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author | Tom Cooksey <thomas.cooksey@nokia.com> | 2009-05-25 07:55:55 (GMT) |
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committer | Tom Cooksey <thomas.cooksey@nokia.com> | 2009-05-25 07:55:55 (GMT) |
commit | acc6122892a33b845da32b1d5b30dc6852c17e73 (patch) | |
tree | 978a84a77a6bccff08bace60d47a6b14cd9eefd2 /doc | |
parent | 43eccd4e52402b9020a0cf26aa1486784f8abe0e (diff) | |
parent | 4147a2c788c39f09ef87181768a779cb701fd2bd (diff) | |
download | Qt-acc6122892a33b845da32b1d5b30dc6852c17e73.zip Qt-acc6122892a33b845da32b1d5b30dc6852c17e73.tar.gz Qt-acc6122892a33b845da32b1d5b30dc6852c17e73.tar.bz2 |
Merge branch 'master' into graphics-master
Diffstat (limited to 'doc')
89 files changed, 2345 insertions, 0 deletions
diff --git a/doc/src/animation.qdoc b/doc/src/animation.qdoc new file mode 100644 index 0000000..b4e603c --- /dev/null +++ b/doc/src/animation.qdoc @@ -0,0 +1,368 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \page animation-overview.html + \title The Animation Framework + \ingroup architecture + \ingroup animation + \brief An overview of the Animation Framework + + \keyword Animation + + The animation framework is part of the Kinetic project, and aims + to provide an easy way for creating animated and smooth GUI's. By + animating Qt properties, the framework provides great freedom for + animating widgets and other \l{QObject}s. The framework can also + be used with the Graphics View framework. + + In this overview, we explain the basics of its architecture. We + also show examples of the most common techniques that the + framework allows for animating QObjects and graphics items. + + \tableofcontents + + \section1 The Animation Architecture + + We will in this section take a high-level look at the animation + framework's architecture and how it is used to animate Qt + properties. The following diagram shows the most important classes + in the animation framework. + + \image animations-architecture.png + + The animation framework foundation consists of the base class + QAbstractAnimation, and its two subclasses QVariantAnimation and + QAnimationGroup. QAbstractAnimation is the ancestor of all + animations. It represents basic properties that are common for all + animations in the framework; notably, the ability to start, stop, + and pause an animation. It is also receives the time change + notifications. + + The animation framework further provides the QPropertyAnimation + class, which inherits QVariantAnimation and performs animation of + a Qt property, which is part of Qt's \l{Meta-Object + System}{meta-object system}. The class performs an interpolation + over the property using an easing curve. So when you want to + animate a value, you can declare it as a property and make your + class a QObject. Note that this gives us great freedom in + animating already existing widgets and other \l{QObject}s. + + Complex animations can be constructed by building a tree structure + of \l{QAbstractAnimation}s. The tree is built by using + \l{QAnimationGroup}s, which function as containers for other + animations. Note also that the groups are subclasses of + QAbstractAnimation, so groups can themselves contain other groups. + + The animation framework can be used on its own, but is also + designed to be part of the state machine framework (See the + \l{The State Machine Framework}{state machine framework} for an + introduction to the Qt state machine). The state machine provides + a special state that can play an animation. A QState can also set + properties when the state is entered or exited, and this special + animation state will interpolate between these values when given a + QPropertyAnimation. We will look more closely at this later. + + Behind the scenes, the animations are controlled by a global + timer, which sends \l{QAbstractAnimation::updateCurrentTime()}{updates} to + all animations that are playing. + + For detailed descriptions of the classes' function and roles in + the framework, please look up their class descriptions. + + \section1 Animating Qt Properties + + As mentioned in the previous section, the QPropertyAnimation class + can interpolate over Qt properties. It is this class that should + be used for animation of values; in fact, its superclass, + QVariantAnimation, is an abstract class, and cannot be used + directly. + + A major reason we chose to animate Qt properties is that it + presents us with freedom to animate already existing classes in + the Qt API. Notably, the QWidget class (which we can also embed in + a QGraphicsView) has properties for its bounds, colors, etc. + Let's look at a small example: + + \code + QPushButton button("Animated Button"); + button.show(); + + QPropertyAnimation animation(&button, "geometry"); + animation.setDuration(10000); + animation.setStartValue(QRect(0, 0, 100, 30)); + animation.setEndValue(QRect(250, 250, 100, 30)); + + animation.start(); + \endcode + + This code will move \c button from the top left corner of the + screen to the position (250, 250) in 10 seconds (10000 milliseconds). + + The example above will do a linear interpolation between the + start and end value. It is also possible to set values + situated between the start and end value. The interpolation + will then go by these points. + + \code + QPushButton button("Animated Button"); + button.show(); + + QPropertyAnimation animation(&button, "geometry"); + animation.setDuration(10000); + + animation.setKeyValueAt(0, QRect(0, 0, 100, 30)); + animation.setKeyValueAt(0.8, QRect(250, 250, 100, 30)); + animation.setKeyValueAt(1, QRect(0, 0, 100, 30)); + + animation.start(); + \endcode + + In this example, the animation will take the button to (250, 250) + in 8 seconds, and then move it back to its original position in + the remaining 2 seconds. The movement will be linearly + interpolated between these points. + + You also have the possibility to animate values of a QObject + that is not declared as a Qt property. The only requirement is + that this value has a setter. You can then subclass the class + containing the value and declare a property that uses this setter. + Note that each Qt property requires a getter, so you will need to + provide a getter yourself if this is not defined. + + \code + class MyGraphicsRectItem : public QObject, public QGraphicsRectItem + { + Q_OBJECT + Q_PROPERTY(QRectF geometry READ geometry WRITE setGeometry) + }; + \endcode + + In the above code example, we subclass QGraphicsRectItem and + define a geometry property. We can now animate the widgets + geometry even if QGraphicsRectItem does not provide the geometry + property. + + For a general introduction to the Qt property system, see its + \l{Qt's Property System}{overview}. + + \section1 Animations and the Graphics View Framework + + When you want to animate \l{QGraphicsItem}s, you also use + QPropertyAnimation. However, QGraphicsItem does not inherit QObject. + A good solution is to subclass the graphics item you wish to animate. + This class will then also inherit QObject. + This way, QPropertyAnimation can be used for \l{QGraphicsItem}s. + The example below shows how this is done. Another possibility is + to inherit QGraphicsWidget, which already is a QObject. + + \code + class Pixmap : public QObject, public QGraphicsPixmapItem + { + Q_OBJECT + Q_PROPERTY(QPointF pos READ pos WRITE setPos) + ... + \endcode + + As described in the previous section, we need to define + properties that we wish to animate. + + Note that QObject must be the first class inherited as the + meta-object system demands this. + + \warning The QItemAnimation class, which was initially intended + for animating \l{QGraphicsItem}s may be deprecated or removed from + the animation framework. + + \omit (need something about the list of animations). \endomit + + \section1 Easing Curves + + As mentioned, QPropertyAnimation performs an interpolation between + the start and end property value. In addition to adding more key + values to the animation, you can also use an easing curve. Easing + curves describe a function that controls how the speed of the + interpolation between 0 and 1 should be, and are useful if you + want to control the speed of an animation without changing the + path of the interpolation. + + \code + QPushButton