| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Trust Me
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The constructors that take a list of target states produce
hard-to-read code, and they're rarely useful in practice since
99% of transitions take a single target state; so it's better
to enforce that setTarget{State,States}() be used instead.
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too "advanced".
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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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The editor was a just a detail to make the animations and shouldn't be
included in the example.
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Also slightly updated a demo
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Reviewed-by: Andreas Aardal Hanssen
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Reviewed-by: Trust Me
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This enables the antialiazing to be done on the graph as a whole, and
not on every tiny line segment. The result is that the curve is painter
prettier.
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Draw the curve with anti-aliasing.
Do not use absolute black, but rather a dark black color for the lines.
Draw the red and blue dots, indicating the start and end points.
Reviewed-by: Jan-Arve
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Reviewed-by: TrustMe
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removed declaration of properties that are already declared in Qt
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Reviewed-by: Alexis
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Reviewed-by: Alexis
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...hopefully
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It isn't on all platforms.
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time() is not available on all platforms.
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Reviewed-by: Kent Hansen
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Reviewed-by: Trust Me
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Reviewed-by: Trust Me
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Stickman example
The connectByAnimation() function is no longer needed since we have default
animations. The docs are unfinished.
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Three examples have been moved.
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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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the default animation concept, since this is its intended use.
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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/sub-attaq/states.cpp
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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.
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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.
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Conflicts:
examples/animation/piemenu/qgraphicspiemenu_p.h
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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.
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have changed to something which is more intuitive, so it is no longer useful
for this case.
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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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