| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Trust Me
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This removes the need for a "root state" in the machine; or rather,
the machine _is_ the root state.
User code can now pass in a QStateMachine directly to the QState
constructor, instead of machine->rootState().
This also means we could get rid of the "proxying" from the machine
to the root state for things like properties (initialState et al),
finished() signal and auto-reparenting of states (the ChildAdded
event hack).
A fun little side-effect of this change is that it's now possible
to embed state machines within state machines. We can't think of
a good use case yet where you would rather embed a stand-alone
state machine (with its own event processing etc.) rather than
having just a regular nested state, but it's neat and it works.
Reviewed-by: Eskil Abrahamsen Blomfeldt
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Reviewed-by: Andreas Aardal Hanssen
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Reviewed-by: Trust Me
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time() is not available on all platforms.
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We decided to remove the const of the eventTest() since some transitions
have dynamic conditions and need to update when eventTest() is called.
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Accessing the event can be useful. E.g., onEntry() can do some
common event processing regardless of which transition caused the
state to be entered; onTransition() can be used in combination
with eventTest(), where eventTest() would first check that the
input matches some criteria, and then the actual processing of that
input would be done in onTransition.
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Conflicts:
examples/animation/piemenu/qgraphicspiemenu_p.h
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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.
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