button("Animated Button"); + button.show(); + + QPropertyAnimation animation(&button, "geometry"); + animation.setDuration(3000); + animation.setStartValue(QRect(0, 0, 100, 30)); + animation.setEndValue(QRect(250, 250, 100, 30)); + + animation.setEasingCurve(QEasingCurve::OutBounce); + + animation.start(); + \endcode + + Here the animation will follow a curve that makes it bounce like a + ball as if it was dropped from the start to the end position. + QEasingCurve has a large collection of curves for you to choose + from. These are defined by the QEasingCurve::Type enum. If you are + in need of another curve, you can also implement one yourself, and + register it with QEasingCurve. + + \omit Drop this for the first Lab release + (Example of custom easing curve (without the actual impl of + the function I expect) + \endomit + + \section1 Putting Animations Together + + An application will often contain more than one animation. For + instance, you might want to move more than one graphics item + simultaneously or move them in sequence after each other. + + The subclasses of QAnimationGroup (QSequentialAnimationGroup and + QParallelAnimationGroup) are containers for other animations so + that these animations can be animated either in sequence or + parallel. The QAnimationGroup is an example of an animation that + does not animate properties, but it gets notified of time changes + periodically. This enables it to forward those time changes to its + contained animations, and thereby controlling when its animations + are played. + + Let's look at code examples that use both + QSequentialAnimationGroup and QParallelAnimationGroup, starting + off with the latter. + + \code + QPushButton *bonnie = new QPushButton("Bonnie"); + bonnie->show(); + + QPushButton *clyde = new QPushButton("Clyde"); + clyde->show(); + + QPropertyAnimation *anim1 = new QPropertyAnimation(bonnie, "geometry"); + // Set up anim1 + + QPropertyAnimation *anim2 = new QPropertyAnimation(clyde, "geometry"); + // Set up anim2 + + QParallelAnimationGroup *group = new QParallelAnimationGroup; + group->addAnimation(anim1); + group->addAnimation(anim2); + + group->start(); + \endcode + + A parallel group plays more than one animation at the same time. + Calling its \l{QAbstractAnimation::}{start()} function will start + all animations it governs. + + \code + QPushButton button("Animated Button"); + button.show(); + + QPropertyAnimation anim1(&button, "geometry"); + anim1.setDuration(3000); + anim1.setStartValue(QRect(0, 0, 100, 30)); + anim1.setEndValue(QRect(500, 500, 100, 30)); + + QPropertyAnimation anim2(&button, "geometry"); + anim2.setDuration(3000); + anim2.setStartValue(QRect(500, 500, 100, 30)); + anim2.setEndValue(QRect(1000, 500, 100, 30)); + + QSequentialAnimationGroup group; + + group.addAnimation(&anim1); + group.addAnimation(&anim2); + + group.start(); + \endcode + + As you no doubt have guessed, QSequentialAnimationGroup plays + its animations in sequence. It starts the next animation in + the list after the previous is finished. + + Since an animation group is an animation itself, you can add + it to another group. This way, you can build a tree structure + of animations which specifies when the animations are played + in relation to each other. + + \section1 Animations and States + + When using a \l{The State Machine Framework}{state machine}, we + have a special state, QAnimationState, that will play one or more + animations. + + The QState::addAnimatedTransition() convenience function lets you + associate an animation to a state transition. The function will + create the QAnimationState for you, and insert it into the state + machine. We also have the possibility to associate properties with + the states rather than setting the start and end values ourselves. + Below is a complete code example that animates the geometry of a + QPushButton. + + \code + QPushButton *button = new QPushButton("Animated Button"); + button->show(); + + QStateMachine *machine = new QStateMachine; + + QState *state1 = new QState(machine->rootState()); + state1->setPropertyOnEntry(button, "geometry", + QRect(0, 0, 100, 30)); + machine->setInitialState(state1); + + QState *state2 = new QState(machine->rootState()); + state2->setPropertyOnEntry(button, "geometry", + QRect(250, 250, 100, 30)); + + state1->addAnimatedTransition(button, SIGNAL(clicked()), state2, + new QPropertyAnimation(button, "geometry")); + state2->addAnimatedTransition(button, SIGNAL(clicked()), state1, + new QPropertyAnimation(button, "geometry")); + + machine->start(); + \endcode + + For a more comprehensive example of how to use the state machine + framework for animations, see the states example (it lives in the + \c{examples/animation/states} directory). +*/ + diff --git a/doc/src/diagrams/animations-architecture.svg b/doc/src/diagrams/animations-architecture.svg new file mode 100644 index 0000000..0246510 --- /dev/null +++ b/doc/src/diagrams/animations-architecture.svg @@ -0,0 +1,351 @@ +<?xml version="1.0" encoding="UTF-8" standalone="no"?> +<!-- Created with Inkscape (http://www.inkscape.org/) --> +<svg + xmlns:dc="http://purl.org/dc/elements/1.1/" + xmlns:cc="http://creativecommons.org/ns#" + xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" + xmlns:svg="http://www.w3.org/2000/svg" + xmlns="http://www.w3.org/2000/svg" + xmlns:xlink="http://www.w3.org/1999/xlink" + xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" + xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" + width="950.00006" + height="365.28983" + id="svg2" + sodipodi:version="0.32" + inkscape:version="0.46" + 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+###################################################################### +# Automatically generated by qmake (2.01a) fr 13. feb 13:26:38 2009 +###################################################################### + +TEMPLATE = app +TARGET = +DEPENDPATH += . +INCLUDEPATH += . + +# Input +SOURCES += main.cpp + +CONFIG += console
\ No newline at end of file diff --git a/doc/src/diagrams/programs/easingcurve/main.cpp b/doc/src/diagrams/programs/easingcurve/main.cpp new file mode 100644 index 0000000..98e9d37 --- /dev/null +++ b/doc/src/diagrams/programs/easingcurve/main.cpp @@ -0,0 +1,90 @@ +/**************************************************************************** +** +** Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the $MODULE$ of the Qt Toolkit. +** +** $TROLLTECH_DUAL_LICENSE$ +** +****************************************************************************/ + +#include <QtGui> + +void createCurveIcons(); + +int main(int argc, char **argv) +{ + QApplication app(argc, argv); + createCurveIcons(); + return app.exit(); +} + +void createCurveIcons() +{ + QDir dir(QDir::current()); + if (dir.dirName() == QLatin1String("debug") || dir.dirName() == QLatin1String("release")) { + dir.cdUp(); + } + dir.cdUp(); + dir.cdUp(); + dir.cdUp(); + QSize iconSize(128, 128); + QPixmap pix(iconSize); + QPainter painter(&pix); + QLinearGradient gradient(0,0, 0, iconSize.height()); + gradient.setColorAt(0.0, QColor(240, 240, 240)); + gradient.setColorAt(1.0, QColor(224, 224, 224)); + QBrush brush(gradient); + const QMetaObject &mo = QEasingCurve::staticMetaObject; + QMetaEnum metaEnum = mo.enumerator(mo.indexOfEnumerator("Type")); + QFont oldFont = painter.font(); + // Skip QEasingCurve::Custom + QString output(QString::fromAscii("%1/images").arg(dir.absolutePath())); + printf("Generating images to %s\n", qPrintable(output)); + for (int i = 0; i < QEasingCurve::NCurveTypes - 1; ++i) { + painter.setFont(oldFont); + QString name(QLatin1String(metaEnum.key(i))); + painter.fillRect(QRect(QPoint(0, 0), iconSize), brush); + QEasingCurve curve((QEasingCurve::Type)i); + painter.setPen(QColor(0, 0, 255, 64)); + qreal xAxis = iconSize.height()/1.5; + qreal yAxis = iconSize.width()/3; + painter.drawLine(0, xAxis, iconSize.width(), xAxis); // hor + painter.drawLine(yAxis, 0, yAxis, iconSize.height()); // ver + + qreal curveScale = iconSize.height()/2; + + painter.drawLine(yAxis - 2, xAxis - curveScale, yAxis + 2, xAxis - curveScale); // hor + painter.drawLine(yAxis + curveScale, xAxis + 2, yAxis + curveScale, xAxis - 2); // ver + painter.drawText(yAxis + curveScale - 8, xAxis - curveScale - 4, QLatin1String("(1,1)")); + + painter.drawText(yAxis + 42, xAxis + 10, QLatin1String("progress")); + painter.drawText(15, xAxis - curveScale - 10, QLatin1String("ease")); + + painter.setPen(QPen(Qt::red, 1, Qt::DotLine)); + painter.drawLine(yAxis, xAxis - curveScale, yAxis + curveScale, xAxis - curveScale); // hor + painter.drawLine(yAxis + curveScale, xAxis, yAxis + curveScale, xAxis - curveScale); // ver + + QPoint currentPos(yAxis, xAxis); + + painter.setPen(Qt::black); + QFont font = oldFont; + font.setPixelSize(oldFont.pixelSize() + 15); + painter.setFont(font); + painter.drawText(0, iconSize.height() - 20, iconSize.width(), 20, Qt::AlignHCenter, name); + + for (qreal t = 0; t < 1.0; t+=1.0/curveScale) { + QPoint to; + to.setX(yAxis + curveScale * t); + to.setY(xAxis - curveScale * curve.valueForProgress(t)); + painter.drawLine(currentPos, to); + currentPos = to; + } + QString fileName(QString::fromAscii("qeasingcurve-%1.png").arg(name.toLower())); + printf("%s\n", qPrintable(fileName)); + pix.save(QString::fromAscii("%1/%2").arg(output).arg(fileName), "PNG"); + } +} + + diff --git a/doc/src/examples-overview.qdoc b/doc/src/examples-overview.qdoc index 549574d..92ccd4e 100644 --- a/doc/src/examples-overview.qdoc +++ b/doc/src/examples-overview.qdoc @@ -319,6 +319,14 @@ from displaying Web pages within a Qt user interface to an implementation of a basic function Web browser. + \section1 \l{Qt Examples#State Machine}{State Machine} + + Qt provides a powerful hierchical finite state machine through the Qt State + Machine classes. + + These examples demonstrate the fundamental aspects of implementing + Statecharts with Qt. + \section1 \l{Qt Examples#Qt for Embedded Linux}{Qt for Embedded Linux} \l{Qt Examples#Qt for Embedded Linux}{\inlineimage qt-embedded-examples.png diff --git a/doc/src/examples.qdoc b/doc/src/examples.qdoc index 29c6c0b..c55d29f 100644 --- a/doc/src/examples.qdoc +++ b/doc/src/examples.qdoc @@ -86,6 +86,12 @@ \o \l{activeqt/webbrowser}{Web Browser}\raisedaster \o \l{activeqt/wrapper}{Wrapper}\raisedaster \endlist + + \section1 Animation + + \list + \o \l{animation/stickman}{Stick man}\raisedaster + \endlist \section1 Concurrent Programming @@ -308,6 +314,17 @@ \o \l{sql/sqlwidgetmapper}{SQL Widget Mapper}\raisedaster \endlist + \section1 State Machine + + \list + \o \l{statemachine/eventtransitions}{Event Transitions}\raisedaster + \o \l{statemachine/factorial}{Factorial States}\raisedaster + \o \l{statemachine/pingpong}{Ping Pong States}\raisedaster + \o \l{statemachine/trafficlight}{Traffic Light}\raisedaster + \o \l{statemachine/twowaybutton}{Two-way Button}\raisedaster + \o \l{statemachine/tankgame}{Tank Game}\raisedaster + \endlist + \section1 Threads \list diff --git a/doc/src/examples/eventtransitions.qdoc b/doc/src/examples/eventtransitions.qdoc new file mode 100644 index 0000000..3b956bb --- /dev/null +++ b/doc/src/examples/eventtransitions.qdoc @@ -0,0 +1,86 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example statemachine/eventtransitions + \title Event Transitions Example + + The Event Transitions example shows how to use event transitions, a + feature of \l{The State Machine Framework}. + + \snippet examples/statemachine/eventtransitions/main.cpp 0 + + The \c Window class's constructors begins by creating a button. + + \snippet examples/statemachine/eventtransitions/main.cpp 1 + + Two states, \c s1 and \c s2, are created; upon entry they will assign + "Outside" and "Inside" to the button's text, respectively. + + \snippet examples/statemachine/eventtransitions/main.cpp 2 + + When the button receives an event of type QEvent::Enter and the state + machine is in state \c s1, the machine will transition to state \c s2. + + \snippet examples/statemachine/eventtransitions/main.cpp 3 + + When the button receives an event of type QEvent::Leave and the state + machine is in state \c s2, the machine will transition back to state \c + s1. + + \snippet examples/statemachine/eventtransitions/main.cpp 4 + + Next, the state \c s3 is created. \c s3 will be entered when the button + receives an event of type QEvent::MouseButtonPress and the state machine + is in state \c s2. When the button receives an event of type + QEvent::MouseButtonRelease and the state machine is in state \c s3, the + machine will transition back to state \c s2. + + \snippet examples/statemachine/eventtransitions/main.cpp 5 + + Finally, the states are added to the machine as top-level states, the + initial state is set to be \c s1 ("Outside"), and the machine is started. + + \snippet examples/statemachine/eventtransitions/main.cpp 6 + + The main() function constructs a Window object and shows it. + +*/ diff --git a/doc/src/examples/factorial.qdoc b/doc/src/examples/factorial.qdoc new file mode 100644 index 0000000..2a72e0a --- /dev/null +++ b/doc/src/examples/factorial.qdoc @@ -0,0 +1,102 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example statemachine/factorial + \title Factorial States Example + + The Factorial States example shows how to use \l{The State Machine + Framework} to calculate the factorial of an integer. + + The statechart for calculating the factorial looks as follows: + + \img factorial-example.png + \omit + \caption This is a caption + \endomit + + In other words, the state machine calculates the factorial of 6 and prints + the result. + + \snippet examples/statemachine/factorial/main.cpp 0 + + The Factorial class is used to hold the data of the computation, \c x and + \c fac. It also provides a signal that's emitted whenever the value of \c + x changes. + + \snippet examples/statemachine/factorial/main.cpp 1 + + The FactorialLoopTransition class implements the guard (\c x > 1) and + calculations (\c fac = \c x * \c fac; \c x = \c x - 1) of the factorial + loop. + + \snippet examples/statemachine/factorial/main.cpp 2 + + The FactorialDoneTransition class implements the guard (\c x <= 1) that + terminates the factorial computation. It also prints the final result to + standard output. + + \snippet examples/statemachine/factorial/main.cpp 3 + + The application's main() function first creates the application object, a + Factorial object and a state machine. + + \snippet examples/statemachine/factorial/main.cpp 4 + + The \c compute state is created, and the initial values of \c x and \c fac + are defined. A FactorialLoopTransition object is created and added to the + state. + + \snippet examples/statemachine/factorial/main.cpp 5 + + A final state, \c done, is created, and a FactorialDoneTransition object + is created with \c done as its target state. The transition is then added + to the \c compute state. + + \snippet examples/statemachine/factorial/main.cpp 6 + + The machine's initial state is set to be the \c compute state. We connect + the QStateMachine::finished() signal to the QCoreApplication::quit() slot, + so the application will quit when the state machine's work is + done. Finally, the state machine is started, and the application's event + loop is entered. + + */ diff --git a/doc/src/examples/pingpong.qdoc b/doc/src/examples/pingpong.qdoc new file mode 100644 index 0000000..040e429 --- /dev/null +++ b/doc/src/examples/pingpong.qdoc @@ -0,0 +1,107 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example statemachine/pingpong + \title Ping Pong States Example + + The Ping Pong States example shows how to use parallel states together + with custom events and transitions in \l{The State Machine Framework}. + + This example implements a statechart where two states communicate by + posting events to the state machine. The state chart looks as follows: + + \img pingpong-example.png + \omit + \caption This is a caption + \endomit + + The \c pinger and \c ponger states are parallel states, i.e. they are + entered simultaneously and will take transitions independently of + eachother. + + The \c pinger state will post the first \c ping event upon entry; the \c + ponger state will respond by posting a \c pong event; this will cause the + \c pinger state to post a new \c ping event; and so on. + + \snippet examples/statemachine/pingpong/main.cpp 0 + + Two custom events are defined, \c PingEvent and \c PongEvent. + + \snippet examples/statemachine/pingpong/main.cpp 1 + + The \c Pinger class defines a state that posts a \c PingEvent to the state + machine when the state is entered. + + \snippet