        qDebug()<<QTime::currentTime()<<"start convert";
    });
    connect(runningState,&QState::exited,[&]{
        qDebug()<<QTime::currentTime()<<"stop convert";
    });
    connect(runningState,&QState::exited,[&]{
        ui->progressBar->setValue(100);
        QMessageBox::information(
                    this,
                    tr("Nook HD+ Manga Converter"),
                    tr("All job completed!") );
    });

    stateMachine->addState(stopState);
    stateMachine->addState(runningState);
    stateMachine->setInitialState(stopState);

    connect(ui->convertButton,&QPushButton::clicked,this,&MainWindow::convert);
    connect(ui->addButton,&QPushButton::clicked,this,&MainWindow::addBook);
    connect(ui->clearAllButton,&QPushButton::clicked,ui->listWidget,&QListWidget::clear);
    connect(ui->removeButton,&QPushButton::clicked,[&]{qDeleteAll(ui->listWidget->selectedItems());});
    connect(this,&MainWindow::completed,ui->progressBar,&QProgressBar::setValue);
    stateMachine->start();
}
示例#9
0
CreateTool::CreateTool(CurveStateMachine &sm):
    EditionTool{sm}
{
    this->setObjectName("CreateTool");
    localSM().setObjectName("CreateToolLocalSM");
    QState* waitState = new QState{&localSM()};
    waitState->setObjectName("WaitState");

    auto co = new CreatePointCommandObject(&sm.presenter(), sm.commandStack());
    auto state = new OngoingState(*co, &localSM());
    state->setObjectName("CreatePointFromNothingState");
    make_transition<ClickOnSegment_Transition>(waitState, state, *state);
    make_transition<ClickOnNothing_Transition>(waitState, state, *state);
    state->addTransition(state, SIGNAL(finished()), waitState);

    localSM().setInitialState(waitState);

    localSM().start();
}
示例#10
0
void ViewMachine::setup(LayoutUpdater *updater)
{
    if (not updater) {
        qCritical() << __PRETTY_FUNCTION__
                    << "No updater specified. Aborting setup.";
        return;
    }

    setChildMode(QState::ExclusiveStates);

    QState *main = 0;
    QState *symbols0 = 0;
    QState *symbols1 = 0;

    // addState makes state machine to be a parent of passed state,
    // so we don't have to care about deleting states explicitly.
    addState(main = new QState);
    addState(symbols0 = new QState);
    addState(symbols1 = new QState);
    setInitialState(main);

    main->setObjectName(main_state);
    symbols0->setObjectName(symbols0_state);
    symbols1->setObjectName(symbols1_state);

    main->addTransition(updater, SIGNAL(symKeyReleased()), symbols0);
    connect(main,    SIGNAL(entered()),
            updater, SLOT(switchToMainView()));

    symbols0->addTransition(updater, SIGNAL(symKeyReleased()), main);
    symbols0->addTransition(updater, SIGNAL(symSwitcherReleased()), symbols1);
    connect(symbols0, SIGNAL(entered()),
            updater,  SLOT(switchToPrimarySymView()));

    symbols1->addTransition(updater, SIGNAL(symKeyReleased()), main);
    symbols1->addTransition(updater, SIGNAL(symSwitcherReleased()), symbols0);
    connect(symbols1, SIGNAL(entered()),
            updater,  SLOT(switchToSecondarySymView()));

    // Defer to first main loop iteration:
    QTimer::singleShot(0, this, SLOT(start()));
}
示例#11
0
    void onStateExited()
    {
        QState *state = qobject_cast<QState*>(sender());
        switch (state->property("type").toInt()) {
        case Normal: {
            int idx = rand() % d.frames.size();
            while (d.frames.at(idx)->status != Frame::Hidden) {
                if (++idx == d.frames.size())
                    idx = 0;
            }
            Q_ASSERT(!d.currentFrame);
            d.currentFrame = d.frames.at(idx);
            Q_ASSERT(d.currentFrame->status == Frame::Hidden);
            --d.framesLeft;
            break; }
        default:
            break;
        }
//        qDebug() << sender()->objectName() << "exited";
    }
示例#12
0
/*
 * InvokeState
 */
InvokeState::InvokeState(const QString& stateId, const QString& binding, const QString& parentStateId) :
    AbstractComplexState(stateId, parentStateId),
    binding(binding),
    communicationPlugin(Application::getInstance()->getCommunicationPluginLoader().getCommunicationPlugin(binding)),
    invocationActive(false) {
    if (communicationPlugin != NULL) {
        communicationPlugin->successCallback = std::bind(&InvokeState::success, this, std::placeholders::_1);
        communicationPlugin->errorCallback = std::bind(&InvokeState::error, this, std::placeholders::_1);
    }

    QState* stateInvoke = new QState(delegate);
    QFinalState* stateFinal = new QFinalState(delegate);
    InternalTransition* transitionFinal = new InternalTransition("done." + uuid);
    transitionFinal->setTargetState(stateFinal);
    stateInvoke->addTransition(transitionFinal);

    delegate->setInitialState(stateInvoke);

    endpoint = Value::Object();
}
void UIGDetailsElement::prepareElement()
{
    /* Initialization: */
    m_nameFont = font();
    m_nameFont.setWeight(QFont::Bold);
    m_textFont = font();

    /* Create highlight machine: */
    m_pHighlightMachine = new QStateMachine(this);
    /* Create 'default' state: */
    QState *pStateDefault = new QState(m_pHighlightMachine);
    /* Create 'highlighted' state: */
    QState *pStateHighlighted = new QState(m_pHighlightMachine);

    /* Forward animation: */
    m_pForwardAnimation = new QPropertyAnimation(this, "animationDarkness", this);
    m_pForwardAnimation->setDuration(m_iAnimationDuration);
    m_pForwardAnimation->setStartValue(m_iDefaultDarkness);
    m_pForwardAnimation->setEndValue(m_iHighlightDarkness);

    /* Backward animation: */
    m_pBackwardAnimation = new QPropertyAnimation(this, "animationDarkness", this);
    m_pBackwardAnimation->setDuration(m_iAnimationDuration);
    m_pBackwardAnimation->setStartValue(m_iHighlightDarkness);
    m_pBackwardAnimation->setEndValue(m_iDefaultDarkness);

