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-rw-r--r--examples/statemachine/factorial/main.cpp4
-rw-r--r--examples/statemachine/tankgame/mainwindow.cpp6
2 files changed, 5 insertions, 5 deletions
diff --git a/examples/statemachine/factorial/main.cpp b/examples/statemachine/factorial/main.cpp
index 18a9521..5050347 100644
--- a/examples/statemachine/factorial/main.cpp
+++ b/examples/statemachine/factorial/main.cpp
@@ -151,14 +151,14 @@ int main(int argc, char **argv)
//! [3]
//! [4]
- QState *compute = new QState(machine.rootState());
+ QState *compute = new QState(&machine);
compute->assignProperty(&factorial, "fac", 1);
compute->assignProperty(&factorial, "x", 6);
compute->addTransition(new FactorialLoopTransition(&factorial));
//! [4]
//! [5]
- QFinalState *done = new QFinalState(machine.rootState());
+ QFinalState *done = new QFinalState(&machine);
FactorialDoneTransition *doneTransition = new FactorialDoneTransition(&factorial);
doneTransition->setTargetState(done);
compute->addTransition(doneTransition);
diff --git a/examples/statemachine/tankgame/mainwindow.cpp b/examples/statemachine/tankgame/mainwindow.cpp
index 68a8d68..596cdfe 100644
--- a/examples/statemachine/tankgame/mainwindow.cpp
+++ b/examples/statemachine/tankgame/mainwindow.cpp
@@ -160,7 +160,7 @@ void MainWindow::init()
connect(quitAction, SIGNAL(triggered()), this, SLOT(close()));
m_machine = new QStateMachine(this);
- QState *stoppedState = new QState(m_machine->rootState());
+ QState *stoppedState = new QState(m_machine);
stoppedState->setObjectName("stoppedState");
stoppedState->assignProperty(runGameAction, "enabled", true);
stoppedState->assignProperty(stopGameAction, "enabled", false);
@@ -188,14 +188,14 @@ void MainWindow::init()
stoppedState->setInitialState(hs);
//! [0]
- m_runningState = new QState(QState::ParallelStates, m_machine->rootState());
+ m_runningState = new QState(QState::ParallelStates, m_machine);
//! [0]
m_runningState->setObjectName("runningState");
m_runningState->assignProperty(addTankAction, "enabled", false);
m_runningState->assignProperty(runGameAction, "enabled", false);
m_runningState->assignProperty(stopGameAction, "enabled", true);
- QState *gameOverState = new QState(m_machine->rootState());
+ QState *gameOverState = new QState(m_machine);
gameOverState->setObjectName("gameOverState");
gameOverState->assignProperty(stopGameAction, "enabled", false);
connect(gameOverState, SIGNAL(entered()), this, SLOT(gameOver()));