examples/statemachine/pingpong/main.cpp 2 + + The \c PingTransition class defines a transition that is triggered by + events of type \c PingEvent, and that posts a \c PongEvent (with a delay + of 500 milliseconds) to the state machine when the transition is + triggered. + + \snippet examples/statemachine/pingpong/main.cpp 3 + + The \c PongTransition class defines a transition that is triggered by + events of type \c PongEvent, and that posts a \c PingEvent (with a delay + of 500 milliseconds) to the state machine when the transition is + triggered. + + \snippet examples/statemachine/pingpong/main.cpp 4 + + The main() function begins by creating a state machine and a parallel + state group. + + \snippet examples/statemachine/pingpong/main.cpp 5 + + Next, the \c pinger and \c ponger states are created, with the parallel + state group as their parent state. Note that the transitions are \e + targetless. When such a transition is triggered, the source state won't be + exited and re-entered; only the transition's onTransition() function will + be called, and the state machine's configuration will remain the same, + which is precisely what we want in this case. + + \snippet examples/statemachine/pingpong/main.cpp 6 + + Finally, the group is added to the state machine, the machine is started, + and the application event loop is entered. + + */ diff --git a/doc/src/examples/stickman.qdoc b/doc/src/examples/stickman.qdoc new file mode 100644 index 0000000..49f4953 --- /dev/null +++ b/doc/src/examples/stickman.qdoc @@ -0,0 +1,115 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example animation/stickman + \title Stickman Example + + The Stickman example shows how to animate transitions in a state machine to implement key frame + animations. + + \image stickman-example.png + + In this example, we will write a small application which animates the joints in a skeleton and + projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the + "alive" state, he can be performing different actions defined by key frame animations. + + Animations are implemented as composite states. Each child state of the animation state + represents a frame in the animation by setting the position of each joint in the stickman's + skeleton to the positions defined for the particular frame. The frames are then bound together + with animated transitions that trigger on the source state's polished() signal. Thus, the + machine will enter the state representing the next frame in the animation immediately after it + has finished animating into the previous frame. + + \image stickman-example1.png + + The states for an animation is constructed by reading a custom animation file format and + creating states that assign values to the the "position" properties of each of the nodes in the + skeleton graph. + + \snippet examples/animation/stickman/lifecycle.cpp 1 + + The states are then bound together with signal transitions that listen to the polished() signal. + + \snippet examples/animation/stickman/lifecycle.cpp 2 + + The last frame state is given a transition to the first one, so that the animation will loop + until it is interrupted when a transition out from the animation state is taken. To get smooth + animations between the different key frames, we set a default animation on the state machine. + This is a parallel animation group which contains animations for all the "position" properties + and will be selected by default when taking any transition that leads into a state that assigns + values to these properties. + + \snippet examples/animation/stickman/lifecycle.cpp 3 + + Several such animation states are constructed, and are placed together as children of a top + level "alive" state which represents the stickman life cycle. Transitions go from the parent + state to the child state to ensure that each of the child states inherit them. + + \image stickman-example2.png + + This saves us the effort of connect every state to every state with identical transitions. The + state machine makes sure that transitions between the key frame animations are also smooth by + applying the default animation when interrupting one and starting another. + + Finally, there is a transition out from the "alive" state and into the "dead" state. This is + a custom transition type called LightningSrikesTransition which samples every second and + triggers at random (one out of fifty times on average.) + + \snippet examples/animation/stickman/lifecycle.cpp 4 + + When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to + pause for a brief period of time while the background color of the scene is white. This gives us + a flash effect when the lightning strikes. + + \snippet examples/animation/stickman/lifecycle.cpp 5 + + We start and stop a QTimer object when entering and exiting the state. Then we transition into + the "dead" state when the timer times out. + + \snippet examples/animation/stickman/lifecycle.cpp 0 + + When the machine is in the "dead" state, it will be unresponsive. This is because the "dead" + state has no transitions leading out. + + \image stickman-example3.png + +*/ diff --git a/doc/src/examples/tankgame.qdoc b/doc/src/examples/tankgame.qdoc new file mode 100644 index 0000000..ab3e0f4 --- /dev/null +++ b/doc/src/examples/tankgame.qdoc @@ -0,0 +1,117 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example statemachine/tankgame + \title Tank Game Example + + The Tank Game example is part of the in \l{The State Machine Framework}. It shows how to use + parallel states to implement artificial intelligence controllers that run in parallel, and error + states to handle run-time errors in parts of the state graph created by external plugins. + + \image tankgame-example.png + + In this example we write a simple game. The application runs a state machine with two main + states: A "stopped" state and a "running" state. The user can load plugins from the disk by + selecting the "Add tank" menu item. + + When the "Add tank" menu item is selected, the "plugins" subdirectory in the example's + directory is searched for compatible plugins. If any are found, they will be listed in a + dialog box created using QInputDialog::getItem(). + + \snippet examples/statemachine/tankgame/mainwindow.cpp 1 + + If the user selects a plugin, the application will construct a TankItem object, which inherits + from QGraphicsItem and QObject, and which implements an agreed-upon interface using the + meta-object mechanism. + + \snippet examples/statemachine/tankgame/tankitem.h 0 + + The tank item will be passed to the plugin's create() function. This will in turn return a + QState object which is expected to implement an artificial intelligence which controls the + tank and attempts to destroy other tanks it detects. + + \snippet examples/statemachine/tankgame/mainwindow.cpp 2 + + Each returned QState object becomes a descendant of a \c region in the "running" state, which is + defined as a parallel state. This means that entering the "running" state will cause each of the + plugged-in QState objects to be entered simultaneously, allowing the tanks to run independently + of each other. + + \snippet examples/statemachine/tankgame/mainwindow.cpp 0 + + The maximum number of tanks on the map is four, and when this number is reached, the + "Add tank" menu item should be disabled. This is implemented by giving the "stopped" state two + children which define whether the map is full or not. + + \snippet examples/statemachine/tankgame/mainwindow.cpp 5 + + To make sure that we go into the correct child state when returning from the "running" state + (if the "Stop game" menu item is selected while the game is running) we also give the "stopped" + state a history state which we make the initial state of "stopped" state. + + \snippet examples/statemachine/tankgame/mainwindow.cpp 3 + + Since part of the state graph is defined by external plugins, we have no way of controlling + whether they contain errors. By default, run-time errors are handled in the state machine by + entering a top level state which prints out an error message and never exits. If we were to + use this default behavior, a run-time error in any of the plugins would cause the "running" + state to exit, and thus all the other tanks to stop running as well. A better solution would + be if the broken plugin was