    /* Add state transitions: */
    QSignalTransition *pDefaultToHighlighted = pStateDefault->addTransition(this, SIGNAL(sigHoverEnter()), pStateHighlighted);
    pDefaultToHighlighted->addAnimation(m_pForwardAnimation);
    QSignalTransition *pHighlightedToDefault = pStateHighlighted->addTransition(this, SIGNAL(sigHoverLeave()), pStateDefault);
    pHighlightedToDefault->addAnimation(m_pBackwardAnimation);

    /* Initial state is 'default': */
    m_pHighlightMachine->setInitialState(pStateDefault);
    /* Start state-machine: */
    m_pHighlightMachine->start();

    connect(this, SIGNAL(sigToggleElement(DetailsElementType, bool)), model(), SLOT(sltToggleElements(DetailsElementType, bool)));
    connect(this, SIGNAL(sigLinkClicked(const QString&, const QString&, const QString&)),
            model(), SIGNAL(sigLinkClicked(const QString&, const QString&, const QString&)));
}
示例#14
0
void DiscountPage::setupItemAnimations()
{
    QState *smallState = new QState();
    QState *bigState = new QState();

    for (int i = 0; i < this->m_itemList.size(); i++) {
        smallState->assignProperty(this->m_itemList[i],"scale", 0);
        bigState->assignProperty(this->m_itemList[i],"scale",1);
    }

    QSequentialAnimationGroup *showItemGroup = new QSequentialAnimationGroup(this);
    for (int i = 0; i < this->m_itemList.size(); i++) {
        QPropertyAnimation *anim = new QPropertyAnimation(this->m_itemList[i], "scale", this);
        anim->setDuration(300);
        anim->setEasingCurve(QEasingCurve::OutBack);
        showItemGroup->addAnimation(anim);
    }

    QSignalTransition *trans = smallState->addTransition(this, SIGNAL(start()), bigState);
    trans->addAnimation(showItemGroup);
    connect(showItemGroup,SIGNAL(finished()),this,SLOT(startSelect()));

    trans = bigState->addTransition(this,SIGNAL(quitPage()),smallState);
    connect(smallState,SIGNAL(entered()),this,SLOT(closeSelect()));

    QStateMachine *states = new QStateMachine(this);
    states->addState(smallState);
    states->addState(bigState);
    states->setInitialState(smallState);

    states->start();
}
示例#15
0
void DockPanel::initShowHideAnimation()
{
    QStateMachine * machine = new QStateMachine(this);

    QState * showState = new QState(machine);
    showState->assignProperty(this,"y", 0);
    QState * hideState = new QState(machine);
    //y should change with DockMode changed
    connect(this, &DockPanel::startHide, [=]{
        hideState->assignProperty(this,"y", m_dockModeData->getDockHeight());
    });
    machine->setInitialState(showState);

    QPropertyAnimation *showAnimation = new QPropertyAnimation(this, "y");
    showAnimation->setDuration(SHOW_ANIMATION_DURATION);
    showAnimation->setEasingCurve(SHOW_EASINGCURVE);
    connect(showAnimation,&QPropertyAnimation::finished,this,&DockPanel::onShowPanelFinished);

    QPropertyAnimation *hideAnimation = new QPropertyAnimation(this, "y");
    hideAnimation->setDuration(HIDE_ANIMATION_DURATION);
    hideAnimation->setEasingCurve(HIDE_EASINGCURVE);
    connect(hideAnimation,&QPropertyAnimation::finished,this,&DockPanel::onHidePanelFinished);

    QSignalTransition *st = showState->addTransition(this,SIGNAL(startHide()), hideState);
    st->addAnimation(hideAnimation);
    QSignalTransition *ht = hideState->addTransition(this,SIGNAL(startShow()),showState);
    ht->addAnimation(showAnimation);

    machine->start();
}
示例#16
0
QStateMachine* UIAnimationFramework::installPropertyAnimation(QWidget *pTarget, const char *pszPropertyName,
                                                              const char *pszValuePropertyNameStart, const char *pszValuePropertyNameFinal,
                                                              const char *pSignalForward, const char *pSignalBackward,
                                                              bool fReversive /*= false*/, int iAnimationDuration /*= 300*/)
{
    /* State-machine: */
    QStateMachine *pStateMachine = new QStateMachine(pTarget);
    /* State-machine 'start' state: */
    QState *pStateStart = new QState(pStateMachine);
    /* State-machine 'final' state: */
    QState *pStateFinal = new QState(pStateMachine);

    /* State-machine 'forward' animation: */
    QPropertyAnimation *pForwardAnimation = new QPropertyAnimation(pTarget, pszPropertyName, pStateMachine);
    pForwardAnimation->setEasingCurve(QEasingCurve(QEasingCurve::InOutCubic));
    pForwardAnimation->setDuration(iAnimationDuration);
    pForwardAnimation->setStartValue(pTarget->property(pszValuePropertyNameStart));
    pForwardAnimation->setEndValue(pTarget->property(pszValuePropertyNameFinal));
    /* State-machine 'backward' animation: */
    QPropertyAnimation *pBackwardAnimation = new QPropertyAnimation(pTarget, pszPropertyName, pStateMachine);
    pBackwardAnimation->setEasingCurve(QEasingCurve(QEasingCurve::InOutCubic));
    pBackwardAnimation->setDuration(iAnimationDuration);
    pBackwardAnimation->setStartValue(pTarget->property(pszValuePropertyNameFinal));
    pBackwardAnimation->setEndValue(pTarget->property(pszValuePropertyNameStart));

    /* State-machine state transitions: */
    QSignalTransition *pDefaultToHovered = pStateStart->addTransition(pTarget, pSignalForward, pStateFinal);
    pDefaultToHovered->addAnimation(pForwardAnimation);
    QSignalTransition *pHoveredToDefault = pStateFinal->addTransition(pTarget, pSignalBackward, pStateStart);
    pHoveredToDefault->addAnimation(pBackwardAnimation);

    /* Initial state is 'start': */
    pStateMachine->setInitialState(!fReversive ? pStateStart : pStateFinal);
    /* Start hover-machine: */
    pStateMachine->start();
    /* Return machine: */
    return pStateMachine;
}
MainWindow::MainWindow(QWidget *parent) :
  QMainWindow(parent),
  ui(new Ui::MainWindow)
{
  ui->setupUi(this);

