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-/****************************************************************************
-**
-** Copyright (C) 2016 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the documentation of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:FDL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU Free Documentation License Usage
-** Alternatively, this file may be used under the terms of the GNU Free
-** Documentation License version 1.3 as published by the Free Software
-** Foundation and appearing in the file included in the packaging of
-** this file. Please review the following information to ensure
-** the GNU Free Documentation License version 1.3 requirements
-** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*!
- \example animation/stickman
- \title Stickman Example
-
- \brief The Stickman example shows how to animate transitions in a state
- machine to implement key frame animations.
-
- \image stickman-example.png
-
- In this example, we will write a small application which animates the joints in a skeleton and
- projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the
- "alive" state, he can be performing different actions defined by key frame animations.
-
- Animations are implemented as composite states. Each child state of the animation state
- represents a frame in the animation by setting the position of each joint in the stickman's
- skeleton to the positions defined for the particular frame. The frames are then bound together
- with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus,
- the machine will enter the state representing the next frame in the animation immediately after
- it has finished animating into the previous frame.
-
- \image stickman-example1.png
-
- The states for an animation is constructed by reading a custom animation file format and
- creating states that assign values to the "position" properties of each of the nodes in the
- skeleton graph.
-
- \snippet animation/stickman/lifecycle.cpp 1
-
- The states are then bound together with signal transitions that listen to the
- propertiesAssigned() signal.
-
- \snippet animation/stickman/lifecycle.cpp 2
-
- The last frame state is given a transition to the first one, so that the animation will loop
- until it is interrupted when a transition out from the animation state is taken. To get smooth
- animations between the different key frames, we set a default animation on the state machine.
- This is a parallel animation group which contains animations for all the "position" properties
- and will be selected by default when taking any transition that leads into a state that assigns
- values to these properties.
-
- \snippet animation/stickman/lifecycle.cpp 3
-
- Several such animation states are constructed, and are placed together as children of a top
- level "alive" state which represents the stickman life cycle. Transitions go from the parent
- state to the child state to ensure that each of the child states inherit them.
-
- \image stickman-example2.png
-
- This saves us the effort of connect every state to every state with identical transitions. The
- state machine makes sure that transitions between the key frame animations are also smooth by
- applying the default animation when interrupting one and starting another.
-
- Finally, there is a transition out from the "alive" state and into the "dead" state. This is
- a custom transition type called LightningSrikesTransition which samples every second and
- triggers at random (one out of fifty times on average.)
-
- \snippet animation/stickman/lifecycle.cpp 4
-
- When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
- pause for a brief period of time while the background color of the scene is white. This gives us
- a flash effect when the lightning strikes.
-
- \snippet animation/stickman/lifecycle.cpp 5
-
- We start and stop a QTimer object when entering and exiting the state. Then we transition into
- the "dead" state when the timer times out.
-
- \snippet animation/stickman/lifecycle.cpp 0
-
- When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
- state has no transitions leading out.
-
- \image stickman-example3.png
-
-*/