disabled and the rest of the tanks allowed to continue as before. + + This is done by setting the error state of the plugin's top-most state to a special error state + defined specifically for the plugin in question. + + \snippet examples/statemachine/tankgame/mainwindow.cpp 4 + + If a run-time error occurs in \c pluginState or any of its descendants, the state machine will + search the hierarchy of ancestors until it finds a state whose error state is different from + \c null. (Note that if we are worried that a plugin could inadvertedly be overriding our + error state, we could search the descendants of \c pluginState and verify that their error + states are set to \c null before accepting the plugin.) + + The specialized \c errorState sets the "enabled" property of the tank item in question to false, + causing it to be painted with a red cross over it to indicate that it is no longer running. + Since the error state is a child of the same region in the parallel "running" state as + \c pluginState, it will not exit the "running" state, and the other tanks will continue running + without disruption. + +*/ diff --git a/doc/src/examples/trafficlight.qdoc b/doc/src/examples/trafficlight.qdoc new file mode 100644 index 0000000..ae62127 --- /dev/null +++ b/doc/src/examples/trafficlight.qdoc @@ -0,0 +1,99 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example statemachine/trafficlight + \title Traffic Light Example + + The Traffic Light example shows how to use \l{The State Machine Framework} + to implement the control flow of a traffic light. + + \image trafficlight-example.png + + In this example we write a TrafficLightWidget class. The traffic light has + three lights: Red, yellow and green. The traffic light transitions from + one light to another (red to yellow to green to yellow to red again) at + certain intervals. + + \snippet examples/statemachine/trafficlight/main.cpp 0 + + The LightWidget class represents a single light of the traffic light. It + provides an \c on property and two slots, turnOn() and turnOff(), to turn + the light on and off, respectively. The widget paints itself in the color + that's passed to the constructor. + + \snippet examples/statemachine/trafficlight/main.cpp 1 + + The TrafficLightWidget class represents the visual part of the traffic + light; it's a widget that contains three lights arranged vertically, and + provides accessor functions for these. + + \snippet examples/statemachine/trafficlight/main.cpp 2 + + The createLightState() function creates a state that turns a light on when + the state is entered, and off when the state is exited. The state uses a + timer, and as we shall see the timeout is used to transition from one + LightState to another. Here is the statechart for the light state: + + \img trafficlight-example1.png + \omit + \caption This is a caption + \endomit + + \snippet examples/statemachine/trafficlight/main.cpp 3 + + The TrafficLight class combines the TrafficLightWidget with a state + machine. The state graph has four states: red-to-yellow, yellow-to-green, + green-to-yellow and yellow-to-red. The initial state is red-to-yellow; + when the state's timer times out, the state machine transitions to + yellow-to-green. The same process repeats through the other states. + This is what the statechart looks like: + + \img trafficlight-example2.png + \omit + \caption This is a caption + \endomit + + \snippet examples/statemachine/trafficlight/main.cpp 4 + + The main() function constructs a TrafficLight and shows it. + +*/ diff --git a/doc/src/examples/twowaybutton.qdoc b/doc/src/examples/twowaybutton.qdoc new file mode 100644 index 0000000..87de2e8 --- /dev/null +++ b/doc/src/examples/twowaybutton.qdoc @@ -0,0 +1,82 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example statemachine/twowaybutton + \title Two-way Button Example + + The Two-way button example shows how to use \l{The State Machine + Framework} to implement a simple state machine that toggles the current + state when a button is clicked. + + \snippet examples/statemachine/twowaybutton/main.cpp 0 + + The application's main() function begins by constructing the application + object, a button and a state machine. + + \snippet examples/statemachine/twowaybutton/main.cpp 1 + + The state machine has two states; \c on and \c off. When either state is + entered, the text of the button will be set accordingly. + + \snippet examples/statemachine/twowaybutton/main.cpp 2 + + When the state machine is in the \c off state and the button is clicked, + it will transition to the \c on state; when the state machine is in the \c + on state and the button is clicked, it will transition to the \c off + state. + + \snippet examples/statemachine/twowaybutton/main.cpp 3 + + The states are added to the state machine; they become top-level (sibling) + states. + + \snippet examples/statemachine/twowaybutton/main.cpp 4 + + The initial state is \c off; this is the state the state machine will + immediately transition to once the state machine is started. + + \snippet examples/statemachine/twowaybutton/main.cpp 5 + + Finally, the button is resized and made visible, and the application event + loop is entered. + +*/ diff --git a/doc/src/external-resources.qdoc b/doc/src/external-resources.qdoc index f48c3d7..3bfb5af 100644 --- a/doc/src/external-resources.qdoc +++ b/doc/src/external-resources.qdoc @@ -334,6 +334,16 @@ */ /*! + \externalpage http://www.w3.org/TR/scxml/ + \title State Chart XML: State Machine Notation for Control Abstraction +*/ + +/*! + \externalpage http://www.wisdom.weizmann.ac.il/~dharel/SCANNED.PAPERS/Statecharts.pdf + \title Statecharts: A visual formalism for complex systems +*/ + +/*! \externalpage http://www.gnu.org/licenses/gpl.html \title GNU General Public License */ diff --git a/doc/src/groups.qdoc b/doc/src/groups.qdoc index c9cedc4..3c4da53 100644 --- a/doc/src/groups.qdoc +++ b/doc/src/groups.qdoc @@ -69,6 +69,18 @@ */ /*! + \group animation + \ingroup groups + + \title Animation Framework + \brief Classes for animations, states and transitions. + + These classes provide a framework for creating both simple and complex + animations. \l{The Animation Framework} also provides states and animated + transitions, making it easy to create animated stateful forms. +*/ + +/*! \group 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a/doc/src/snippets/animation/sequential/icons.qrc b/doc/src/snippets/animation/sequential/icons.qrc new file mode 100644 index 0000000..d55f797 --- /dev/null +++ b/doc/src/snippets/animation/sequential/icons.qrc @@ -0,0 +1,6 @@ +<!DOCTYPE RCC><RCC version="1.0"> + <qresource> + <file>icons/left.png</file> + <file>icons/right.png</file> + </qresource> +</RCC> diff --git a/doc/src/snippets/animation/sequential/icons/left.png b/doc/src/snippets/animation/sequential/icons/left.png Binary files differnew file mode 100644 index 0000000..5dd8da0 --- /dev/null +++ b/doc/src/snippets/animation/sequential/icons/left.png diff --git a/doc/src/snippets/animation/sequential/icons/right.png b/doc/src/snippets/animation/sequential/icons/right.png Binary files differnew file mode 100644 index 0000000..ac61326 --- /dev/null +++ b/doc/src/snippets/animation/sequential/icons/right.png diff --git a/doc/src/snippets/animation/sequential/main.cpp b/doc/src/snippets/animation/sequential/main.cpp new file mode 100644 index 0000000..aff8f29 --- /dev/null +++ b/doc/src/snippets/animation/sequential/main.cpp @@ -0,0 +1,50 @@ +#include <QApplication> +#include <QLabel> +#include <QPropertyAnimation> +#include <QSequentialAnimationGroup> +#include "tracer.h" + +int main(int argc, char *argv[]) +{ + QApplication app(argc, argv); + + QWidget window; + window.resize(720, 96); + window.show(); + + QLabel *label1 = new QLabel(&window); + label1->setPixmap(QPixmap(":/icons/left.png")); + label1->move(16, 16); + label1->show(); + + QLabel *label2 = new QLabel(&window); + label2->setPixmap(QPixmap(":/icons/right.png")); + label2->move(320, 16); + label2->show(); + + QPropertyAnimation *anim1 = new QPropertyAnimation(label1, "pos"); + anim1->setDuration(2500); + anim1->setStartValue(QPoint(16, 16)); + anim1->setEndValue(QPoint(320, 16)); + + QPropertyAnimation *anim2 = new QPropertyAnimation(label2, "pos"); + anim2->setDuration(2500); + anim2->setStartValue(QPoint(320, 