  QString n = "(?:[0-1]?[0-9]?[0-9]|2[0-4][0-9]|25[0-5])";
  ipValidator = new QRegExpValidator(QRegExp("^" + n + "\\." + n + "\\." + n + "\\." + n + "$"));
  intValidator = new QRegExpValidator(QRegExp("[0-9]+"));
  hexValidator = new QRegExpValidator(QRegExp("[0-9a-fA-F]+"));
  base64Validator = new QRegExpValidator(QRegExp("^(?:[A-Za-z0-9+/]{4})*(?:[A-Za-z0-9+/]{2}==|[A-Za-z0-9+/]{3}=)?$"));

  setIpValidator();

  machine = new QStateMachine(this);

  QState *ipToInt = new QState();
  QState *intToHex = new QState();
  QState *hexToBase64 = new QState();
  QState *base64ToHex = new QState();
  QState *hexToInt = new QState();
  QState *intToIp = new QState();

  ipToInt->addTransition(ui->pushButton, SIGNAL(clicked()), intToHex);
  intToHex->addTransition(ui->pushButton, SIGNAL(clicked()), hexToBase64);
  hexToBase64->addTransition(ui->pushButton, SIGNAL(clicked()), base64ToHex);
  base64ToHex->addTransition(ui->pushButton, SIGNAL(clicked()), hexToInt);
  hexToInt->addTransition(ui->pushButton, SIGNAL(clicked()), intToIp);
  intToIp->addTransition(ui->pushButton, SIGNAL(clicked()), ipToInt);

  QObject::connect(ipToInt, SIGNAL(exited()), this, SLOT(convertIpToInt()));
  QObject::connect(intToHex, SIGNAL(exited()), this, SLOT(convertIntToHex()));
  QObject::connect(hexToBase64, SIGNAL(exited()), this, SLOT(convertHexToBase64()));
  QObject::connect(base64ToHex, SIGNAL(exited()), this, SLOT(convertBase64ToHex()));
  QObject::connect(hexToInt, SIGNAL(exited()), this, SLOT(convertHexToInt()));
  QObject::connect(intToIp, SIGNAL(exited()), this, SLOT(convertIntToIp()));

  machine->addState(ipToInt);
  machine->addState(intToHex);
  machine->addState(hexToBase64);
  machine->addState(base64ToHex);
  machine->addState(hexToInt);
  machine->addState(intToIp);

  machine->setInitialState(ipToInt);

  machine->start();
}
示例#18
0
Rect::Rect(QGraphicsItem *parent) :  m_x(0), m_y(0), QGraphicsRectItem(parent) {
    this->setRect(m_x, m_y, 100, 100);
    this->setAcceptDrops(true);
    QObject::connect(this, SIGNAL(rectChange()), this, SLOT(slRectChange()));
    this->m_rectUpAn = new QPropertyAnimation(this, "rect"); // the animation will change rect and emit rectChange signal
    this->m_rectDownAn = new QPropertyAnimation(this, "rect");

    this->m_rectUpAn->setDuration(150);
    this->m_rectUpAn->setStartValue(this->rect()); // animation start point
    this->m_rectUpAn->setKeyValueAt(0.7, QRectF(-6, -6, 120, 120)); // animation end point
    this->m_rectUpAn->setEndValue(QRectF(-3, -3, 110, 110));

    this->m_rectDownAn->setDuration(150);;
    this->m_rectDownAn->setStartValue(this->rect());
    this->m_rectDownAn->setEndValue(QRectF(0, 0, 100, 100));

    this->m_mainStatus = new QStateMachine(this);
    QState *rectDragStart = new QState(this->m_mainStatus);
    QState *rectDragEnd = new QState(this->m_mainStatus);

    QSignalTransition *transition = rectDragStart->addTransition(this, SIGNAL(rectDragStart()), rectDragEnd);
    transition->addAnimation(this->m_rectUpAn);

    transition = rectDragEnd->addTransition(this, SIGNAL(rectDragEnd()), rectDragStart);
    transition->addAnimation(this->m_rectDownAn);

    this->m_mainStatus->addState(rectDragStart);
    this->m_mainStatus->addState(rectDragEnd);
    this->m_mainStatus->setInitialState(rectDragStart);

    this->m_mainStatus->start();

    this->setFlag(QGraphicsItem::ItemIsMovable, true);
    this->setFlag(QGraphicsItem::ItemSendsGeometryChanges, true);
    this->setFlag(QGraphicsItem::ItemIsFocusable, true);
    this->setFlag(QGraphicsItem::ItemAcceptsInputMethod, true);
}
示例#19
0
//! [0]
int main(int argc, char **argv)
{
    QApplication app(argc, argv);
    QPushButton button;
    QStateMachine machine;
//! [0]

//! [1]
    QState *off = new QState();
    off->assignProperty(&button, "text", "Off");
    off->setObjectName("off");

    QState *on = new QState();
    on->setObjectName("on");
    on->assignProperty(&button, "text", "On");
//! [1]

//! [2]
    off->addTransition(&button, SIGNAL(clicked()), on);
    on->addTransition(&button, SIGNAL(clicked()), off);
//! [2]

//! [3]
    machine.addState(off);
    machine.addState(on);
//! [3]

//! [4]
    machine.setInitialState(off);
    machine.start();
//! [4]

//! [5]
#if defined(Q_OS_SYMBIAN)
    button.showMaximized();
#elif defined(Q_WS_MAEMO_5) || defined(Q_WS_SIMULATOR)
    button.show();
#else
    button.resize(100, 50);
    button.show();
#endif
    return app.exec();
}
示例#20
0
//! [3]
Q_DECL_EXPORT int main(int argc, char **argv)
{
    Application app(argc, argv);

    Factorial factorial;

    // Create the state machine
    QStateMachine machine;
//! [3]

//! [4]
    // Create the 'compute' state as child of the state machine
    QState *compute = new QState(&machine);

    // Initialize the 'fac', 'x' and 'xorig' properties of the Factorial object whenever the compute state is entered
    compute->assignProperty(&factorial, "fac", 1);
    compute->assignProperty(&factorial, "x", 6);
    compute->assignProperty(&factorial, "xorig", 6);

