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* Merge branch 'kinetic-animations' of git@scm.dev.nokia.troll.no:qt/kinetic ↵David Boddie2009-04-2910-145/+358
|\ | | | | | | into kinetic-animations
| * Small refactor of QVariantAnimation::updateCurrentValueThierry Bastian2009-04-291-17/+7
| | | | | | | | | | | | 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.
| * Merge branch 'kinetic-animations' into kinetic-statemachineKent Hansen2009-04-291-3/+3
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| * | kill QStateMachine::animationsFinished(), introduce QState::polished()Kent Hansen2009-04-297-115/+317
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| * | Compile against new QState::ChildMode API.Eskil Abrahamsen Blomfeldt2009-04-291-1/+1
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| * | Kill gameOver signal as it was only used when you clicked the stop actionEskil Abrahamsen Blomfeldt2009-04-292-9/+6
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| * | SCXML defines an atomic state as a <state> with no children or <final>. However,Eskil Abrahamsen Blomfeldt2009-04-292-3/+27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Merged local changes.David Boddie2009-04-295-9/+13
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* | remove multiplication by 1 in easing curvesThierry Bastian2009-04-291-3/+3
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* Merge branch 'kinetic-animations' into kinetic-statemachineKent Hansen2009-04-2924-176/+406
|\ | | | | | | | | Conflicts: examples/animation/sub-attaq/states.cpp
| * compile fix for the benchmarkThierry Bastian2009-04-293-59/+36
| | | | | | | | | | QItemAnimation has disappeared and it's now better to start the animation instead of pausing it
| * Build fix for mingwThierry Bastian2009-04-2718-54/+52
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| * Add an OSD to display game progress in the sceneAlexis Menard2009-04-2411-65/+320
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* | update stale docKent Hansen2009-04-291-1/+1
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* | kill QStateMachine::states() and QState::transitions()Kent Hansen2009-04-295-37/+16
| | | | | | | | Result of API review. Don't need them (for now).
* | docKent Hansen2009-04-291-1/+7
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* | kill source/target-specific animationsKent Hansen2009-04-293-154/+85
| | | | | | | | | | 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.
* | kill dead function declarationKent Hansen2009-04-291-1/+0
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* | rename QBoundEvent to QWrappedEvent and make it publicKent Hansen2009-04-2910-76/+99
| | | | | | | | Result of API review.
* | add missing QT_END_HEADERKent Hansen2009-04-291-0/+2
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* | replace QState::Type with QState::childMode propertyKent Hansen2009-04-298-29/+70
| | | | | | | | Result of API review.
* | Add test that property assignments set on parallel states are actuallyEskil Abrahamsen Blomfeldt2009-04-291-3/+40
| | | | | | | | applied after entering.
* | Adapt to recent API changes and bug fixes.Eskil Abrahamsen Blomfeldt2009-04-291-2/+6
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* | Remove QEXPECT_FAIL because e06c2e15 fixes this test as well.Eskil Abrahamsen Blomfeldt2009-04-291-1/+0
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* | Compile against new QHistoryState API.Eskil Abrahamsen Blomfeldt2009-04-291-2/+2
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* | Merge the two queries for entry states to support having history states asEskil Abrahamsen Blomfeldt2009-04-292-71/+113
| | | | | | | | the initial state. Done by No'am, integrated by me.
* | rename a few properties and methodsKent Hansen2009-04-297-21/+21
| | | | | | | | Result of API review.
* | modifiers --> modifiersMaskKent Hansen2009-04-299-33/+98
| | | | | | | | | | | | 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.
* | compileKent Hansen2009-04-291-0/+1
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* | kill unnecessary qmake variable modsKent Hansen2009-04-291-3/+0
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* | make history state constructibleKent Hansen2009-04-299-59/+78
| | | | | | | | | | | | | | | | | | | | | | 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.
* | say hello (again) to QAbstract{State,Transition}::machine()Kent Hansen2009-04-296-39/+47
| | | | | | | | It's useful and it's simple for us to expose, so let's.
* | add animationsEnabled propertyKent Hansen2009-04-293-8/+47
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* | move assignProperty() to QStateKent Hansen2009-04-299-56/+58
| | | | | | | | Doesn't belong in the abstract base class.
* | kill StateFinished from docsKent Hansen2009-04-291-1/+0
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* | Work around an oddity in parallel states that causes all regions to exitEskil Abrahamsen Blomfeldt2009-04-281-4/+4
| | | | | | | | | | if there is a transition from one of them (even if the target state of the transition is inside the region.)
* | Add a test for the semantics of transitions from a region in parallel states.Eskil Abrahamsen Blomfeldt2009-04-281-0/+47
| | | | | | | | | | | | | | 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.
* | Some updates to the errorstate example.Eskil Abrahamsen Blomfeldt2009-04-2812-126/+270
| | | | | | | | | | | | 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().
* | kill StateFinished event type since it doesn't exist anymoreKent Hansen2009-04-281-2/+1
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* | compile after api changesKent Hansen2009-04-283-8/+8
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* | replace QStateFinished{Event,Transition} by QState::finished() signalKent Hansen2009-04-2710-423/+23
| | | | | | | | | | Not worth it having two public classes when the same can be achieved by having a signal.
* | make the entry/exit order well-defined for all combinations of statesKent Hansen2009-04-271-4/+18
| | | | | | | | | | | | 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.
* | Really broken plugin for errorState. Don't try to use this yet, it doesn'tEskil Abrahamsen Blomfeldt2009-04-243-0/+115
| | | | | | | | work at all.
* | Unfinished tank AI game. The idea is that you plug in AIs for the tanks, andEskil Abrahamsen Blomfeldt2009-04-248-0/+619
|/ | | | | one such plugin will have a run time error, so the game server needs to use errorState for handling errors.
* Merge branch 'kinetic-statemachine' into kinetic-animationsKent Hansen2009-04-2442-2484/+1178
|\ | | | | | | | | Conflicts: examples/animation/piemenu/qgraphicspiemenu_p.h
| * Merge branch 'kinetic-animations' into kinetic-statemachineKent Hansen2009-04-241-4/+4
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| * | Remove API for setting specific restore policies on states. We have no clearEskil Abrahamsen Blomfeldt2009-04-239-133/+73
| | | | | | | | | | | | | | | | | | 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.
| * | Compile.Eskil Abrahamsen Blomfeldt2009-04-231-2/+0
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| * | Remove specific RestorePolicy per state from example. The semantics for thisEskil Abrahamsen Blomfeldt2009-04-233-15/+0
| | | | | | | | | | | | | | | have changed to something which is more intuitive, so it is no longer useful for this case.
| * | kill the stateactions apiKent Hansen2009-04-2236-1720/+148
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.