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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
++
++ /*!
++ \example rogue
++ \title Rogue
++ \ingroup examples-qtstatemachine
++ \examplecategory {Data Processing & I/O}
++
++ \brief The Rogue example shows how to use the Qt state machine for event
++ handling.
++
++ \image rogue-example.png
++ {Text-based game with player @ navigating grid of dots and walls #}
++
++ This example implements a simple text based game. Do you see the
++ \c{@} in the screenshot? That's you, the rogue. The \c{#}
++ characters are walls, and the dots represent floor. In a real
++ game, other ASCII characters would represent all kinds of objects
++ and creatures, for instance, ancient dragons (\c{D}s) or food
++ rations (\c{%}s). But let's not get carried away. In this game,
++ the rogue is simply running around in an empty room.
++
++ The rogue is moved with the keypad (2, 4, 8, 6). That aside, we
++ have implemented a \c quit command that triggers if the player
++ types \c {q}. The player is then asked if he/she really wants to
++ quit.
++
++ Most games have commands that need more than one key press (we
++ think of consecutive presses, i.e., not of several keys being
++ pressed at the same time). In this game, only the \c quit command
++ falls under this category, but for the sake of argument, let's
++ imagine a fully-fledged game with a rich set of commands. If we
++ were to implement these by catching key events in
++ \l{QWidget::}{keyPressEvent()}, we would have to keep a lot of
++ class member variables to track the sequence of keys already typed
++ (or find some other way of deducing the current state of a
++ command). This can easily lead to spaghetti, which is--as we all
++ well know, I'm sure--unpleasant. With a state machine, on the
++ other hand, separate states can wait for a single key press, and
++ that makes our lives a lot simpler.
++
++ The example consists of two classes:
++
++ \list
++ \li \c Window draws the text display of the game and sets
++ up the state machine. The window also has a status bar
++ above the area in which the rouge moves.
++ \li \c MovementTransition is a transition that carries out
++ a single move of the rogue.
++ \endlist
++
++ Before we embark on a code walkthrough, it is necessary to take a
++ closer look at the design of the machine. Here is a state chart
++ that shows what we want to achieve:
++
++ \image rogue-statechart.png
++ {Input State and Quit State: q transitions to Quit, n loops back,
++ y exits to final state}
++
++ The input state waits for a key press to start a new command.
++ When receiving a key it recognizes, it transitions to one of the
++ two commands of the game; though, as we will see, movement is
++ handled by the transition itself. The quit state waits for the
++ player to answer yes or no (by typing \c y or \c n) when asked
++ whether he/she really wants to quit the game.
++
++ The chart demonstrates how we use one state to wait for a single
++ key press. The press received may trigger one of the transitions
++ connected to the state.
++
++ \section1 Window Class Definition
++
++ The \c Window class is a widget that draws the text display of the
++ game. It also sets up the state machine, i.e., creates and
++ connects the states in the machine. It is the key events from this
++ widget that are used by the machine.
++
++ \snippet rogue/window.h 0
++
++ \c Direction specifies the direction in which the rogue is to
++ move. We use this in \c movePlayer(), which moves the rogue and
++ repaints the window. The game has a status line above the area in
++ which the rogue moves. The \c status property contains the text of
++ this line. We use a property because the QState class allows
++ setting any Qt \l{Qt's Property System}{property} when entered.
++ More on this later.
++
++ \snippet rogue/window.h 1
++
++ The \c map is an array with the characters that are currently
++ displayed. We set up the array in \c setupMap(), and update it
++ when the rogue is moved. \c pX and \c pY is the current position
++ of the rogue, initially set to (5, 5). \c WIDTH and \c HEIGHT are
++ constants specifying the dimensions of the map.
++
++ The \c paintEvent() function is left out of this walkthrough. We
++ also do not discuss other code that does not concern the state
++ machine (the \c setupMap(), \c status(), \c setStatus(), \c
++ movePlayer(), and \c sizeHint() functions). If you wish to take a
++ look at the code, click on the link for the \c window.cpp file at
++ the top of this page.
++
++ \section1 Window Class Implementation
++
++ Here is the constructor of \c Window:
++
++ \snippet rogue/window.cpp 0
++ \dots
++ \snippet rogue/window.cpp 1
++
++ Here we set up the map and statemachine. Let's proceed with the
++ \c buildMachine() function:
++
++ \snippet rogue/window.cpp 2
++
++ We enter \c inputState when the machine is started and from the \c
++ quitState if the user wants to continue playing. We then set the
++ status to a helpful reminder of how to play the game.
++
++ First, the \c Movement transition is added to the input state.
++ This will enable the rogue to be moved with the keypad. Notice
++ that we don't set a target state for the movement transition. This
++ will cause the transition to be triggered (and the
++ \l [CPP] {QAbstractTransition::}{onTransition()} function to be invoked),
++ but the machine will not leave the \c inputState. If we had set \c
++ inputState as the target state, we would first have left and then
++ entered the \c inputState again.
++
++ \snippet rogue/window.cpp 3
++
++ When we enter \c quitState, we update the status bar of the
++ window.
++
++ \c QKeyEventTransition is a utility class that removes the hassle
++ of implementing transitions for \l{QKeyEvent}s. We simply need to
++ specify the key on which the transition should trigger and the
++ target state of the transition.
++
++ \snippet rogue/window.cpp 4
++
++ The transition from \c inputState allows triggering the quit state
++ when the player types \c {q}.
++
++ \snippet rogue/window.cpp 5
++
++ The machine is set up, so it's time to start it.
++
++ \section1 The MovementTransition Class
++
++ \c MovementTransition is triggered when the player request the
++ rogue to be moved (by typing 2, 4, 6, or 8) when the machine is in
++ the \c inputState.
++
++ \snippet rogue/movementtransition.h 0
++
++ In the constructor, we tell QEventTransition to only send
++ \l{QEvent::}{KeyPress} events to the
++ \l [CPP] {QAbstractTransition::}{eventTest()} function:
++
++ \snippet rogue/movementtransition.h 1
++
++ The KeyPress events come wrapped in \l{QStateMachine::WrappedEvent}s. \c event
++ must be confirmed to be a wrapped event because Qt uses other
++ events internally. After that, it is simply a matter of checking
++ which key has been pressed.
++
++ Let's move on to the \c onTransition() function:
++
++ \snippet rogue/movementtransition.h 2
++
++ When \c onTransition() is invoked, we know that we have a
++ \l{QEvent::}{KeyPress} event with 2, 4, 6, or 8, and can ask \c
++ Window to move the player.
++
++ \section1 The Roguelike Tradition
++
++ You might have been wondering why the game features a rogue. Well,
++ these kinds of text based dungeon exploration games date back to a
++ game called, yes, "Rogue". Although outflanked by the technology
++ of modern 3D computer games, roguelikes have a solid community of
++ hard-core, devoted followers.
++
++ Playing these games can be surprisingly addictive (despite the
++ lack of graphics). Angband, the perhaps most well-known rougelike,
++ is found here: \l{http://rephial.org/}.
++ */
++