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authorKent Hansen <khansen@trolltech.com>2009-07-22 13:10:35 (GMT)
committerKent Hansen <khansen@trolltech.com>2009-07-22 13:23:06 (GMT)
commit1a55f40b6223511d0eb388064597ab38a0d37627 (patch)
tree522d9fafe3bef5049b75471b266ab2f614dfa412 /examples/animation/states/main.cpp
parentdf2a1de1720476d096ad9be0a8cf5a0410206d82 (diff)
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Make QStateMachine inherit QState
This removes the need for a "root state" in the machine; or rather, the machine _is_ the root state. User code can now pass in a QStateMachine directly to the QState constructor, instead of machine->rootState(). This also means we could get rid of the "proxying" from the machine to the root state for things like properties (initialState et al), finished() signal and auto-reparenting of states (the ChildAdded event hack). A fun little side-effect of this change is that it's now possible to embed state machines within state machines. We can't think of a good use case yet where you would rather embed a stand-alone state machine (with its own event processing etc.) rather than having just a regular nested state, but it's neat and it works. Reviewed-by: Eskil Abrahamsen Blomfeldt
Diffstat (limited to 'examples/animation/states/main.cpp')
-rw-r--r--examples/animation/states/main.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/examples/animation/states/main.cpp b/examples/animation/states/main.cpp
index b3c28f2..99e04c3 100644
--- a/examples/animation/states/main.cpp
+++ b/examples/animation/states/main.cpp
@@ -124,10 +124,9 @@ int main(int argc, char *argv[])
scene.addItem(p6);
QStateMachine machine;
- QState *root = machine.rootState();
- QState *state1 = new QState(root);
- QState *state2 = new QState(root);
- QState *state3 = new QState(root);
+ QState *state1 = new QState(&machine);
+ QState *state2 = new QState(&machine);
+ QState *state3 = new QState(&machine);
machine.setInitialState(state1);
// State 1