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authorSean Harmer <sean.harmer@kdab.com>2017-11-15 15:22:27 +0000
committerLaszlo Agocs <laszlo.agocs@qt.io>2017-11-16 14:14:17 +0000
commit91ac8d0264a3777a9d61f704001d032747e25c9f (patch)
tree1f9c8b98f952d8addb5f658a2e2f6bf322f39d81 /src/animation/frontend/qchannelmapping.h
parent2dbe6976030b9f4c48d5325bd63a008cd89cb46d (diff)
Split animation callback handling into its own frontend class
This keeps things consistent between the 3 mapping types: * Regular properties * Callbacks * Skeletons The ChannelMapping backend node handles all 3 frontend types. Change-Id: I824aeb25aa69d96f20d844e7d953c68567829321 Reviewed-by: Mike Krus <mike.krus@kdab.com> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'src/animation/frontend/qchannelmapping.h')
-rw-r--r--src/animation/frontend/qchannelmapping.h3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/animation/frontend/qchannelmapping.h b/src/animation/frontend/qchannelmapping.h
index 08bda13aa..893b98e86 100644
--- a/src/animation/frontend/qchannelmapping.h
+++ b/src/animation/frontend/qchannelmapping.h
@@ -61,9 +61,6 @@ public:
QString channelName() const;
Qt3DCore::QNode *target() const;
QString property() const;
- QAnimationCallback *callback() const;
-
- void setCallback(int type, QAnimationCallback *callback, QAnimationCallback::Flags flags);
public Q_SLOTS:
void setChannelName(const QString &channelName);