    /**
     * Add the custom transition to the compute state.
     * Note: This transition has the compute state as source and target state.
     */
    compute->addTransition(new FactorialLoopTransition(&factorial));
//! [4]

//! [5]
    // Create a final state
    QFinalState *done = new QFinalState(&machine);

    // Add a custom transition with the 'compute' state as source state and the 'done' state as target state
    FactorialDoneTransition *doneTransition = new FactorialDoneTransition(&factorial);
    doneTransition->setTargetState(done);
    compute->addTransition(doneTransition);
//! [5]

//! [6]
    // Set the 'compute' state as initial state of the state machine
    machine.setInitialState(compute);

    // Load the UI description from main.qml
    QmlDocument *qml = QmlDocument::create("asset:///main.qml");

    // Make the Factorial and StateMachine object available to the UI as context properties
    qml->setContextProperty("_factorial", &factorial);
    qml->setContextProperty("_machine", &machine);

    // Create the application scene
    AbstractPane *appPage = qml->createRootObject<AbstractPane>();
    Application::instance()->setScene(appPage);

    return Application::exec();
}
示例#21
0
文件: main.cpp 项目: elProxy/qtbase
//! [0]
int main(int argc, char **argv)
{
    QApplication app(argc, argv);
    QPushButton button;
    QStateMachine machine;
//! [0]

//! [1]
    QState *off = new QState();
    off->assignProperty(&button, "text", "Off");
    off->setObjectName("off");

    QState *on = new QState();
    on->setObjectName("on");
    on->assignProperty(&button, "text", "On");
//! [1]

//! [2]
    off->addTransition(&button, SIGNAL(clicked()), on);
    on->addTransition(&button, SIGNAL(clicked()), off);
//! [2]

//! [3]
    machine.addState(off);
    machine.addState(on);
//! [3]

//! [4]
    machine.setInitialState(off);
    machine.start();
//! [4]

//! [5]
    button.resize(100, 50);
    button.show();
    return app.exec();
}
UIGraphicsZoomButton::UIGraphicsZoomButton(QIGraphicsWidget *pParent, const QIcon &icon, int iDirection)
    : UIGraphicsButton(pParent, icon)
    , m_iIndent(4)
    , m_iDirection(iDirection)
    , m_iAnimationDuration(200)
    , m_pStateMachine(0)
    , m_pForwardAnimation(0)
    , m_pBackwardAnimation(0)
    , m_fStateDefault(true)
{
    /* Setup: */
    setAcceptHoverEvents(true);

    /* Create state machine: */
    m_pStateMachine = new QStateMachine(this);

    /* Create 'default' state: */
    QState *pStateDefault = new QState(m_pStateMachine);
    pStateDefault->assignProperty(this, "stateDefault", true);

    /* Create 'zoomed' state: */
    QState *pStateZoomed = new QState(m_pStateMachine);
    pStateZoomed->assignProperty(this, "stateDefault", false);

    /* Initial state is 'default': */
    m_pStateMachine->setInitialState(pStateDefault);

    /* Zoom animation: */
    m_pForwardAnimation = new QPropertyAnimation(this, "geometry", this);
    m_pForwardAnimation->setDuration(m_iAnimationDuration);

    /* Unzoom animation: */
    m_pBackwardAnimation = new QPropertyAnimation(this, "geometry", this);
    m_pBackwardAnimation->setDuration(m_iAnimationDuration);

    /* Add state transitions: */
    QSignalTransition *pDefaultToZoomed = pStateDefault->addTransition(this, SIGNAL(sigHoverEnter()), pStateZoomed);
    pDefaultToZoomed->addAnimation(m_pForwardAnimation);

    QSignalTransition *pZoomedToDefault = pStateZoomed->addTransition(this, SIGNAL(sigHoverLeave()), pStateDefault);
    pZoomedToDefault->addAnimation(m_pBackwardAnimation);

    /* Start state-machine: */
    m_pStateMachine->start();
}
示例#23
0
ExampleView::ExampleView(QWidget* parent)
   : QFrame(parent)
      {
      _score = 0;
      setAcceptDrops(true);
      setFocusPolicy(Qt::StrongFocus);
      resetMatrix();
      _fgPixmap = nullptr;
      if (preferences.getBool(PREF_UI_CANVAS_FG_USECOLOR))
            _fgColor = preferences.getColor(PREF_UI_CANVAS_FG_COLOR);
      else {
            _fgPixmap = new QPixmap(preferences.getString(PREF_UI_CANVAS_FG_WALLPAPER));
            if (_fgPixmap == 0 || _fgPixmap->isNull())
                  qDebug("no valid pixmap %s", qPrintable(preferences.getString(PREF_UI_CANVAS_FG_WALLPAPER)));
            }
      // setup drag canvas state
      sm          = new QStateMachine(this);
      QState* stateActive = new QState;

      QState* s1 = new QState(stateActive);
      s1->setObjectName("example-normal");
      s1->assignProperty(this, "cursor", QCursor(Qt::ArrowCursor));

      QState* s = new QState(stateActive);
      s->setObjectName("example-drag");
      s->assignProperty(this, "cursor", QCursor(Qt::SizeAllCursor));
      QEventTransition* cl = new QEventTransition(this, QEvent::MouseButtonRelease);
      cl->setTargetState(s1);
      s->addTransition(cl);
      s1->addTransition(new DragTransitionExampleView(this));


      sm->addState(stateActive);
      stateActive->setInitialState(s1);
      sm->setInitialState(stateActive);

      sm->start();
      }
示例#24
0
UIGraphicsRotatorButton::UIGraphicsRotatorButton(QIGraphicsWidget *pParent,
                                                 const QString &strPropertyName,
                                                 bool fToggled,
                                                 bool fReflected /* = false */,
                                                 int iAnimationDuration /* = 300 */)
    : UIGraphicsButton(pParent, UIIconPool::iconSet(":/expanding_collapsing_16px.png"))
    , m_fReflected(fReflected)
    , m_state(fToggled ? UIGraphicsRotatorButtonState_Rotated : UIGraphicsRotatorButtonState_Default)
    , m_pAnimationMachine(0)
    , m_iAnimationDuration(iAnimationDuration)
    , m_pForwardButtonAnimation(0)
    , m_pBackwardButtonAnimation(0)
    , m_pForwardSubordinateAnimation(0)
    , m_pBackwardSubordinateAnimation(0)
{
    /* Configure: */
    setAutoHandleButtonClick(true);

