diff options
author | Christian Ehrlicher <ch.ehrlicher@gmx.de> | 2018-12-07 14:15:36 +0100 |
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committer | Christian Ehrlicher <ch.ehrlicher@gmx.de> | 2019-01-06 17:08:03 +0000 |
commit | 8cf812231405e011b422a1505d9a219618fe5cee (patch) | |
tree | 99603ff6fd301dfbdc8104fd0b470d3b9aa3262c /examples/widgets/animation/sub-attaq/boat.cpp | |
parent | cf27d9e8a5e14ebe083f4b0fa2204d0646e7ed5e (diff) |
Cleanup Widgets examples - new signal/slot syntax
Cleanup the Widget examples - use the new signal/slot syntax where
possible - animation, effects and graphicsview subdirectory
Change-Id: I6cbaea6e628eb06f8e0ca6a0b795030a66b83878
Reviewed-by: Luca Beldi <v.ronin@yahoo.it>
Reviewed-by: Topi Reiniƶ <topi.reinio@qt.io>
Diffstat (limited to 'examples/widgets/animation/sub-attaq/boat.cpp')
-rw-r--r-- | examples/widgets/animation/sub-attaq/boat.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/widgets/animation/sub-attaq/boat.cpp b/examples/widgets/animation/sub-attaq/boat.cpp index 145d373e99..9f4feba2ec 100644 --- a/examples/widgets/animation/sub-attaq/boat.cpp +++ b/examples/widgets/animation/sub-attaq/boat.cpp @@ -148,8 +148,8 @@ Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big), stopState->addTransition(leftMoveStop); //The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state - moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState); - moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState); + moveStateLeft->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState); + moveStateRight->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState); //We set up the keys for dropping bombs KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up); @@ -187,13 +187,13 @@ Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big), destroyedState->setAnimation(destroyAnimation); //Play a nice animation when the boat is destroyed - moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState); + moving->addTransition(this, &Boat::boatDestroyed, destroyedState); //Transition to final state when the destroyed animation is finished - destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final); + destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, final); //The machine has finished to be executed, then the boat is dead - connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished())); + connect(machine,&QState::finished, this, &Boat::boatExecutionFinished); } |