int main(int argv, char **args) { QApplication app(argv, args); //![2] QStateMachine machine; QState *s1 = new QState(); QState *s2 = new QState(); QFinalState *done = new QFinalState(); StringTransition *t1 = new StringTransition("Hello"); t1->setTargetState(s2); s1->addTransition(t1); StringTransition *t2 = new StringTransition("world"); t2->setTargetState(done); s2->addTransition(t2); machine.addState(s1); machine.addState(s2); machine.addState(done); machine.setInitialState(s1); //![2] //![3] machine.postEvent(new StringEvent("Hello")); machine.postEvent(new StringEvent("world")); //![3] return app.exec(); }
void MainWindow::setupStateMachine() { // set title bar text this->setWindowTitle(QString("Excape From Estes")); // create the state machine object and its states QStateMachine *machine = new QStateMachine(this); QState *s1 = new QState(); QState *s2 = new QState(); QState *s3 = new QState(); // assign an event for every state s1->assignProperty(ui->label, "text", readFile("intro.txt")); s2->assignProperty(ui->label, "text", "In state s2"); s3->assignProperty(ui->label, "text", "In state s3"); // set up a trigger to end every state s1->addTransition(this, SIGNAL(one()), s2); s2->addTransition(this, SIGNAL(two()), s3); s3->addTransition(this->ui->pushButton, SIGNAL(clicked()), s1); // add the states to the state machine and set a starting state machine->addState(s1); machine->addState(s2); machine->addState(s3); machine->setInitialState(s1); // enable the machine and print out a message to show that we are done machine->start(); qDebug() << "State Machine Created"; }
void HomeScreenStatePluginTest::testLoadBackupRestoreStateOnEntryExit() { HbInstance::instance(); HbMainWindow mainWindow; mainWindow.show(); QCoreApplication::sendPostedEvents(); QStateMachine *sm = new QStateMachine; HsBackupRestoreState *brs = new HsBackupRestoreState; sm->addState(brs); sm->setInitialState(brs); QFinalState *fs = new QFinalState; sm->addState(fs); brs->addTransition(this, SIGNAL(finishStateMachine()), fs); sm->start(); QCoreApplication::sendPostedEvents(); emit finishStateMachine(); sm->stop(); // main window deleted -> HsGui must be deleted also delete HsGui::takeInstance(); delete sm; }
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(); }
Window(QWidget *parent = 0) : QWidget(parent) { QPushButton *button = new QPushButton(this); button->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding); QVBoxLayout *layout = new QVBoxLayout; layout->addWidget(button); layout->setContentsMargins(80, 80, 80, 80); setLayout(layout); //! [0] //! [1] QStateMachine *machine = new QStateMachine(this); QState *s1 = new QState(); s1->assignProperty(button, "text", "Outside"); QState *s2 = new QState(); s2->assignProperty(button, "text", "Inside"); //! [1] //! [2] QEventTransition *enterTransition = new QEventTransition(button, QEvent::Enter); enterTransition->setTargetState(s2); s1->addTransition(enterTransition); //! [2] //! [3] QEventTransition *leaveTransition = new QEventTransition(button, QEvent::Leave); leaveTransition->setTargetState(s1); s2->addTransition(leaveTransition); //! [3] //! [4] QState *s3 = new QState(); s3->assignProperty(button, "text", "Pressing..."); QEventTransition *pressTransition = new QEventTransition(button, QEvent::MouseButtonPress); pressTransition->setTargetState(s3); s2->addTransition(pressTransition); QEventTransition *releaseTransition = new QEventTransition(button, QEvent::MouseButtonRelease); releaseTransition->setTargetState(s2); s3->addTransition(releaseTransition); //! [4] //! [5] machine->addState(s1); machine->addState(s2); machine->addState(s3); machine->setInitialState(s1); machine->start(); }
