diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/src/examples/stickman.qdoc | 9 | ||||
-rw-r--r-- | doc/src/frameworks-technologies/statemachine.qdoc | 10 | ||||
-rw-r--r-- | doc/src/snippets/statemachine/main5.cpp | 2 |
3 files changed, 11 insertions, 10 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 diff --git a/doc/src/frameworks-technologies/statemachine.qdoc b/doc/src/frameworks-technologies/statemachine.qdoc index ac10314..708561d 100644 --- a/doc/src/frameworks-technologies/statemachine.qdoc +++ b/doc/src/frameworks-technologies/statemachine.qdoc @@ -501,9 +501,9 @@ message box will pop up before the geometry of the button has actually been set. To ensure that the message box does not pop up until the geometry actually reaches its final - value, we can use the state's polished() signal. The polished() signal will be emitted when the - the property is assigned its final value, whether this is done immediately or after the animation - has finished playing. + 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 @@ -519,14 +519,14 @@ has been assigned the defined value. If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit - the polished() signal until these have been executed as well. + the propertiesAssigned() signal until these have been executed as well. \section1 What Happens If A State Is Exited Before The Animation Has Finished If a state has property assignments, and the transition into the state has animations for the properties, the state can potentially be exited before the properties have been assigned to the values defines by the state. This is true in particular when there are transitions out from the - state that do not depend on the state being polished, as described in the previous section. + state that do not depend on the propertiesAssigned signal, as described in the previous section. The State Machine API guarantees that a property assigned by the state machine either: \list diff --git a/doc/src/snippets/statemachine/main5.cpp b/doc/src/snippets/statemachine/main5.cpp index 346cbce..ff25b7b 100644 --- a/doc/src/snippets/statemachine/main5.cpp +++ b/doc/src/snippets/statemachine/main5.cpp @@ -145,7 +145,7 @@ int main(int argv, char **args) connect(s3, SIGNAL(entered()), messageBox, SLOT(exec())); s1->addTransition(button, SIGNAL(clicked()), s2); - s2->addTransition(s2, SIGNAL(polished()), s3); + s2->addTransition(s2, SIGNAL(propertiesAssigned()), s3); //![6] } |