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

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     #ifndef BOAT_P_H
     #define BOAT_P_H

     //
     //  W A R N I N G
     //  -------------
     //
     // This file is not part of the Qt API.  It exists purely as an
     // implementation detail.  This header file may change from version to
     // version without notice, or even be removed.
     //
     // We mean it.
     //

     //Own
     #include "bomb.h"
     #include "graphicsscene.h"

     // Qt
     #include <QtGui/QKeyEventTransition>

     static const int MAX_BOMB = 5;

     //These transtion test if we have to stop the boat (i.e current speed is 1)
     class KeyStopTransition : public QKeyEventTransition
     {
     public:
         KeyStopTransition(Boat *b, QEvent::Type t, int k)
         : QKeyEventTransition(b, t, k), boat(b), key(k)
         {
         }
     protected:
         virtual bool eventTest(QEvent *event)
         {
             if (!QKeyEventTransition::eventTest(event))
                 return false;
             return (boat->currentSpeed() == 1);
         }
     private:
         Boat * boat;
         int key;
     };

     //These transtion test if we have to move the boat (i.e current speed was 0 or another value)
      class KeyMoveTransition : public QKeyEventTransition
     {
     public:
         KeyMoveTransition(Boat *b, QEvent::Type t, int k)
         : QKeyEventTransition(b, t, k), boat(b), key(k)
         {
         }
     protected:
         virtual bool eventTest(QEvent *event)
         {
             if (!QKeyEventTransition::eventTest(event))
                 return false;
             return (boat->currentSpeed() >= 0);
         }
         void onTransition(QEvent *)
         {
             //We decrease the speed if needed
             if (key == Qt::Key_Left && boat->currentDirection() == Boat::Right)
                 boat->setCurrentSpeed(boat->currentSpeed() - 1);
             else if (key == Qt::Key_Right && boat->currentDirection() == Boat::Left)
                 boat->setCurrentSpeed(boat->currentSpeed() - 1);
             else if (boat->currentSpeed() < 3)
                 boat->setCurrentSpeed(boat->currentSpeed() + 1);
             boat->updateBoatMovement();
         }
     private:
         Boat * boat;
         int key;
     };

     //This transition trigger the bombs launch
      class KeyLaunchTransition : public QKeyEventTransition
     {
     public:
         KeyLaunchTransition(Boat *boat, QEvent::Type type, int key)
         : QKeyEventTransition(boat, type, key), boat(boat), key(key)
         {
         }
     protected:
         virtual bool eventTest(QEvent *event)
         {
             if (!QKeyEventTransition::eventTest(event))
                 return false;
             //We have enough bomb?
             return (boat->bombsLaunched() < MAX_BOMB);
         }
     private:
         Boat * boat;
         int key;
     };

     //This state is describing when the boat is moving right
     class MoveStateRight : public QState
     {
     public:
         MoveStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
         {
         }
     protected:
         void onEntry(QEvent *)
         {
             boat->setCurrentDirection(Boat::Right);
             boat->updateBoatMovement();
         }
     private:
         Boat * boat;
     };

      //This state is describing when the boat is moving left
     class MoveStateLeft : public QState
     {
     public:
         MoveStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
         {
         }
     protected:
         void onEntry(QEvent *)
         {
             boat->setCurrentDirection(Boat::Left);
             boat->updateBoatMovement();
         }
     private:
         Boat * boat;
     };

     //This state is describing when the boat is in a stand by position
     class StopState : public QState
     {
     public:
         StopState(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
         {
         }
     protected:
         void onEntry(QEvent *)
         {
             boat->setCurrentSpeed(0);
             boat->setCurrentDirection(Boat::None);
             boat->updateBoatMovement();
         }
     private:
         Boat * boat;
     };

     //This state is describing the launch of the torpedo on the right
     class LaunchStateRight : public QState
     {
     public:
         LaunchStateRight(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
         {
         }
     protected:
         void onEntry(QEvent *)
         {
             Bomb *b = new Bomb();
             b->setPos(boat->x()+boat->size().width(),boat->y());
             GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
             scene->addItem(b);
             b->launch(Bomb::Right);
             boat->setBombsLaunched(boat->bombsLaunched() + 1);
         }
     private:
         Boat * boat;
     };

     //This state is describing the launch of the torpedo on the left
     class LaunchStateLeft : public QState
     {
     public:
         LaunchStateLeft(Boat *boat,QState *parent = 0) : QState(parent), boat(boat)
         {
         }
     protected:
         void onEntry(QEvent *)
         {
             Bomb *b = new Bomb();
             b->setPos(boat->x() - b->size().width(), boat->y());
             GraphicsScene *scene = static_cast<GraphicsScene *>(boat->scene());
             scene->addItem(b);
             b->launch(Bomb::Left);
             boat->setBombsLaunched(boat->bombsLaunched() + 1);
         }
     private:
         Boat * boat;
     };

     #endif // BOAT_P_H