Window(QWidget *parent = 0) : QWidget(parent) { QPushButton *button = new QPushButton(this); button->setGeometry(QRect(100, 100, 100, 100)); //! [0] //! [1] QStateMachine *machine = new QStateMachine(this); QState *s1 = new QState(); s1->assignProperty(button, "text", "Outside"); QState *s2 = new QState(); s2->assignProperty(button, "text", "Inside"); //! [1] //! [2] QEventTransition *enterTransition = new QEventTransition(button, QEvent::Enter); enterTransition->setTargetState(s2); s1->addTransition(enterTransition); //! [2] //! [3] QEventTransition *leaveTransition = new QEventTransition(button, QEvent::Leave); leaveTransition->setTargetState(s1); s2->addTransition(leaveTransition); //! [3] //! [4] QState *s3 = new QState(); s3->assignProperty(button, "text", "Pressing..."); QEventTransition *pressTransition = new QEventTransition(button, QEvent::MouseButtonPress); pressTransition->setTargetState(s3); s2->addTransition(pressTransition); QEventTransition *releaseTransition = new QEventTransition(button, QEvent::MouseButtonRelease); releaseTransition->setTargetState(s2); s3->addTransition(releaseTransition); //! [4] //! [5] machine->addState(s1); machine->addState(s2); machine->addState(s3); machine->setInitialState(s1); machine->start(); }
int main(int argv, char **args) { QApplication app(argv, args); QStateMachine machine; //![0] QState *s1 = new QState(); QState *s11 = new QState(s1); QState *s12 = new QState(s1); QState *s13 = new QState(s1); s1->setInitialState(s11); machine.addState(s1); //![0] //![2] s12->addTransition(quitButton, SIGNAL(clicked()), s12); //![2] //![1] QFinalState *s2 = new QFinalState(); s1->addTransition(quitButton, SIGNAL(clicked()), s2); machine.addState(s2); machine.setInitialState(s1); QObject::connect(&machine, SIGNAL(finished()), QApplication::instance(), SLOT(quit())); //![1] QButton *interruptButton = new QPushButton("Interrupt Button"); QWidget *mainWindow = new QWidget(); //![3] QHistoryState *s1h = new QHistoryState(s1); QState *s3 = new QState(); s3->assignProperty(label, "text", "In s3"); QMessageBox *mbox = new QMessageBox(mainWindow); mbox->addButton(QMessageBox::Ok); mbox->setText("Interrupted!"); mbox->setIcon(QMessageBox::Information); QObject::connect(s3, SIGNAL(entered()), mbox, SLOT(exec())); s3->addTransition(s1h); machine.addState(s3); s1->addTransition(interruptButton, SIGNAL(clicked()), s3); //![3] return app.exec(); }
//! [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(); }
int main(int argv, char **args) { QApplication app(argv, args); QLabel *label = new QLabel; //![0] QStateMachine machine; QState *s1 = new QState(); QState *s2 = new QState(); QState *s3 = new QState(); //![0] //![4] s1->assignProperty(label, "text", "In state s1"); s2->assignProperty(label, "text", "In state s2"); s3->assignProperty(label, "text", "In state s3"); //![4] //![5] QObject::connect(s3, SIGNAL(entered()), button, SLOT(showMaximized())); QObject::connect(s3, SIGNAL(exited()), button, SLOT(showMinimized())); //![5] //![1] s1->addTransition(button, SIGNAL(clicked()), s2); s2->addTransition(button, SIGNAL(clicked()), s3); s3->addTransition(button, SIGNAL(clicked()), s1); //![1] //![2] machine.addState(s1); machine.addState(s2); machine.addState(s3); machine.setInitialState(s1); //![2] //![3] machine.start(); //![3] label->show(); return app.exec(); }
//! [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(); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { // Загружаем интерфейс пользователя из формы и устанавливаем действия в меню ui->setupUi(this); connect(ui->action_start, SIGNAL(triggered()), ui->startButton, SLOT(click())); connect(ui->action_exit, SIGNAL(triggered()), this, SLOT(close())); connect(ui->action_Qt, SIGNAL(triggered()), qApp, SLOT(aboutQt())); connect(ui->action_help, SIGNAL(triggered()), this, SLOT(showHelp())); connect(ui->action_about, SIGNAL(triggered()), this, SLOT(showAbout())); connect(ui->action_tech, SIGNAL(triggered()), this, SLOT(showTz())); // Заводим машину состояний QStateMachine *animation = new QStateMachine(this); QState *idle = new QState(); QState *animating = new QState(); animating->assignProperty(ui->startButton,"text", tr("&Стоп")); animating->assignProperty(ui->startButton,"icon", QIcon(":/icons/control-stop-square.png")); animating->assignProperty(ui->action_start,"text",tr("О&становить анимацию")); animating->assignProperty(ui->action_start,"icon", QIcon(":/icons/control-stop-square.png")); idle->assignProperty(ui->startButton,"text", tr("Пу&ск")); idle->assignProperty(ui->startButton,"icon", QIcon(":/icons/control.png")); idle->assignProperty(ui->action_start,"text",tr("Запу&стить анимацию")); idle->assignProperty(ui->action_start,"icon", QIcon(":/icons/control.png")); QSignalTransition *startTransition = new QSignalTransition(ui->startButton, SIGNAL(clicked()), idle); startTransition->setTargetState(animating); QSignalTransition *stopTransition = new QSignalTransition(ui->startButton, SIGNAL(clicked()), animating); stopTransition->setTargetState(idle); QSignalTransition *doneTransition = new QSignalTransition(ui->widget, SIGNAL(animationStopped()), animating); doneTransition->setTargetState(idle); connect(startTransition, SIGNAL(triggered()), ui->widget, SLOT(startAnimation())); connect(stopTransition, SIGNAL(triggered()), ui->widget, SLOT(stopAnimation())); idle->addTransition(startTransition); animating->addTransition(stopTransition); animating->addTransition(doneTransition); animation->addState(idle); animation->addState(animating); animation->setInitialState(idle); animation->start(); // В Linux мячик иногда сразу не отображается... ui->widget->updateGL(); }
void TMainWind::init() { setCentralWidget(m_canvas = new TCanvas); QLabel* statusLabel = new QLabel; statusBar()->addPermanentWidget(statusLabel); QStateMachine* machine = new QStateMachine(this); QState* creation = new QState; QState* bending = new QState; // transformation QState* painting = new QState; QState* extrusion = new QState; creation->assignProperty(m_canvas, "mode", TCanvas::Creation); creation->assignProperty(statusLabel, "text", tr("Mode: Creation")); creation->addTransition(m_canvas, SIGNAL(creationFinished()), painting); bending->assignProperty(m_canvas, "mode", TCanvas::Bending); bending->assignProperty(statusLabel, "text", tr("Mode: Bending")); bending->addTransition(m_canvas, SIGNAL(bendingFinished()), painting); painting->assignProperty(m_canvas, "mode", TCanvas::Painting); painting->assignProperty(statusLabel, "text", tr("Mode: Painting")); painting->addTransition(m_canvas, SIGNAL(toEdit()), extrusion); extrusion->assignProperty(m_canvas, "mode", TCanvas::Extrusion); extrusion->assignProperty(statusLabel, "text", tr("Mode: Extrusion")); extrusion->addTransition(m_canvas, SIGNAL(extrusionFinished()), painting); bending->addTransition(m_canvas, SIGNAL(restart()), creation); painting->addTransition(m_canvas, SIGNAL(restart()), creation); extrusion->addTransition(m_canvas, SIGNAL(restart()), creation); machine->addState(creation); machine->addState(bending); machine->addState(painting); machine->addState(extrusion); machine->setInitialState(creation); machine->start(); }
//! [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(); }
void ZoneDeDessin::initStateMachine() { QStateMachine * mac = new QStateMachine( ); QState *s1 = new QState(); //mouse up QState *s2 = new QState(); //mouse down s2->assignProperty(this, "text", "tja"); mac->addState(s1); mac->addState(s2); mac->setInitialState(s1); mac->start(); addTrans(s1, s2, this, QEvent::MouseButtonPress, Qt::LeftButton); addTrans(s2, s2, this, QEvent::MouseMove, Qt::NoButton); addTrans(s2, s1, this, QEvent::MouseButtonRelease, Qt::LeftButton); connect(s1, SIGNAL(exited()), this, SLOT(startDraw())); // leave mouseup connect(s2, SIGNAL(entered()), this, SLOT(drawing())); // enter mousedown connect(s1, SIGNAL(entered()), this, SLOT(endDraw())); // enter mouseup }
int main(int argv, char **args) { QApplication app(argv, args); QWidget *button; { //![0] QStateMachine machine; machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties); QState *s1 = new QState(); s1->assignProperty(object, "fooBar", 1.0); machine.addState(s1); machine.setInitialState(s1); QState *s2 = new QState(); machine.addState(s2); //![0] } { //![2] QStateMachine machine; machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties); QState *s1 = new QState(); s1->assignProperty(object, "fooBar", 1.0); machine.addState(s1); machine.setInitialState(s1); QState *s2 = new QState(s1); s2->assignProperty(object, "fooBar", 2.0); s1->setInitialState(s2); QState *s3 = new QState(s1); //![2] } { //![3] QState *s1 = new QState(); QState *s2 = new QState(); s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); s2->assignProperty(button, "geometry", QRectF(0, 0, 100, 100)); s1->addTransition(button, SIGNAL(clicked()), s2); //![3] } { //![4] QState *s1 = new QState(); QState *s2 = new QState(); s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); s2->assignProperty(button, "geometry", QRectF(0, 