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authorEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>2009-11-03 14:19:41 +0100
committerEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>2009-11-03 16:23:32 +0100
commitddd1c40712a6a50b0574341087118fe4db67c3b2 (patch)
treeb4392151c3ba122c7ede9439161cf1f73db5a8f7 /doc
parent19421cc33af4f439f4c7aea2de9f449987fbc420 (diff)
Rename QState::polished() signal to "propertiesAssigned"
"Polished" was never a very descriptive word, and it already has a meaning attached in the QStyle API. Additionally, "propertiesAssigned" has the benefit of giving the relation to the assignProperty() function as part of the name. Reviewed-by: Kent Hansen
Diffstat (limited to 'doc')
-rw-r--r--doc/src/examples/stickman.qdoc9
-rw-r--r--doc/src/frameworks-technologies/statemachine.qdoc10
-rw-r--r--doc/src/snippets/statemachine/main5.cpp2
3 files changed, 11 insertions, 10 deletions
diff --git a/doc/src/examples/stickman.qdoc b/doc/src/examples/stickman.qdoc
index e70c39b156..c9e98d0955 100644
--- a/doc/src/examples/stickman.qdoc
+++ b/doc/src/examples/stickman.qdoc
@@ -55,9 +55,9 @@
Animations are implemented as composite states. Each child state of the animation state
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 frame in the animation immediately after it
- has finished animating into the previous frame.
+ with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus,
+ the 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
@@ -67,7 +67,8 @@
\snippet examples/animation/stickman/lifecycle.cpp 1
- The states are then bound together with signal transitions that listen to the polished() signal.
+ The states are then bound together with signal transitions that listen to the
+ propertiesAssigned() signal.
\snippet examples/animation/stickman/lifecycle.cpp 2
diff --git a/doc/src/frameworks-technologies/statemachine.qdoc b/doc/src/frameworks-technologies/statemachine.qdoc
index ac10314355..708561d738 100644
--- a/doc/src/frameworks-technologies/statemachine.qdoc
+++ b/doc/src/frameworks-technologies/statemachine.qdoc
@@ -501,9 +501,9 @@
message box will pop up before the geometry of the button has actually been set.
To ensure that the message box does not pop up until the geometry actually reaches its final
- value, we can use the state's polished() signal. The polished() signal will be emitted when the
- the property is assigned its final value, whether this is done immediately or after the animation
- has finished playing.
+ value, we can use the state's propertiesAssigned() signal. The propertiesAssigned() signal will be
+ emitted when the property is assigned its final value, whether this is done immediately or
+ after the animation has finished playing.
\code
\snippet doc/src/snippets/statemachine/main5.cpp 6
\endcode
@@ -519,14 +519,14 @@
has been assigned the defined value.
If the global restore policy is set to QStateMachine::RestoreProperties, the state will not emit
- the polished() signal until these have been executed as well.
+ the propertiesAssigned() signal until these have been executed as well.
\section1 What Happens If A State Is Exited Before The Animation Has Finished
If a state has property assignments, and the transition into the state has animations for the
properties, the state can potentially be exited before the properties have been assigned to the
values defines by the state. This is true in particular when there are transitions out from the
- state that do not depend on the state being polished, as described in the previous section.
+ state that do not depend on the propertiesAssigned signal, as described in the previous section.
The State Machine API guarantees that a property assigned by the state machine either:
\list
diff --git a/doc/src/snippets/statemachine/main5.cpp b/doc/src/snippets/statemachine/main5.cpp
index 346cbcef6e..ff25b7b999 100644
--- a/doc/src/snippets/statemachine/main5.cpp
+++ b/doc/src/snippets/statemachine/main5.cpp
@@ -145,7 +145,7 @@ int main(int argv, char **args)
connect(s3, SIGNAL(entered()), messageBox, SLOT(exec()));
s1->addTransition(button, SIGNAL(clicked()), s2);
- s2->addTransition(s2, SIGNAL(polished()), s3);
+ s2->addTransition(s2, SIGNAL(propertiesAssigned()), s3);
//![6]
}