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-rw-r--r--examples/widgets/animation/sub-attaq/submarine.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/widgets/animation/sub-attaq/submarine.cpp b/examples/widgets/animation/sub-attaq/submarine.cpp
index a451185ce0..775e75ceed 100644
--- a/examples/widgets/animation/sub-attaq/submarine.cpp
+++ b/examples/widgets/animation/sub-attaq/submarine.cpp
@@ -106,7 +106,7 @@ SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QSt
//This is the initial state of the moving root state
moving->setInitialState(movement);
- movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
+ movement->addTransition(this, &SubMarine::subMarineStateChanged, moving);
//This is the initial state of the machine
machine->setInitialState(moving);
@@ -115,23 +115,23 @@ SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QSt
QFinalState *final = new QFinalState(machine);
//If the moving animation is finished we move to the return state
- movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
+ movement->addTransition(movement, &QAnimationState::animationFinished, rotation);
//If the return animation is finished we move to the moving state
- rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
+ rotation->addTransition(rotation, &QAnimationState::animationFinished, movement);
//This state play the destroyed animation
QAnimationState *destroyedState = new QAnimationState(machine);
destroyedState->setAnimation(setupDestroyAnimation(this));
//Play a nice animation when the submarine is destroyed
- moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState);
+ moving->addTransition(this, &SubMarine::subMarineDestroyed, 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 submarine is dead
- connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
+ connect(machine,&QState::finished,this, &SubMarine::subMarineExecutionFinished);
machine->start();
}