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authorMichael Brasser <michael.brasser@nokia.com>2009-04-22 04:52:44 (GMT)
committerMichael Brasser <michael.brasser@nokia.com>2009-04-22 04:52:44 (GMT)
commitf2c5ea07b2ed5f96bd32f9a1d71ec9613c240fa6 (patch)
tree390ae15f24cd5b6af85b9bc74c39fd90ba03144b /examples/animation/sub-attaq/boat.cpp
parent1139eb432a18d556efb4ecfc079e82c2e2093b96 (diff)
parent3f39c3380f97339a1ffb9d13d7b184a8315d3821 (diff)
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Merge branch 'kinetic-animations' of ../../qt/kinetic into kinetic-declarativeui
Conflicts: src/gui/graphicsview/qgraphicsitem.cpp
Diffstat (limited to 'examples/animation/sub-attaq/boat.cpp')
-rw-r--r--examples/animation/sub-attaq/boat.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/examples/animation/sub-attaq/boat.cpp b/examples/animation/sub-attaq/boat.cpp
index 6824f17..633e1b1 100644
--- a/examples/animation/sub-attaq/boat.cpp
+++ b/examples/animation/sub-attaq/boat.cpp
@@ -47,6 +47,7 @@
#include "graphicsscene.h"
#include "animationmanager.h"
#include "custompropertyanimation.h"
+#include "qanimationstate.h"
//Qt
#if defined(QT_EXPERIMENTAL_SOLUTION)
@@ -56,7 +57,6 @@
# include "qfinalstate.h"
# include "qstate.h"
#include "qsequentialanimationgroup.h"
-#include "qanimationstate.h"
#else
#include <QPropertyAnimation>
#include <QStateMachine>
@@ -64,7 +64,6 @@
#include <QFinalState>
#include <QState>
#include <QSequentialAnimationGroup>
-#include <QAnimationState>
#endif
static QAbstractAnimation *setupDestroyAnimation(Boat *boat)
@@ -208,13 +207,13 @@ Boat::Boat(QGraphicsItem * parent, Qt::WindowFlags wFlags)
//This state play the destroyed animation
QAnimationState *destroyedState = new QAnimationState(machine->rootState());
- destroyedState->addAnimation(setupDestroyAnimation(this));
+ destroyedState->setAnimation(setupDestroyAnimation(this));
//Play a nice animation when the boat is destroyed
moving->addTransition(this, SIGNAL(boatDestroyed()),destroyedState);
//Transition to final state when the destroyed animation is finished
- destroyedState->addFinishedTransition(final);
+ destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
//The machine has finished to be executed, then the boat is dead
connect(machine,SIGNAL(finished()),this, SIGNAL(boatExecutionFinished()));