16)); + anim2->setEndValue(QPoint(640, 16)); + + QSequentialAnimationGroup group; + group.addAnimation(anim1); + group.addAnimation(anim2); + + Tracer tracer(&window); + + QObject::connect(anim1, SIGNAL(valueChanged(QVariant)), + &tracer, SLOT(recordValue(QVariant))); + QObject::connect(anim2, SIGNAL(valueChanged(QVariant)), + &tracer, SLOT(recordValue(QVariant))); + QObject::connect(anim1, SIGNAL(finished()), &tracer, SLOT(checkValue())); + QObject::connect(anim2, SIGNAL(finished()), &tracer, SLOT(checkValue())); + + group.start(); + return app.exec(); +} diff --git a/doc/src/snippets/animation/sequential/sequential.pro b/doc/src/snippets/animation/sequential/sequential.pro new file mode 100644 index 0000000..fcf017f --- /dev/null +++ b/doc/src/snippets/animation/sequential/sequential.pro @@ -0,0 +1,4 @@ +HEADERS = tracer.h +RESOURCES = icons.qrc +SOURCES = main.cpp \ + tracer.cpp diff --git a/doc/src/snippets/animation/sequential/tracer.cpp b/doc/src/snippets/animation/sequential/tracer.cpp new file mode 100644 index 0000000..49bd51e --- /dev/null +++ b/doc/src/snippets/animation/sequential/tracer.cpp @@ -0,0 +1,25 @@ +#include <QAbstractAnimation> +#include <QDebug> +#include <QPoint> +#include "tracer.h" + +Tracer::Tracer(QObject *parent) + : QObject(parent) +{ +} + +void Tracer::checkValue() +{ + QAbstractAnimation *animation = static_cast<QAbstractAnimation *>(sender()); + if (time != animation->duration()) { + qDebug() << "Animation's last recorded time" << time; + qDebug() << "Expected" << animation->duration(); + } +} + +void Tracer::recordValue(const QVariant &value) +{ + QAbstractAnimation *animation = static_cast<QAbstractAnimation *>(sender()); + this->value = value; + time = animation->currentTime(); +} diff --git a/doc/src/snippets/animation/sequential/tracer.h b/doc/src/snippets/animation/sequential/tracer.h new file mode 100644 index 0000000..1adb018 --- /dev/null +++ b/doc/src/snippets/animation/sequential/tracer.h @@ -0,0 +1,23 @@ +#ifndef TRACER_H +#define TRACER_H + +#include <QObject> +#include <QVariant> + +class Tracer : public QObject +{ + Q_OBJECT + +public: + Tracer(QObject *parent = 0); + +public slots: + void checkValue(); + void recordValue(const QVariant &value); + +private: + QVariant value; + int time; +}; + +#endif diff --git a/doc/src/snippets/code/src_corelib_tools_qeasingcurve.cpp b/doc/src/snippets/code/src_corelib_tools_qeasingcurve.cpp new file mode 100644 index 0000000..65358ea --- /dev/null +++ b/doc/src/snippets/code/src_corelib_tools_qeasingcurve.cpp @@ -0,0 +1,4 @@ +//! [0] +qreal myEasingFunction(qreal progress); +//! [0] + diff --git a/doc/src/statemachine.qdoc b/doc/src/statemachine.qdoc new file mode 100644 index 0000000..5a89f4d --- /dev/null +++ b/doc/src/statemachine.qdoc @@ -0,0 +1,645 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the documentation of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \page statemachine-api.html + \title The State Machine Framework + \brief An overview of the State Machine framework for constructing and executing state graphs. + \ingroup architecture + + \tableofcontents + + The State Machine framework provides classes for creating and executing + state graphs. The concepts and notation are based on those from Harel's + \l{Statecharts: A visual formalism for complex systems}{Statecharts}, which + is also the basis of UML state diagrams. The semantics of state machine + execution are based on \l{State Chart XML: State Machine Notation for + Control Abstraction}{State Chart XML (SCXML)}. + + Statecharts provide a graphical way of modeling how a system reacts to + stimuli. This is done by defining the possible \e states that the system can + be in, and how the system can move from one state to another (\e transitions + between states). A key characteristic of event-driven systems (such as Qt + applications) is that behavior often depends not only on the last or current + event, but also the events that preceded it. With statecharts, this + information is easy to express. + + The State Machine framework provides an API and execution model that can be + used to effectively embed the elements and semantics of statecharts in Qt + applications. The framework integrates tightly with Qt's meta-object system; + for example, transitions between states can be triggered by signals, and + states can be configured to set properties and invoke methods on QObjects. + Qt's event system is used to drive the state machines. + + \section1 A Simple State Machine + + To demonstrate the core functionality of the State Machine API, let's look + at a small example: A state machine with three states, \c s1, \c s2 and \c + s3. The state machine is controlled by a single QPushButton; when the button + is clicked, the machine transitions to another state. Initially, the state + machine is in state \c s1. The statechart for this machine is as follows: + + \img statemachine-button.png + \omit + \caption This is a caption + \endomit + + The following snippet shows the code needed to create such a state machine. + First, we create the state machine and states: + + \code + QStateMachine machine; + QState *s1 = new QState(); + QState *s2 = new QState(); + QState *s3 = new QState(); + \endcode + + Then, we create the transitions by using the QState::addTransition() + function: + + \code + s1->addTransition(button, SIGNAL(clicked()), s2); + s2->addTransition(button, SIGNAL(clicked()), s3); + s3->addTransition(button, SIGNAL(clicked()), s1); + \endcode + + Next, we add the states to the machine and set the machine's initial state: + + \code + machine.addState(s1); + machine.addState(s2); + machine.addState(s3); + machine.setInitialState(s1); + \endcode + + Finally, we start the state machine: + + \code + machine.start(); + \endcode + + The state machine executes asynchronously, i.e. it becomes part of your + application's event loop. + + \section1 Doing Useful Work on State Entry and Exit + + The above state machine merely transitions from one state to another, it + doesn't perform any operations. The QState::assignProperty() function can be + used to have a state set a property of a QObject when the state is + entered. In the following snippet, the value that should be assigned to a + QLabel's text property is specified for each state: + + \code + s1->assignProperty(label, "text", "In state s1"); + s2->assignProperty(label, "text", "In state s2"); + s3->assignProperty(label, "text", "In state s3"); + \endcode + + When any of the states is entered, the label's text will be changed + accordingly. + + The QState::entered() signal is emitted when the state is entered, and the + QState::exited() signal is emitted when the state is exited. In the + following snippet, the button's showMaximized() slot will be called when + state \c s3 is entered, and the button's showMinimized() slot will be called + when \c s3 is exited: + + \code + QObject::connect(s3, SIGNAL(entered()), button, SLOT(showMaximized())); + QObject::connect(s3, SIGNAL(exited()), button, SLOT(showMinimized())); + \endcode + + Custom states can reimplement QAbstractState::onEntry() and + QAbstractState::onExit(). + + \section1 State Machines That Finish + + The state machine defined in the previous section never finishes. In order + for a state machine to be able to finish, it needs to have a top-level \e + final state (QFinalState object). When the state machine enters a top-level + final state, the machine will emit the QStateMachine::finished() signal and + halt. + + All you need to do to introduce a final state in the graph is create a + QFinalState object and use it as the target of one or more transitions. + + \section1 Sharing Transitions By Grouping States + + Assume we wanted the user to be able to quit the application at any time by + clicking a Quit button. In order to achieve this, we need to create a final + state and make it the target of a transition associated with the Quit + button's clicked() signal. We could add a transition from each of \c s1, \c + s2 and \c s3; however, this seems redundant, and one would also have to + remember to add such a transition from every new state that is added in the + future. + + We can achieve the same behavior (namely that clicking the Quit button quits + the state machine, regardless of which state the state machine