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diff --git a/examples/widgets/doc/src/stickman.qdoc b/examples/widgets/doc/src/stickman.qdoc deleted file mode 100644 index ffc736674b..0000000000 --- a/examples/widgets/doc/src/stickman.qdoc +++ /dev/null @@ -1,102 +0,0 @@ -/**************************************************************************** -** -** 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 - -*/ |