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author | Qt Continuous Integration System <qt-info@nokia.com> | 2010-07-10 07:00:04 (GMT) |
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committer | Qt Continuous Integration System <qt-info@nokia.com> | 2010-07-10 07:00:04 (GMT) |
commit | 89052de56c660baccaeae3ed83615a1dbd0494f5 (patch) | |
tree | a6718a096bedc6b9c86e1c780b7b6f3d89ef9c85 /demos | |
parent | 4cf3730c65b28f3e895a1a4c8f7db509e11c71c0 (diff) | |
parent | 6f6c25b61f6d83e86e93c5f82e2d699619d00d5e (diff) | |
download | Qt-89052de56c660baccaeae3ed83615a1dbd0494f5.zip Qt-89052de56c660baccaeae3ed83615a1dbd0494f5.tar.gz Qt-89052de56c660baccaeae3ed83615a1dbd0494f5.tar.bz2 |
Merge branch '4.7' of scm.dev.nokia.troll.no:qt/qt-qml into 4.7-integration
* '4.7' of scm.dev.nokia.troll.no:qt/qt-qml: (65 commits)
Fix QTextDocument::markContentsDirty()
Replace 4.6 in all .qdocconf files
Resetting bindings through debugger interface
Fix crash with invalid role indexes
Make test pass and fix docs following removal of SpringFollow
Remove autotests of depracted element SmoothedFollow
doc improvements
Clean up at the end of each test.
Improve test reliability.
Fix crash
Follow -> Behavior
Added some documentation to spring animation
Fix spring animation
Update QtDeclarative def files
Fix exponential behavior of QTextCursor::removeSelectedText
Optimization: change signal/slot to function call
Don't show warning for attempts to load pixmaps asynchronously
Remove Image::pixmap property. QML applications should use
Update QmlChanges.txt
Don't double delete cancelled pixmap cache requests
...
Diffstat (limited to 'demos')
-rw-r--r-- | demos/declarative/calculator/Core/calculator.js | 2 | ||||
-rw-r--r-- | demos/declarative/calculator/calculator.qml | 29 | ||||
-rw-r--r-- | demos/declarative/samegame/SamegameCore/BoomBlock.qml | 11 | ||||
-rwxr-xr-x | demos/declarative/samegame/SamegameCore/samegame.js | 7 |
4 files changed, 32 insertions, 17 deletions
diff --git a/demos/declarative/calculator/Core/calculator.js b/demos/declarative/calculator/Core/calculator.js index 51b3dd3..c80c42f 100644 --- a/demos/declarative/calculator/Core/calculator.js +++ b/demos/declarative/calculator/Core/calculator.js @@ -84,7 +84,7 @@ function doOperation(op) { } if (op == rotateLeft) - main.state = 'rotated' + main.state = "orientation " + Orientation.Landscape if (op == rotateRight) main.state = '' } diff --git a/demos/declarative/calculator/calculator.qml b/demos/declarative/calculator/calculator.qml index 3d36211..63b6c55 100644 --- a/demos/declarative/calculator/calculator.qml +++ b/demos/declarative/calculator/calculator.qml @@ -58,10 +58,11 @@ Rectangle { property string plusminus : "\u00b1" function doOp(operation) { CalcEngine.doOperation(operation) } - + Item { id: main - state: (runtime.orientation == Orientation.Portrait) ? '' : 'rotated' + state: "orientation " + runtime.orientation + width: parent.width; height: parent.height; anchors.centerIn: parent Column { @@ -130,16 +131,28 @@ Rectangle { } } - states: State { - name: 'rotated' - PropertyChanges { target: main; rotation: -90; width: window.height; height: window.width } - PropertyChanges { target: rotateButton; operation: rotateRight } - } + states: [ + State { + name: "orientation " + Orientation.Landscape + PropertyChanges { target: main; rotation: -90; width: window.height; height: window.width } + PropertyChanges { target: rotateButton; operation: rotateRight } + }, + State { + name: "orientation " + Orientation.PortraitInverted + PropertyChanges { target: main; rotation: -180; } + PropertyChanges { target: rotateButton; operation: rotateLeft } + }, + State { + name: "orientation " + Orientation.LandscapeInverted + PropertyChanges { target: main; rotation: -270; width: window.height; height: window.width } + PropertyChanges { target: rotateButton; operation: rotateRight } + } + ] transitions: Transition { SequentialAnimation { PropertyAction { target: rotateButton; property: "operation" } - NumberAnimation { properties: "rotation"; duration: 300; easing.type: Easing.InOutQuint } + RotationAnimation { direction: RotationAnimation.Shortest; duration: 300; easing.type: Easing.InOutQuint } NumberAnimation { properties: "x,y,width,height"; duration: 300; easing.type: Easing.InOutQuint } } } diff --git a/demos/declarative/samegame/SamegameCore/BoomBlock.qml b/demos/declarative/samegame/SamegameCore/BoomBlock.qml index 3f43579..43050af 100644 --- a/demos/declarative/samegame/SamegameCore/BoomBlock.qml +++ b/demos/declarative/samegame/SamegameCore/BoomBlock.qml @@ -47,11 +47,14 @@ Item { property bool dying: false property bool spawned: false property int type: 0 - property int targetX: 0 - property int targetY: 0 - SpringFollow on x { enabled: spawned; to: targetX; spring: 2; damping: 0.2 } - SpringFollow on y { to: targetY; spring: 2; damping: 0.2 } + Behavior on x { + enabled: spawned; + SpringAnimation{ spring: 2; damping: 0.2 } + } + Behavior on y { + SpringAnimation{ spring: 2; damping: 0.2 } + } Image { id: img diff --git a/demos/declarative/samegame/SamegameCore/samegame.js b/demos/declarative/samegame/SamegameCore/samegame.js index 5c008a2..6e1b24d 100755 --- a/demos/declarative/samegame/SamegameCore/samegame.js +++ b/demos/declarative/samegame/SamegameCore/samegame.js @@ -110,7 +110,7 @@ function shuffleDown() }else{ if(fallDist > 0){ var obj = board[index(column,row)]; - obj.targetY += fallDist * gameCanvas.blockSize; + obj.y += fallDist * gameCanvas.blockSize; board[index(column,row+fallDist)] = obj; board[index(column,row)] = null; } @@ -128,7 +128,7 @@ function shuffleDown() obj = board[index(column,row)]; if(obj == null) continue; - obj.targetX -= fallDist * gameCanvas.blockSize; + obj.x -= fallDist * gameCanvas.blockSize; board[index(column-fallDist,row)] = obj; board[index(column,row)] = null; } @@ -184,8 +184,7 @@ function createBlock(column,row){ } dynamicObject.type = Math.floor(Math.random() * 3); dynamicObject.x = column*gameCanvas.blockSize; - dynamicObject.targetX = column*gameCanvas.blockSize; - dynamicObject.targetY = row*gameCanvas.blockSize; + dynamicObject.y = row*gameCanvas.blockSize; dynamicObject.width = gameCanvas.blockSize; dynamicObject.height = gameCanvas.blockSize; dynamicObject.spawned = true; |