is in) by + grouping states \c s1, \c s2 and \c s3. This is done by creating a new + top-level state and making the three original states children of the new + state. The following diagram shows the new state machine. + + \img statemachine-button-nested.png + \omit + \caption This is a caption + \endomit + + The three original states have been renamed \c s11, \c s12 and \c s13 to + reflect that they are now children of the new top-level state, \c s1. Child + states implicitly inherit the transitions of their parent state. This means + it is now sufficient to add a single transition from \c s1 to the final + state \c s2. New states added to \c s1 will also automatically inherit this + transition. + + All that's needed to group states is to specify the proper parent when the + state is created. You also need to specify which of the child states is the + initial one (i.e. which child state the state machine should enter when the + parent state is the target of a transition). + + \code + 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); + \endcode + + \code + QFinalState *s2 = new QFinalState(); + s1->addTransition(quitButton, SIGNAL(clicked()), s2); + machine.addState(s2); + + QObject::connect(&machine, SIGNAL(finished()), QApplication::instance(), SLOT(quit())); + \endcode + + In this case we want the application to quit when the state machine is + finished, so the machine's finished() signal is connected to the + application's quit() slot. + + A child state can override an inherited transition. For example, the + following code adds a transition that effectively causes the Quit button to + be ignored when the state machine is in state \c s12. + + \code + s12>addTransition(quitButton, SIGNAL(clicked()), s12); + \endcode + + A transition can have any state as its target, i.e. the target state does + not have to be on the same level in the state hierarchy as the source state. + + \section1 Using History States to Save and Restore the Current State + + Imagine that we wanted to add an "interrupt" mechanism to the example + discussed in the previous section; the user should be able to click a button + to have the state machine perform some non-related task, after which the + state machine should resume whatever it was doing before (i.e. return to the + old state, which is one of \c s11, \c s12 and \c s13 in this case). + + Such behavior can easily be modeled using \e{history states}. A history + state (QHistoryState object) is a pseudo-state that represents the child + state that the parent state was in the last time the parent state was + exited. + + A history state is created as a child of the state for which we wish to + record the current child state; when the state machine detects the presence + of such a state at runtime, it automatically records the current (real) + child state when the parent state is exited. A transition to the history + state is in fact a transition to the child state that the state machine had + previously saved; the state machine automatically "forwards" the transition + to the real child state. + + The following diagram shows the state machine after the interrupt mechanism + has been added. + + \img statemachine-button-history.png + \omit + \caption This is a caption + \endomit + + The following code shows how it can be implemented; in this example we + simply display a message box when \c s3 is entered, then immediately return + to the previous child state of \c s1 via the history state. + + \code + QHistoryState *s1h = s1->addHistoryState(); + + QState *s3 = new QState(); + s3->assignProperty(label, "text", "In s3"); + QMessageBox mbox; + 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); + \endcode + + \section1 Using Parallel States to Avoid a Combinatorial Explosion of States + + Assume that you wanted to model a set of mutually exclusive properties of a + car in a single state machine. Let's say the properties we are interested in + are Clean vs Dirty, and Moving vs Not moving. It would take four mutually + exclusive states and eight transitions to be able to represent and freely + move between all possible combinations. + + \img statemachine-nonparallel.png + \omit + \caption This is a caption + \endomit + + If we added a third property (say, Red vs Blue), the total number of states + would double, to eight; and if we added a fourth property (say, Enclosed vs + Convertible), the total number of states would double again, to 16. + + Using parallel states, the total number of states and transitions grows + linearly as we add more properties, instead of exponentially. Furthermore, + states can be added to or removed from the parallel state without affecting + any of their sibling states. + + \img statemachine-parallel.png + \omit + \caption This is a caption + \endomit + + To create a parallel state group, pass QState::ParallelStates to the QState + constructor. + + \code + QState *s1 = new QState(QState::ParallelStates); + // s11 and s12 will be entered in parallel + QState *s11 = new QState(s1); + QState *s12 = new QState(s1); + \endcode + + When a parallel state group is entered, all its child states will be + simultaneously entered. Transitions within the individual child states + operate normally. However, any of the child states may take a transition + outside the parent state. When this happens, the parent state and all of its + child states are exited. + + \section1 Detecting that a Composite State has Finished + + A child state can be final (a QFinalState object); when a final child state + is entered, the parent state emits the QState::finished() signal. The + following diagram shows a composite state \c s1 which does some processing + before entering a final state: + + \img statemachine-finished.png + \omit + \caption This is a caption + \endomit + + When \c s1 's final state is entered, \c s1 will automatically emit + finished(). We use a signal transition to cause this event to trigger a + state change: + + \code + s1->addTransition(s1, SIGNAL(finished()), s2); + \endcode + + Using final states in composite states is useful when you want to hide the + internal details of a composite state; i.e. the only thing the outside world + should be able to do is enter the state, and get a notification when the + state has completed its work. This is a very powerful abstraction and + encapsulation mechanism when building complex (deeply nested) state + machines. (In the above example, you could of course create a transition + directly from \c s1 's \c done state rather than relying on \c s1 's + finished() signal, but with the consequence that implementation details of + \c s1 are exposed and depended on). + + For parallel state groups, the QState::finished() signal is emitted when \e + all the child states have entered final states. + + \section1 Events, Transitions and Guards + + A QStateMachine runs its own event loop. For signal transitions + (QSignalTransition objects), QStateMachine automatically posts a + QSignalEvent to itself when it intercepts the corresponding signal; + similarly, for QObject event transitions (QEventTransition objects) a + QWrappedEvent is posted. + + You can post your own events to the state machine using + QStateMachine::postEvent(). + + When posting a custom event to the state machine, you typically also have + one or more custom transitions that can be triggered from events of that + type. To create such a transition, you subclass QAbstractTransition and + reimplement QAbstractTransition::eventTest(), where you check if an event + matches your event type (and optionally other criteria, e.g. attributes of + the event object). + + Here we define our own custom event type, \c StringEvent, for posting + strings to the state machine: + + \code + struct StringEvent : public QEvent + { + StringEvent(const QString &val) + : QEvent(QEvent::Type(QEvent::User+1)), + value(val) {} + + QString value; + }; + \endcode + + Next, we define a transition that only triggers when the event's string + matches a particular string (a \e guarded transition): + + \code + class StringTransition : public QAbstractTransition + { + public: + StringTransition(const QString &value) + : m_value(value) {} + + protected: + virtual bool eventTest(QEvent *e) const + { + if (e->type() != QEvent::Type(QEvent::User+1)) // StringEvent + return