    /* Create state machine: */
    m_pAnimationMachine = new QStateMachine(this);
    /* Create 'default' state: */
    QState *pStateDefault = new QState(m_pAnimationMachine);
    pStateDefault->assignProperty(this, "state", QVariant::fromValue(UIGraphicsRotatorButtonState_Default));
    pStateDefault->assignProperty(this, "rotation", m_fReflected ? 180 : 0);
    /* Create 'animating' state: */
    QState *pStateAnimating = new QState(m_pAnimationMachine);
    pStateAnimating->assignProperty(this, "state", QVariant::fromValue(UIGraphicsRotatorButtonState_Animating));
    /* Create 'rotated' state: */
    QState *pStateRotated = new QState(m_pAnimationMachine);
    pStateRotated->assignProperty(this, "state", QVariant::fromValue(UIGraphicsRotatorButtonState_Rotated));
    pStateRotated->assignProperty(this, "rotation", 90);

    /* Forward button animation: */
    m_pForwardButtonAnimation = new QPropertyAnimation(this, "rotation", this);
    m_pForwardButtonAnimation->setDuration(m_iAnimationDuration);
    m_pForwardButtonAnimation->setStartValue(m_fReflected ? 180 : 0);
    m_pForwardButtonAnimation->setEndValue(90);
    /* Backward button animation: */
    m_pBackwardButtonAnimation = new QPropertyAnimation(this, "rotation", this);
    m_pBackwardButtonAnimation->setDuration(m_iAnimationDuration);
    m_pBackwardButtonAnimation->setStartValue(90);
    m_pBackwardButtonAnimation->setEndValue(m_fReflected ? 180 : 0);

    /* Forward subordinate animation: */
    m_pForwardSubordinateAnimation = new QPropertyAnimation(pParent, strPropertyName.toLatin1(), this);
    m_pForwardSubordinateAnimation->setDuration(m_iAnimationDuration);
    m_pForwardSubordinateAnimation->setEasingCurve(QEasingCurve::InCubic);
    /* Backward subordinate animation: */
    m_pBackwardSubordinateAnimation = new QPropertyAnimation(pParent, strPropertyName.toLatin1(), this);
    m_pBackwardSubordinateAnimation->setDuration(m_iAnimationDuration);
    m_pBackwardSubordinateAnimation->setEasingCurve(QEasingCurve::InCubic);

    /* Default => Animating: */
    QSignalTransition *pDefaultToAnimating = pStateDefault->addTransition(this, SIGNAL(sigToAnimating()), pStateAnimating);
    pDefaultToAnimating->addAnimation(m_pForwardButtonAnimation);
    pDefaultToAnimating->addAnimation(m_pForwardSubordinateAnimation);
    /* Animating => Rotated: */
    connect(m_pForwardButtonAnimation, SIGNAL(finished()), this, SIGNAL(sigToRotated()), Qt::QueuedConnection);
    pStateAnimating->addTransition(this, SIGNAL(sigToRotated()), pStateRotated);

    /* Rotated => Animating: */
    QSignalTransition *pRotatedToAnimating = pStateRotated->addTransition(this, SIGNAL(sigToAnimating()), pStateAnimating);
    pRotatedToAnimating->addAnimation(m_pBackwardButtonAnimation);
    pRotatedToAnimating->addAnimation(m_pBackwardSubordinateAnimation);
    /* Animating => Default: */
    connect(m_pBackwardButtonAnimation, SIGNAL(finished()), this, SIGNAL(sigToDefault()), Qt::QueuedConnection);
    pStateAnimating->addTransition(this, SIGNAL(sigToDefault()), pStateDefault);

    /* Default => Rotated: */
    pStateDefault->addTransition(this, SIGNAL(sigToRotated()), pStateRotated);

    /* Rotated => Default: */
    pStateRotated->addTransition(this, SIGNAL(sigToDefault()), pStateDefault);

    /* Initial state is 'default': */
    m_pAnimationMachine->setInitialState(!fToggled ? pStateDefault : pStateRotated);
    /* Start state-machine: */
    m_pAnimationMachine->start();

    /* Refresh: */
    refresh();
}
示例#25
0
//! [0]
PadNavigator::PadNavigator(const QSize &size, QWidget *parent)
    : QGraphicsView(parent)
{
//! [0]
//! [1]
    // Splash item
    SplashItem *splash = new SplashItem;
    splash->setZValue(1);
//! [1]

//! [2]
    // Pad item
    FlippablePad *pad = new FlippablePad(size);
    QGraphicsRotation *flipRotation = new QGraphicsRotation(pad);
    QGraphicsRotation *xRotation = new QGraphicsRotation(pad);
    QGraphicsRotation *yRotation = new QGraphicsRotation(pad);
    flipRotation->setAxis(Qt::YAxis);
    xRotation->setAxis(Qt::YAxis);
    yRotation->setAxis(Qt::XAxis);
    pad->setTransformations(QList<QGraphicsTransform *>()
                            << flipRotation
                            << xRotation << yRotation);
//! [2]

//! [3]
    // Back (proxy widget) item
    QGraphicsProxyWidget *backItem = new QGraphicsProxyWidget(pad);
    QWidget *widget = new QWidget;
    form.setupUi(widget);
    form.hostName->setFocus();
    backItem->setWidget(widget);
    backItem->setVisible(false);
    backItem->setFocus();
    backItem->setCacheMode(QGraphicsItem::ItemCoordinateCache);
    const QRectF r = backItem->rect();
    backItem->setTransform(QTransform()
                           .rotate(180, Qt::YAxis)
                           .translate(-r.width()/2, -r.height()/2));
//! [3]

//! [4]
    // Selection item
    RoundRectItem *selectionItem = new RoundRectItem(QRectF(-60, -60, 120, 120), Qt::gray, pad);
    selectionItem->setZValue(0.5);
//! [4]