0, 100, 100)); QSignalTransition *transition = s1->addTransition(button, SIGNAL(clicked()), s2); transition->addAnimation(new QPropertyAnimation(button, "geometry")); //![4] } { QMainWindow *mainWindow = 0; //![5] QMessageBox *messageBox = new QMessageBox(mainWindow); messageBox->addButton(QMessageBox::Ok); messageBox->setText("Button geometry has been set!"); messageBox->setIcon(QMessageBox::Information); QState *s1 = new QState(); QState *s2 = new QState(); s2->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); connect(s2, SIGNAL(entered()), messageBox, SLOT(exec())); s1->addTransition(button, SIGNAL(clicked()), s2); //![5] } { QMainWindow *mainWindow = 0; //![6] QMessageBox *messageBox = new QMessageBox(mainWindow); messageBox->addButton(QMessageBox::Ok); messageBox->setText("Button geometry has been set!"); messageBox->setIcon(QMessageBox::Information); QState *s1 = new QState(); QState *s2 = new QState(); s2->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); QState *s3 = new QState(); connect(s3, SIGNAL(entered()), messageBox, SLOT(exec())); s1->addTransition(button, SIGNAL(clicked()), s2); s2->addTransition(s2, SIGNAL(propertiesAssigned()), s3); //![6] } { //![7] QState *s1 = new QState(); QState *s2 = new QState(); s2->assignProperty(object, "fooBar", 2.0); s1->addTransition(s2); QStateMachine machine; machine.setInitialState(s1); machine.addDefaultAnimation(new QPropertyAnimation(object, "fooBar")); //![7] } return app.exec(); }
void Protocol::prepareStateMachine(){ qDebug() << "Protocol: Initialising Protocol State"; QStateMachine *machine = new QStateMachine(this); /** * Main states are connected, disconnected and done, we start disconnected * and turn to connected when the socket is operational. * All the other states are part of the connected state */ QState *disconnected = new QState(); QState *connected = new QState(); QFinalState *done = new QFinalState(); /** * When first connected, we need to know the protocol version, * then request authentication. We then either turn to the authenticated * state or flee to *done */ QState *waitingproto = new QState(connected); QState *waitingauthrequest = new QState(connected); QState *waitingauthstatus = new QState(connected); QState *authenticated = new QState(connected); connected->setInitialState(waitingproto); /** * When authenticated, the user must provide some information about himself * (nickname, status, planet picture, user picture, attack picture) * Then the user can request to join the chat room, get the list of games and users * join a game or create a game * In the chat room, the user sends and receives messages, and can eventually exit */ QState *waitinguserdetails = new QState(authenticated); QState *waitingcommand = new QState(authenticated); QState *inchat = new QState(authenticated); QState *waitinggamecreation = new QState(authenticated); QState *waitinggamelist = new QState(authenticated); QState *waitinguserlist = new QState(authenticated); QState *joinedgame = new QState(authenticated); authenticated->setInitialState(waitinguserdetails); /** * When entering the game, we wait for the users to show up * then receive the game map * we then wait for the game to unpause, and the game progresses till * there's a winner or cancellation */ QState *waitinguser = new QState(joinedgame); QState *waitingmap = new QState(joinedgame); QState *paused = new QState(joinedgame); QState *ingame = new QState(joinedgame); joinedgame->setInitialState(waitinguser); qDebug() << "Protocol: Connecting Protocol Signals"; disconnected->addTransition(this, SIGNAL(connected()), connected); connected->addTransition(this, SIGNAL(closed()), done); waitingproto->addTransition(this, SIGNAL(protocol(QString)), waitingauthrequest); waitingauthrequest->addTransition(this, SIGNAL(authrequest(QString,QString)), waitingauthstatus); waitingauthstatus->addTransition(this, SIGNAL(authenticated()), authenticated); waitingauthstatus->addTransition(this, SIGNAL(protocolError(QString)), done); machine->addState(disconnected); machine->addState(connected); machine->setInitialState(disconnected); qDebug() << "Protocol: Starting State Machine"; machine->start(); }