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* Make QStateMachine inherit QStateKent Hansen2009-07-221-4/+2
| | | | | | | | | | | | | | | | | | 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
* Doc: Documented the Move Blocks example.Geir Vattekar2009-06-291-4/+32
| | | | Reviewed-by: Andreas Aardal Hanssen
* Update license headers in files that are new in 4.6.Jason McDonald2009-06-171-2/+2
| | | | Reviewed-by: Trust Me
* Don't use the time() function; use QTime insteadKent Hansen2009-05-221-2/+1
| | | | time() is not available on all platforms.
* compile with -qtnamespace, clean up the example .pro filesKent Hansen2009-05-201-3/+2
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* Removing QT_EXPERIMENTAL_SOLUTION from the animation apiLeonardo Sobral Cunha2009-05-191-9/+0
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* Make QAbstractTransition::eventTest() non-constEskil Abrahamsen Blomfeldt2009-05-141-1/+1
| | | | | We decided to remove the const of the eventTest() since some transitions have dynamic conditions and need to update when eventTest() is called.
* add event as argument to onEntry(), onExit() and onTransition()Kent Hansen2009-05-051-3/+3
| | | | | | | | | 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.
* Merge branch 'kinetic-statemachine' into kinetic-animationsKent Hansen2009-04-241-1/+1
|\ | | | | | | | | Conflicts: examples/animation/piemenu/qgraphicspiemenu_p.h
| * kill the stateactions apiKent Hansen2009-04-221-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Update copyright headers of animation examplesLeonardo Sobral Cunha2009-04-231-3/+33
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* Initial import of statemachine branch from the old kinetic repositoryAlexis Menard2009-04-172-0/+283