//! [5]
    // Splash animations
    QPropertyAnimation *smoothSplashMove = new QPropertyAnimation(splash, "y");
    QPropertyAnimation *smoothSplashOpacity = new QPropertyAnimation(splash, "opacity");
    smoothSplashMove->setEasingCurve(QEasingCurve::InQuad);
    smoothSplashMove->setDuration(250);
    smoothSplashOpacity->setDuration(250);
//! [5]

//! [6]
    // Selection animation
    QPropertyAnimation *smoothXSelection = new QPropertyAnimation(selectionItem, "x");
    QPropertyAnimation *smoothYSelection = new QPropertyAnimation(selectionItem, "y");
    QPropertyAnimation *smoothXRotation = new QPropertyAnimation(xRotation, "angle");
    QPropertyAnimation *smoothYRotation = new QPropertyAnimation(yRotation, "angle");
    smoothXSelection->setDuration(125);
    smoothYSelection->setDuration(125);
    smoothXRotation->setDuration(125);
    smoothYRotation->setDuration(125);
    smoothXSelection->setEasingCurve(QEasingCurve::InOutQuad);
    smoothYSelection->setEasingCurve(QEasingCurve::InOutQuad);
    smoothXRotation->setEasingCurve(QEasingCurve::InOutQuad);
    smoothYRotation->setEasingCurve(QEasingCurve::InOutQuad);
//! [6]

//! [7]
    // Flip animation setup
    QPropertyAnimation *smoothFlipRotation = new QPropertyAnimation(flipRotation, "angle");
    QPropertyAnimation *smoothFlipScale = new QPropertyAnimation(pad, "scale");
    QPropertyAnimation *smoothFlipXRotation = new QPropertyAnimation(xRotation, "angle");
    QPropertyAnimation *smoothFlipYRotation = new QPropertyAnimation(yRotation, "angle");
    QParallelAnimationGroup *flipAnimation = new QParallelAnimationGroup(this);
    smoothFlipScale->setDuration(500);
    smoothFlipRotation->setDuration(500);
    smoothFlipXRotation->setDuration(500);
    smoothFlipYRotation->setDuration(500);
    smoothFlipScale->setEasingCurve(QEasingCurve::InOutQuad);
    smoothFlipRotation->setEasingCurve(QEasingCurve::InOutQuad);
    smoothFlipXRotation->setEasingCurve(QEasingCurve::InOutQuad);
    smoothFlipYRotation->setEasingCurve(QEasingCurve::InOutQuad);
    smoothFlipScale->setKeyValueAt(0, qvariant_cast<qreal>(1.0));
    smoothFlipScale->setKeyValueAt(0.5, qvariant_cast<qreal>(0.7));
    smoothFlipScale->setKeyValueAt(1, qvariant_cast<qreal>(1.0));
    flipAnimation->addAnimation(smoothFlipRotation);
    flipAnimation->addAnimation(smoothFlipScale);
    flipAnimation->addAnimation(smoothFlipXRotation);
    flipAnimation->addAnimation(smoothFlipYRotation);
//! [7]

//! [8]
    // Flip animation delayed property assignment
    QSequentialAnimationGroup *setVariablesSequence = new QSequentialAnimationGroup;
    QPropertyAnimation *setFillAnimation = new QPropertyAnimation(pad, "fill");
    QPropertyAnimation *setBackItemVisibleAnimation = new QPropertyAnimation(backItem, "visible");
    QPropertyAnimation *setSelectionItemVisibleAnimation = new QPropertyAnimation(selectionItem, "visible");
    setFillAnimation->setDuration(0);
    setBackItemVisibleAnimation->setDuration(0);
    setSelectionItemVisibleAnimation->setDuration(0);
    setVariablesSequence->addPause(250);
    setVariablesSequence->addAnimation(setBackItemVisibleAnimation);
    setVariablesSequence->addAnimation(setSelectionItemVisibleAnimation);
    setVariablesSequence->addAnimation(setFillAnimation);
    flipAnimation->addAnimation(setVariablesSequence);
//! [8]

//! [9]
    // Build the state machine
    QStateMachine *stateMachine = new QStateMachine(this);
    QState *splashState = new QState(stateMachine);
    QState *frontState = new QState(stateMachine);
    QHistoryState *historyState = new QHistoryState(frontState);
    QState *backState = new QState(stateMachine);
//! [9]
//! [10]
    frontState->assignProperty(pad, "fill", false);
    frontState->assignProperty(splash, "opacity", 0.0);
    frontState->assignProperty(backItem, "visible", false);
    frontState->assignProperty(flipRotation, "angle", qvariant_cast<qreal>(0.0));
    frontState->assignProperty(selectionItem, "visible", true);
    backState->assignProperty(pad, "fill", true);
    backState->assignProperty(backItem, "visible", true);
    backState->assignProperty(xRotation, "angle", qvariant_cast<qreal>(0.0));
    backState->assignProperty(yRotation, "angle", qvariant_cast<qreal>(0.0));
    backState->assignProperty(flipRotation, "angle", qvariant_cast<qreal>(180.0));
    backState->assignProperty(selectionItem, "visible", false);
    stateMachine->addDefaultAnimation(smoothXRotation);
    stateMachine->addDefaultAnimation(smoothYRotation);
    stateMachine->addDefaultAnimation(smoothXSelection);
    stateMachine->addDefaultAnimation(smoothYSelection);
    stateMachine->setInitialState(splashState);
//! [10]

//! [11]
    // Transitions
    QEventTransition *anyKeyTransition = new QEventTransition(this, QEvent::KeyPress, splashState);
    anyKeyTransition->setTargetState(frontState);
    anyKeyTransition->addAnimation(smoothSplashMove);
    anyKeyTransition->addAnimation(smoothSplashOpacity);
//! [11]

//! [12]
    QKeyEventTransition *enterTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                   Qt::Key_Enter, backState);
    QKeyEventTransition *returnTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                    Qt::Key_Return, backState);
    QKeyEventTransition *backEnterTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                       Qt::Key_Enter, frontState);
    QKeyEventTransition *backReturnTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                        Qt::Key_Return, frontState);
    enterTransition->setTargetState(historyState);
    returnTransition->setTargetState(historyState);
    backEnterTransition->setTargetState(backState);
    backReturnTransition->setTargetState(backState);
    enterTransition->addAnimation(flipAnimation);
    returnTransition->addAnimation(flipAnimation);
    backEnterTransition->addAnimation(flipAnimation);
    backReturnTransition->addAnimation(flipAnimation);
//! [12]