false; + StringEvent *se = static_cast<StringEvent*>(e); + return (m_value == se->value); + } + + virtual void onTransition(QEvent *) {} + + private: + QString m_value; + }; + \endcode + + In the eventTest() reimplementation, we first check if the event type is the + desired one; if so, we cast the event to a StringEvent and perform the + string comparison. + + The following is a statechart that uses the custom event and transition: + + \img statemachine-customevents.png + \omit + \caption This is a caption + \endomit + + Here's what the implementation of the statechart looks like: + + \code + 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); + \endcode + + Once the machine is started, we can post events to it. + + \code + machine.postEvent(new StringEvent("Hello")); + machine.postEvent(new StringEvent("world")); + \endcode + + An event that is not handled by any relevant transition will be silently + consumed by the state machine. It can be useful to group states and provide + a default handling of such events; for example, as illustrated in the + following statechart: + + \img statemachine-customevents2.png + \omit + \caption This is a caption + \endomit + + For deeply nested statecharts, you can add such "fallback" transitions at + the level of granularity that's most appropriate. + + \section1 Using Restore Policy To Automatically Restore Properties + + In some state machines it can be useful to focus the attention on assigning properties in states, + not on restoring them when the state is no longer active. If you know that a property should + always be restored to its initial value when the machine enters a state that does not explicitly + give the property a value, you can set the global restore policy to + QStateMachine::RestoreProperties. + + \code + QStateMachine machine; + machine.setGlobalRestorePolicy(QStateMachine::RestoreProperties); + \endcode + + When this restore policy is set, the machine will automatically restore all properties. If it + enters a state where a given property is not set, it will first search the hierarchy of ancestors + to see if the property is defined there. If it is, the property will be restored to the value + defined by the closest ancestor. If not, it will be restored to its initial value (i.e. the + value of the property before any property assignments in states were executed.) + + Take the following code: + \code + 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); + \endcode + + Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state + \c s1, the property will be 1.0, since the state explicitly assigns this value to it. When the + machine is in state \c s2, no value is explicitly defined for the property, so it will implicitly + be restored to 0.0. + + If we are using nested states, the parent defines a value for the property which is inherited by + all descendants that do not explicitly assign a value to the property. + \code + 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); + \endcode + + Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar + will have the value 2.0, since this is explicitly defined for the state. When the machine is in + state \c s3, no value is defined for the state, but \c s1 defines the property to be 1.0, so this + is the value that will be assigned to \c fooBar. + + \section1 Animating Property Assignments + + The State Machine API connects with the Animation API in Qt to allow automatically animating + properties as they are assigned in states. + + Say we have the following code: + \code + 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); + \endcode + + Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2 + it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button + will be set immediately when a given state has been entered. If we want the transition to be + smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition + object. + + \code + 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")); + \endcode + + Adding an animation for the property in question means that the property assignment will no + longer take immediate effect when the state has been entered. Instead, the animation will start + playing when the state has been entered and smoothly animate the property assignment. Since we + do not set the start value or end value of the animation, these will be set implicitly. The + start value of the animation will be the property's current value when the animation starts, and + the end value will be set based on the property assignments defined for the state. + + If the global restore policy of the state machine is set to QStateMachine::RestoreProperties, + it is possible to also add animations for the property restorations. + + \section1 Detecting That All Properties Have Been Set In A State + + When animations are used to assign properties, a state no longer defines the exact values that a + property will have when the machine is in the given state. While the animation is running, the + property can potentially have any value, depending on the animation. + + In some cases, it can be useful to be able to detect when the property has actually been assigned + the value defined by a state. For this, we can use the state's polished() signal. + \code + QState *s1 = new QState(); + s1->assignProperty(button, "geometry", QRectF(0, 0, 50, 50)); + + QState *s2 = new QState(); + + s1->addTransition(s1, SIGNAL(polished()), s2); + \endcode + + The machine will be in state \c s1 until the \c geometry property has been set. Then it will + immediately transition into \c s2. If the transition into \c s1 has an animation for the \c + geometry property, then the machine will stay in \c s1 until the animation has finished. If there + is no animation, it will simply set the property and immediately enter state \c s2. + + Either way, when the machine is in state \c s2, the property \c geometry has been assigned the + defined value. + + If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit + the polished() signal until these have been executed as well. + + \section1 What happens if a state is exited before the animation has finished + + If a state has property assignments, and the transition into the state has animations for the + properties, the state can potentially be exited before the properties have been assigned to the + values defines by the state. This is true in particular when there are transitions out from the + state that do not depend on the state being polished, as described in the previous section. + + The State Machine API guarantees that a property assigned by the state machine either: + \list + \o Has a value explicitly assigned to the property. + \o Is currently being animated into a value explicitly assigned to the property. + \endlist + + When a state is exited prior to the animation finishing, the behavior of the state machine depends + on the target state of the transition. If the target state explicitly assigns a value to the + property, no additional action will be taken. The property will be assigned the value defined by + the target state. + + If the target state does not assign any value to the property, there are two + options: By default, the property will be assigned the value defined by the state it is leaving + (the value it would have been assigned if the animation had been permitted to finish playing.) If + a global restore policy is set, however, this will take precedence, and the property will be + restored as usual. + + \section1 Default Animations + + As described earlier, you can add animations to transitions to make sure property assignments + in the target state are animated. If you want a specific animation to be used for a given property + regardless of which transition is taken, you can add it as a default animation to the state + machine. This is in particular useful when the properties assigned (or restored) by specific + states is not known when the machine is constructed. + + \code + 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")); + \endcode + + When the machine is in state \c s2, the machine will play the default animation for the + property \c fooBar since this property is assigned by \c s2. + + Note that animations explicitly set on transitions will take precedence over any default + animation for the given property. +*/ |