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-rw-r--r--doc/src/examples/stickman.qdoc9
1 files changed, 5 insertions, 4 deletions
diff --git a/doc/src/examples/stickman.qdoc b/doc/src/examples/stickman.qdoc
index e70c39b..c9e98d0 100644
--- a/doc/src/examples/stickman.qdoc
+++ b/doc/src/examples/stickman.qdoc
@@ -55,9 +55,9 @@
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.
+ with animated transitions that trigger on the source state's propertiesAssigned() 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
@@ -67,7 +67,8 @@
\snippet examples/animation/stickman/lifecycle.cpp 1
- The states are then bound together with signal transitions that listen to the polished() signal.
+ The states are then bound together with signal transitions that listen to the
+ propertiesAssigned() signal.
\snippet examples/animation/stickman/lifecycle.cpp 2