diff options
Diffstat (limited to 'doc/src')
-rw-r--r-- | doc/src/development/qmake-manual.qdoc | 23 | ||||
-rw-r--r-- | doc/src/frameworks-technologies/statemachine.qdoc | 19 |
2 files changed, 29 insertions, 13 deletions
diff --git a/doc/src/development/qmake-manual.qdoc b/doc/src/development/qmake-manual.qdoc index 6c53242..09f1b9b 100644 --- a/doc/src/development/qmake-manual.qdoc +++ b/doc/src/development/qmake-manual.qdoc @@ -2252,6 +2252,18 @@ For example: If the OpenGL implementation uses EGL (most OpenGL/ES systems), then QMAKE_INCDIR_EGL may also need to be set. + \section1 QMAKE_INCDIR_OPENGL_ES1, QMAKE_INCDIR_OPENGL_ES1CL, QMAKE_INCDIR_OPENGL_ES2 + + These variables contain the location of OpenGL headers files to be added + to INCLUDEPATH when building an application with OpenGL ES 1, OpenGL ES 1 Common + Lite or OpenGL ES 2 support respectively. + + The value of this variable is typically handled by \c qmake or + \l{#QMAKESPEC}{qmake.conf} and rarely needs to be modified. + + If the OpenGL implementation uses EGL (most OpenGL/ES systems), + then QMAKE_INCDIR_EGL may also need to be set. + \target QMAKE_INCDIR_OPENVG \section1 QMAKE_INCDIR_OPENVG @@ -2496,6 +2508,17 @@ For example: variable is typically handled by \c qmake or \l{#QMAKESPEC}{qmake.conf} and rarely needs to be modified. + \section1 QMAKE_LIBS_OPENGL_ES1, QMAKE_LIBS_OPENGL_ES1CL, QMAKE_LIBS_OPENGL_ES2 + + These variables contain all the OpenGL libraries for OpenGL ES 1, + OpenGL ES 1 Common Lite profile and OpenGL ES 2. + + The value of these variables is typically handled by \c qmake or + \l{#QMAKESPEC}{qmake.conf} and rarely needs to be modified. + + If the OpenGL implementation uses EGL (most OpenGL/ES systems), + then QMAKE_LIBS_EGL may also need to be set. + \section1 QMAKE_LIBS_OPENVG This variable contains all OpenVG libraries. The value of this diff --git a/doc/src/frameworks-technologies/statemachine.qdoc b/doc/src/frameworks-technologies/statemachine.qdoc index 708561d..b0b13a7 100644 --- a/doc/src/frameworks-technologies/statemachine.qdoc +++ b/doc/src/frameworks-technologies/statemachine.qdoc @@ -426,9 +426,8 @@ value of the property before any property assignments in states were executed.) Take the following code: - \code - \snippet doc/src/snippets/statemachine/main5.cpp 0 - \endcode + + \snippet doc/src/snippets/statemachine/main5.cpp 0 Lets say the property \c fooBar is 0.0 when the machine starts. When the machine is in state \c s1, the property will be 1.0, since the state explicitly assigns this value to it. When the @@ -437,9 +436,8 @@ If we are using nested states, the parent defines a value for the property which is inherited by all descendants that do not explicitly assign a value to the property. - \code + \snippet doc/src/snippets/statemachine/main5.cpp 2 - \endcode Here \c s1 has two children: \c s2 and \c s3. When \c s2 is entered, the property \c fooBar will have the value 2.0, since this is explicitly defined for the state. When the machine is in @@ -452,9 +450,8 @@ properties as they are assigned in states. Say we have the following code: - \code + \snippet doc/src/snippets/statemachine/main5.cpp 3 - \endcode Here we define two states of a user interface. In \c s1 the \c button is small, and in \c s2 it is bigger. If we click the button to transition from \c s1 to \c s2, the geometry of the button @@ -462,9 +459,7 @@ smooth, however, all we need to do is make a QPropertyAnimation and add this to the transition object. - \code \snippet doc/src/snippets/statemachine/main5.cpp 4 - \endcode Adding an animation for the property in question means that the property assignment will no longer take immediate effect when the state has been entered. Instead, the animation will start @@ -486,9 +481,8 @@ the value defined by a state. Say we have the following code: - \code + \snippet doc/src/snippets/statemachine/main5.cpp 5 - \endcode When \c button is clicked, the machine will transition into state \c s2, which will set the geometry of the button, and then pop up a message box to alert the user that the geometry has @@ -504,9 +498,8 @@ value, we can use the state's propertiesAssigned() signal. The propertiesAssigned() signal will be emitted when the property is assigned its final value, whether this is done immediately or after the animation has finished playing. - \code + \snippet doc/src/snippets/statemachine/main5.cpp 6 - \endcode In this example, when \c button is clicked, the machine will enter \c s2. It will remain in state \c s2 until the \c geometry property has been set to \c QRect(0, 0, 50, 50). Then it will |