From 3d99537a86144b8f22ef10891ba6cc55820b987a Mon Sep 17 00:00:00 2001 From: Eskil Abrahamsen Blomfeldt Date: Mon, 18 May 2009 14:24:58 +0200 Subject: doc: Minor fixes + update UML diagrams for stick man example Using StarUML this time, since there were "unregistered version" watermarks on the Enterprise Architect ones. Not as nice, but it's impossible to find a free UML tool which produces nice diagrams. --- doc/src/examples.qdoc | 6 ++++++ doc/src/examples/stickman.qdoc | 8 ++++---- doc/src/images/stickman-example1.png | Bin 33216 -> 64543 bytes doc/src/images/stickman-example2.png | Bin 23521 -> 37412 bytes doc/src/images/stickman-example3.png | Bin 12265 -> 23591 bytes 5 files changed, 10 insertions(+), 4 deletions(-) diff --git a/doc/src/examples.qdoc b/doc/src/examples.qdoc index 6603390..c55d29f 100644 --- a/doc/src/examples.qdoc +++ b/doc/src/examples.qdoc @@ -86,6 +86,12 @@ \o \l{activeqt/webbrowser}{Web Browser}\raisedaster \o \l{activeqt/wrapper}{Wrapper}\raisedaster \endlist + + \section1 Animation + + \list + \o \l{animation/stickman}{Stick man}\raisedaster + \endlist \section1 Concurrent Programming diff --git a/doc/src/examples/stickman.qdoc b/doc/src/examples/stickman.qdoc index 0313c81..49f4953 100644 --- a/doc/src/examples/stickman.qdoc +++ b/doc/src/examples/stickman.qdoc @@ -56,7 +56,7 @@ represents a frame in the animation by setting the position of each joint in the stickman's skeleton to the positions defined for the particular frame. The frames are then bound together with animated transitions that trigger on the source state's polished() signal. Thus, the - machine will enter the state representing the next state in the animation immediately after it + machine will enter the state representing the next frame in the animation immediately after it has finished animating into the previous frame. \image stickman-example1.png @@ -74,7 +74,7 @@ The last frame state is given a transition to the first one, so that the animation will loop until it is interrupted when a transition out from the animation state is taken. To get smooth animations between the different key frames, we set a default animation on the state machine. - This is a parallel animation group which contain animations for all the "position" properties + This is a parallel animation group which contains animations for all the "position" properties and will be selected by default when taking any transition that leads into a state that assigns values to these properties. @@ -91,12 +91,12 @@ applying the default animation when interrupting one and starting another. Finally, there is a transition out from the "alive" state and into the "dead" state. This is - a custom transition type called LightningStrikesTransition which samples every second and + a custom transition type called LightningSrikesTransition which samples every second and triggers at random (one out of fifty times on average.) \snippet examples/animation/stickman/lifecycle.cpp 4 - When it triggers, the machine will first enter a "lightningStrike" state which uses a timer to + When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to pause for a brief period of time while the background color of the scene is white. This gives us a flash effect when the lightning strikes. diff --git a/doc/src/images/stickman-example1.png b/doc/src/images/stickman-example1.png index 8ee364b..1596a68 100644 Binary files a/doc/src/images/stickman-example1.png and b/doc/src/images/stickman-example1.png differ diff --git a/doc/src/images/stickman-example2.png b/doc/src/images/stickman-example2.png index 0e4c57d..980276a 100644 Binary files a/doc/src/images/stickman-example2.png and b/doc/src/images/stickman-example2.png differ diff --git a/doc/src/images/stickman-example3.png b/doc/src/images/stickman-example3.png index 62f41eb..3635ff7 100644 Binary files a/doc/src/images/stickman-example3.png and b/doc/src/images/stickman-example3.png differ -- cgit v0.12