//! [13]
    // Create substates for each icon; store in temporary grid.
    int columns = size.width();
    int rows = size.height();
    QVector< QVector< QState * > > stateGrid;
    stateGrid.resize(rows);
    for (int y = 0; y < rows; ++y) {
        stateGrid[y].resize(columns);
        for (int x = 0; x < columns; ++x)
            stateGrid[y][x] = new QState(frontState);
    }
    frontState->setInitialState(stateGrid[0][0]);
    selectionItem->setPos(pad->iconAt(0, 0)->pos());
//! [13]

//! [14]
    // Enable key navigation using state transitions
    for (int y = 0; y < rows; ++y) {
        for (int x = 0; x < columns; ++x) {
            QState *state = stateGrid[y][x];
            QKeyEventTransition *rightTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                           Qt::Key_Right, state);
            QKeyEventTransition *leftTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                          Qt::Key_Left, state);
            QKeyEventTransition *downTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                          Qt::Key_Down, state);
            QKeyEventTransition *upTransition = new QKeyEventTransition(this, QEvent::KeyPress,
                                                                        Qt::Key_Up, state);
            rightTransition->setTargetState(stateGrid[y][(x + 1) % columns]);
            leftTransition->setTargetState(stateGrid[y][((x - 1) + columns) % columns]);
            downTransition->setTargetState(stateGrid[(y + 1) % rows][x]);
            upTransition->setTargetState(stateGrid[((y - 1) + rows) % rows][x]);
//! [14]
//! [15]
            RoundRectItem *icon = pad->iconAt(x, y);
            state->assignProperty(xRotation, "angle", -icon->x() / 6.0);
            state->assignProperty(yRotation, "angle", icon->y() / 6.0);
            state->assignProperty(selectionItem, "x", icon->x());
            state->assignProperty(selectionItem, "y", icon->y());
            frontState->assignProperty(icon, "visible", true);
            backState->assignProperty(icon, "visible", false);

            QPropertyAnimation *setIconVisibleAnimation = new QPropertyAnimation(icon, "visible");
            setIconVisibleAnimation->setDuration(0);
            setVariablesSequence->addAnimation(setIconVisibleAnimation);
        }
    }
//! [15]

//! [16]
    // Scene
    QGraphicsScene *scene = new QGraphicsScene(this);
    scene->setBackgroundBrush(QPixmap(":/images/blue_angle_swirl.jpg"));
    scene->setItemIndexMethod(QGraphicsScene::NoIndex);
    scene->addItem(pad);
    scene->setSceneRect(scene->itemsBoundingRect());
    setScene(scene);
//! [16]

//! [17]
    // Adjust splash item to scene contents
    const QRectF sbr = splash->boundingRect();
    splash->setPos(-sbr.width() / 2, scene->sceneRect().top() - 2);
    frontState->assignProperty(splash, "y", splash->y() - 100.0);
    scene->addItem(splash);
//! [17]

//! [18]
    // View
    setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
    setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
    setMinimumSize(50, 50);
    setViewportUpdateMode(FullViewportUpdate);
    setCacheMode(CacheBackground);
    setRenderHints(QPainter::Antialiasing
                   | QPainter::SmoothPixmapTransform
                   | QPainter::TextAntialiasing);
#ifndef QT_NO_OPENGL
    setViewport(new QOpenGLWidget);
#endif

    stateMachine->start();
//! [18]
}
示例#26
0
QState* createFSMState(const QString& stateName,QState * parent)
{
	QState *result = new QState(parent);
	result->setObjectName(stateName);
	return result;
}
//helper
static QState* createState(QString name, QState *parent=0)
{
	QState *result = new QState(parent);
	result->setObjectName(name);
	return result;
}
示例#28
0
// NB: resizeEvent should just change the positions & sizes. However,
// moving the first to last state transitions every time an item is
// added is a pain. This means that setGeometry on this widget must
// only be called after all items have been added.
void CarouselGraphicsWidget::resizeEvent(QResizeEvent *event)
{
	QSize size = event->size();

	// TODO view changes size, should we really be changeing the scene size?
	scene()->setSceneRect(0, 0, size.width(), size.height());

	// Use icons with same aspect ratio as VGA.
	int tw = size.width();
	int th = size.height();
	if (tw > th*640/480) tw = th*640/480;
	if (th > tw*480/640) th = tw*480/640;

	int iw = tw / 2;
	int ih = th / 2;
	int isw = tw * 3 / 16;
	int ish = th * 3 / 16;
	int w = (size.width()  - iw/2 - isw/2) / 2;
	int h = (size.height() - ih/2 - ish/2) / 2;
	int cx = size.width()/2;
	int cy = (size.height() - ish)/2;

	int num_objects = icons.size();


	for (int i=0; i<num_objects; ++i) {
		float angle = 2.0*PI*i / num_objects;
		QRect r;

		// When the icon is at the bottom of the screen (i=0), make it larger.
		// Though it would look nicer if the size was based on the 'depth', this
		// would involve a lot of scaling and then likely hit performance.
		if (i == 0)
			r.setRect(-iw/2, -ih/2, iw, ih);
		else
			r.setRect(-isw/2, -ish/2, isw, ish);
		r.translate(cx, cy);
		r.translate(w*sin(angle), h*cos(angle));

		for (int j=0; j<num_objects; ++j) {
			QState *state = states.at((i+j) % num_objects);
			QObject *o = icons.at((num_objects-j) % num_objects);

			// Set the position & make only the item at the bottom
			// of the widget clickable
			state->assignProperty(o, "geometry", r);
			state->assignProperty(o, "enabled", i==0); 
			state->assignProperty(o, "focus", i==0); 
		}
	}

	if (states.size() > 1) {
		QSignalTransition *transition;
		QState *firstState = states.at(0);
		QState *lastState = states.at(states.size()-1);

		// Link to the next state - special case
		transition = lastState->addTransition(this, SIGNAL(m_next()), firstState);
		transition->addAnimation(animationGroup);

