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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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* replace QState::Type with QState::childMode propertyKent Hansen2009-04-292-2/+2
| | | | Result of API review.
* Adapt to recent API changes and bug fixes.Eskil Abrahamsen Blomfeldt2009-04-291-2/+6
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* make history state constructibleKent Hansen2009-04-291-1/+1
| | | | | | | | | | | 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 Hansen2009-04-292-37/+18
| | | | It's useful and it's simple for us to expose, so let's.
* 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.)
* 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().
* compile after api changesKent Hansen2009-04-282-6/+6
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* 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.
* kill the stateactions apiKent Hansen2009-04-222-5/+5
| | | | | | | | | | | | 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.
* include the right headerKent Hansen2009-04-212-2/+2
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* Initial import of statemachine branch from the old kinetic repositoryAlexis Menard2009-04-1734-0/+2188