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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/sub-attaq/graphicsscene.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/sub-attaq/graphicsscene.cpp')
-rw-r--r--examples/animation/sub-attaq/graphicsscene.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/animation/sub-attaq/graphicsscene.cpp b/examples/animation/sub-attaq/graphicsscene.cpp
index bd37ce2..fcbc1b3 100644
--- a/examples/animation/sub-attaq/graphicsscene.cpp
+++ b/examples/animation/sub-attaq/graphicsscene.cpp
@@ -230,17 +230,17 @@ void GraphicsScene::setupScene(const QList<QAction *> &actions)
QStateMachine *machine = new QStateMachine(this);
//This state is when the player is playing
- PlayState *gameState = new PlayState(this,machine->rootState());
+ PlayState *gameState = new PlayState(this,machine);
//Final state
- QFinalState *final = new QFinalState(machine->rootState());
+ QFinalState *final = new QFinalState(machine);
//Animation when the player enter in the game
- QAnimationState *lettersMovingState = new QAnimationState(machine->rootState());
+ QAnimationState *lettersMovingState = new QAnimationState(machine);
lettersMovingState->setAnimation(lettersGroupMoving);
//Animation when the welcome screen disappear
- QAnimationState *lettersFadingState = new QAnimationState(machine->rootState());
+ QAnimationState *lettersFadingState = new QAnimationState(machine);
lettersFadingState->setAnimation(lettersGroupFading);
//if new game then we fade out the welcome screen and start playing