		// Link to the previous state - special case
		transition = firstState->addTransition(this, SIGNAL(m_back()), lastState);
		transition->addAnimation(animationGroup);

		machine->start();
	}
}
Creation_FromState::Creation_FromState(
        const ToolPalette& stateMachine,
        const Path<ScenarioModel>& scenarioPath,
        iscore::CommandStack& stack,
        QState* parent):
    CreationState{stateMachine, stack, std::move(scenarioPath), parent}
{
    using namespace Scenario::Command;
    auto finalState = new QFinalState{this};
    connect(finalState, &QState::entered, [&] ()
    {
        clearCreatedIds();
    });

    QState* mainState = new QState{this};
    {
        auto pressed = new QState{mainState};
        auto released = new QState{mainState};
        auto move_nothing = new StrongQState<ScenarioElement::Nothing + Modifier::Move_tag::value>{mainState};
        auto move_state = new StrongQState<ScenarioElement::State + Modifier::Move_tag::value>{mainState};
        auto move_event = new StrongQState<ScenarioElement::Event + Modifier::Move_tag::value>{mainState};
        auto move_timenode = new StrongQState<ScenarioElement::TimeNode + Modifier::Move_tag::value>{mainState};

        // General setup
        mainState->setInitialState(pressed);
        released->addTransition(finalState);

        // Release
        make_transition<ReleaseOnAnything_Transition>(mainState, released);

        // Pressed -> ...
        make_transition<MoveOnNothing_Transition>(pressed, move_state, *this);
        make_transition<MoveOnNothing_Transition>(pressed, move_nothing, *this);

        /// MoveOnNothing -> ...
        // MoveOnNothing -> MoveOnNothing.
        make_transition<MoveOnNothing_Transition>(move_nothing, move_nothing, *this);

        // MoveOnNothing -> MoveOnState.
        add_transition(move_nothing, move_state,
                       [&] () { rollback(); createToState(); });

        // MoveOnNothing -> MoveOnEvent.
        add_transition(move_nothing, move_event,
                       [&] () { rollback(); createToEvent(); });

        // MoveOnNothing -> MoveOnTimeNode
        add_transition(move_nothing, move_timenode,
                       [&] () { rollback(); createToTimeNode(); });


        /// MoveOnState -> ...
        // MoveOnState -> MoveOnNothing
        add_transition(move_state, move_nothing,
                       [&] () { rollback(); createToNothing(); });

        // MoveOnState -> MoveOnState
        // We don't do anything, the constraint should not move.

        // MoveOnState -> MoveOnEvent
        add_transition(move_state, move_event,
                       [&] () { rollback(); createToEvent(); });

        // MoveOnState -> MoveOnTimeNode
        add_transition(move_state, move_timenode,
                       [&] () { rollback(); createToTimeNode(); });

        /// MoveOnEvent -> ...
        // MoveOnEvent -> MoveOnNothing
        add_transition(move_event, move_nothing,
                       [&] () { rollback(); createToNothing(); });

        // MoveOnEvent -> MoveOnState
        add_transition(move_event, move_state,
                       [&] () {
            if(m_parentSM.model().state(clickedState).eventId() != m_parentSM.model().state(hoveredState).eventId())
            {
                rollback();
                createToState();
            }
        });

        // MoveOnEvent -> MoveOnEvent
        make_transition<MoveOnEvent_Transition>(move_event, move_event, *this);

        // MoveOnEvent -> MoveOnTimeNode
        add_transition(move_event, move_timenode,
                       [&] () { rollback(); createToTimeNode(); });


        /// MoveOnTimeNode -> ...
        // MoveOnTimeNode -> MoveOnNothing
        add_transition(move_timenode, move_nothing,
                       [&] () { rollback(); createToNothing(); });

        // MoveOnTimeNode -> MoveOnState
        add_transition(move_timenode, move_state,
                       [&] () { rollback(); createToState(); });

        // MoveOnTimeNode -> MoveOnEvent
        add_transition(move_timenode, move_event,
                       [&] () { rollback(); createToEvent(); });

        // MoveOnTimeNode -> MoveOnTimeNode
        make_transition<MoveOnTimeNode_Transition>(move_timenode , move_timenode , *this);



        // What happens in each state.
        QObject::connect(pressed, &QState::entered,
                         [&] ()
        {
            m_clickedPoint = currentPoint;
            createToNothing();
        });

        QObject::connect(move_nothing, &QState::entered, [&] ()
        {
            if(createdConstraints.empty() || createdEvents.empty())
            {
                rollback();
                return;
            }

            if(m_parentSM.editionSettings().sequence())
            {
                const auto&  st = m_parentSM.model().state(clickedState);
                currentPoint.y = st.heightPercentage();
            }

            m_dispatcher.submitCommand<MoveNewEvent>(
                        Path<ScenarioModel>{m_scenarioPath},
                        createdConstraints.last(),
                        createdEvents.last(),
                        currentPoint.date,
                        currentPoint.y,
                        stateMachine.editionSettings().sequence());

        });

        QObject::connect(move_event, &QState::entered, [&] ()
        {
            if(createdStates.empty())
            {
                rollback();
                return;
            }

            m_dispatcher.submitCommand<MoveNewState>(
                        Path<ScenarioModel>{m_scenarioPath},
                        createdStates.last(),
                        currentPoint.y);
        });

        QObject::connect(move_timenode, &QState::entered, [&] ()
        {
            if(createdStates.empty())
            {
                rollback();
                return;
            }

            m_dispatcher.submitCommand<MoveNewState>(
                        Path<ScenarioModel>{m_scenarioPath},
                        createdStates.last(),
                        currentPoint.y);
        });

        QObject::connect(released, &QState::entered, [&] ()
        {
            this->makeSnapshot();
            m_dispatcher.commit<Scenario::Command::CreationMetaCommand>();
        });
    }

    QState* rollbackState = new QState{this};
    make_transition<Cancel_Transition>(mainState, rollbackState);
    rollbackState->addTransition(finalState);
    QObject::connect(rollbackState, &QState::entered, [&] ()
    {
        rollback();
    });

    setInitialState(mainState);
}
 bool multiSelection() const
 {
     return m_multiSelection->active();
 }