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authorChristian Ehrlicher <ch.ehrlicher@gmx.de>2018-12-07 14:15:36 +0100
committerChristian Ehrlicher <ch.ehrlicher@gmx.de>2019-01-06 17:08:03 +0000
commit8cf812231405e011b422a1505d9a219618fe5cee (patch)
tree99603ff6fd301dfbdc8104fd0b470d3b9aa3262c /examples/widgets/animation/sub-attaq/torpedo.cpp
parentcf27d9e8a5e14ebe083f4b0fa2204d0646e7ed5e (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/torpedo.cpp')
-rw-r--r--examples/widgets/animation/sub-attaq/torpedo.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/widgets/animation/sub-attaq/torpedo.cpp b/examples/widgets/animation/sub-attaq/torpedo.cpp
index 2e9d970326..5f8ef2f2b8 100644
--- a/examples/widgets/animation/sub-attaq/torpedo.cpp
+++ b/examples/widgets/animation/sub-attaq/torpedo.cpp
@@ -73,8 +73,8 @@ void Torpedo::launch()
launchAnimation->setEndValue(QPointF(x(),qobject_cast<GraphicsScene *>(scene())->sealLevel() - 15));
launchAnimation->setEasingCurve(QEasingCurve::InQuad);
launchAnimation->setDuration(y()/currentSpeed*10);
- connect(launchAnimation,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
- connect(this,SIGNAL(torpedoExploded()), launchAnimation, SLOT(stop()));
+ connect(launchAnimation,&QVariantAnimation::valueChanged,this,&Torpedo::onAnimationLaunchValueChanged);
+ connect(this,&Torpedo::torpedoExploded, launchAnimation, &QAbstractAnimation::stop);
//We setup the state machine of the torpedo
QStateMachine *machine = new QStateMachine(this);
@@ -89,13 +89,13 @@ void Torpedo::launch()
machine->setInitialState(launched);
//### Add a nice animation when the torpedo is destroyed
- launched->addTransition(this, SIGNAL(torpedoExploded()),final);
+ launched->addTransition(this, &Torpedo::torpedoExploded,final);
//If the animation is finished, then we move to the final state
- launched->addTransition(launched, SIGNAL(animationFinished()), final);
+ launched->addTransition(launched, &QAnimationState::animationFinished, final);
//The machine has finished to be executed, then the boat is dead
- connect(machine,SIGNAL(finished()),this, SIGNAL(torpedoExecutionFinished()));
+ connect(machine,&QState::finished,this, &Torpedo::torpedoExecutionFinished);
machine->start();
}