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authorKent Hansen <khansen@trolltech.com>2009-04-22 15:20:19 (GMT)
committerKent Hansen <khansen@trolltech.com>2009-04-22 15:20:19 (GMT)
commitf87641584424deed25e2abdadea08c3be94b9ce1 (patch)
treea185687744e724a8db896970416f23d20f5cad38 /examples/animation/moveblocks
parent31f5348ea1691a7664b6abc04cf425dd02637b33 (diff)
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kill the stateactions api
It just didn't give us that much. Typically you just reimplement onEntry/onExit/onTransition when you want to do something. We go back to the signals-and-slots approach: states have entered() and exited() signals that you can connect to. It's still possible to have an action-based API, but then you build it on top of the core API, which is OK. Replacing 4 public classes (and one layer in the hierarchy) with 2 signals feels good.
Diffstat (limited to 'examples/animation/moveblocks')
-rw-r--r--examples/animation/moveblocks/main.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/animation/moveblocks/main.cpp b/examples/animation/moveblocks/main.cpp
index 1f253f3..639fff3 100644
--- a/examples/animation/moveblocks/main.cpp
+++ b/examples/animation/moveblocks/main.cpp
@@ -172,7 +172,7 @@ int main(int argc, char **argv)
QTimer timer;
timer.setInterval(1250);
timer.setSingleShot(true);
- group->invokeMethodOnEntry(&timer, "start");
+ QObject::connect(group, SIGNAL(entered()), &timer, SLOT(start()));
QState *state1;
QState *state2;