| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
| |
we only test the inequality of the new value compared to the previous
one in case we have something conected to currentValueChanged signal.
The comparison is quite heavy in QVariant. So avoiding it a good thing.
|
|\ |
|
| | |
|
| | |
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
| |
in SCXML it makes no sense for a <parallel> tag to be atomic, hence have no
children, whereas in a dynamic state machine you might set an atomic state as
parallel because this should govern the behavior if the state gets children
later. We decided that the most intuitive definition is that a state is
atomic if it has no children, regardless of whether it has the parallel child
mode. With the old definition, transitions from empty parallel states will
never be taken, as illustrated by the test.
|
|\
| |
| |
| |
| | |
Conflicts:
examples/animation/sub-attaq/states.cpp
|
| |
| |
| |
| |
| | |
QItemAnimation has disappeared and it's now better to start the
animation instead of pausing it
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
Result of API review. Don't need them (for now).
|
| | |
|
| |
| |
| |
| |
| | |
Result of API review. We don't have use cases for them yet.
We can add them back if valid use cases do turn up.
|
| | |
|
| |
| |
| |
| | |
Result of API review.
|
| | |
|
| |
| |
| |
| | |
Result of API review.
|
| |
| |
| |
| | |
applied after entering.
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
the initial state. Done by No'am, integrated by me.
|
| |
| |
| |
| | |
Result of API review.
|
| |
| |
| |
| |
| |
| | |
Result of API review. A == comparison of the modifiers is not useful.
The common case is you want to test if one or more modifiers are set,
i.e. a mask check.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Decided in API review. The intention of QHistoryState not being
constructible was so that people wouldn't subclass it and reimplement
onEntry()/onExit(), thinking that those functions would actually get
called (which they won't). However, we recently added the entered()
signal to QAbstractState, so people are going to connect to it and
ask why they never get the signal for a QHistoryState. We might as
well make QHistoryState constructible and just document that it
doesn't make sense to subclass it.
|
| |
| |
| |
| | |
It's useful and it's simple for us to expose, so let's.
|
| | |
|
| |
| |
| |
| | |
Doesn't belong in the abstract base class.
|
| | |
|
| |
| |
| |
| |
| | |
if there is a transition from one of them (even if the target state of the
transition is inside the region.)
|
| |
| |
| |
| |
| |
| |
| | |
This test checks for the behavior I expected, but that's apparently not how
it's defined in the SCXML algorithm. Currently it XFAILs, and we'll either have
to fix the algorithm or the test when we get word back on what the correct
semantics are.
|
| |
| |
| |
| |
| |
| | |
Added cannon firing. There are some problems left: For some reason the parallel
state group does not work properly, so only one tank moves even if you add more.
There also seems to be something wrong with historyState->setDefaultState().
|
| | |
|
| | |
|
| |
| |
| |
| |
| | |
Not worth it having two public classes when the same can be achieved
by having a signal.
|
| |
| |
| |
| |
| |
| | |
Comparing pointers meant that the order could be different each run.
Now the entry/exit order will be consistent, even for states that are
in disjoint parts of the hierarchy.
|
| |
| |
| |
| | |
work at all.
|
|/
|
|
|
| |
one such plugin will have a run time error, so the game server needs to use
errorState for handling errors.
|
|\
| |
| |
| |
| | |
Conflicts:
examples/animation/piemenu/qgraphicspiemenu_p.h
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
use case for this, so it has been removed. If the requirement arises we can
add it back in later. Since it no longer makes sense to have it in
QAbstractState, the RestorePolicy enum has been moved to QStateMachine.
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
have changed to something which is more intuitive, so it is no longer useful
for this case.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
It just didn't give us that much.
Typically you just reimplement onEntry/onExit/onTransition
when you want to do something.
We go back to the signals-and-slots approach: states have
entered() and exited() signals that you can connect to.
It's still possible to have an action-based API, but then
you build it on top of the core API, which is OK.
Replacing 4 public classes (and one layer in the hierarchy)
with 2 signals feels good.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
precedence:
1. Specific animation for transition
2. Default animation for source state
3. Default animation for target state
4. Default animation
|