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author | Alexandru Croitor <alexandru.croitor@qt.io> | 2019-09-04 14:33:40 +0200 |
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committer | Alexandru Croitor <alexandru.croitor@qt.io> | 2019-09-04 14:33:40 +0200 |
commit | f255b1e8e297e7e1363921580007145cff574e0d (patch) | |
tree | 9a799be282e6c0d6544d9f8c872073f83e6c0475 /examples/widgets/animation/sub-attaq/boat.cpp | |
parent | 7e8705f6632428a8d9a937ab5fe087999347b3dd (diff) | |
parent | bf8fcab8bb92ff534c5cec048d6dbebb3b73a348 (diff) |
Merge remote-tracking branch 'origin/dev' into wip/qt6
Change-Id: I54741635460bb2d8f3fd0be535ee1968d6c442bb
Diffstat (limited to 'examples/widgets/animation/sub-attaq/boat.cpp')
-rw-r--r-- | examples/widgets/animation/sub-attaq/boat.cpp | 19 |
1 files changed, 9 insertions, 10 deletions
diff --git a/examples/widgets/animation/sub-attaq/boat.cpp b/examples/widgets/animation/sub-attaq/boat.cpp index 9037d54878..d5fa314b60 100644 --- a/examples/widgets/animation/sub-attaq/boat.cpp +++ b/examples/widgets/animation/sub-attaq/boat.cpp @@ -52,18 +52,17 @@ #include "boat.h" #include "boat_p.h" #include "bomb.h" -#include "pixmapitem.h" #include "graphicsscene.h" #include "animationmanager.h" #include "qanimationstate.h" //Qt -#include <QtCore/QPropertyAnimation> -#include <QtCore/QStateMachine> -#include <QtCore/QHistoryState> -#include <QtCore/QFinalState> -#include <QtCore/QState> -#include <QtCore/QSequentialAnimationGroup> +#include <QFinalState> +#include <QHistoryState> +#include <QPropertyAnimation> +#include <QSequentialAnimationGroup> +#include <QState> +#include <QStateMachine> static QAbstractAnimation *setupDestroyAnimation(Boat *boat) { @@ -181,7 +180,7 @@ Boat::Boat() launchStateLeft->addTransition(historyState); launchStateRight->addTransition(historyState); - QFinalState *final = new QFinalState(machine); + QFinalState *finalState = new QFinalState(machine); //This state play the destroyed animation QAnimationState *destroyedState = new QAnimationState(machine); @@ -191,10 +190,10 @@ Boat::Boat() moving->addTransition(this, &Boat::boatDestroyed, destroyedState); //Transition to final state when the destroyed animation is finished - destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, final); + destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, finalState); //The machine has finished to be executed, then the boat is dead - connect(machine,&QState::finished, this, &Boat::boatExecutionFinished); + connect(machine, &QState::finished, this, &Boat::boatExecutionFinished); } |