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-rw-r--r--examples/widgets/doc/stickman.qdoc14
1 files changed, 7 insertions, 7 deletions
diff --git a/examples/widgets/doc/stickman.qdoc b/examples/widgets/doc/stickman.qdoc
index cffdb64822..d224b0ee2b 100644
--- a/examples/widgets/doc/stickman.qdoc
+++ b/examples/widgets/doc/stickman.qdoc
@@ -26,7 +26,7 @@
****************************************************************************/
/*!
- \example animation/stickman
+ \example widgets/animation/stickman
\title Stickman Example
The Stickman example shows how to animate transitions in a state machine to implement key frame
@@ -51,12 +51,12 @@
creating states that assign values to the the "position" properties of each of the nodes in the
skeleton graph.
- \snippet animation/stickman/lifecycle.cpp 1
+ \snippet widgets/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
+ \snippet widgets/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
@@ -65,7 +65,7 @@
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
+ \snippet widgets/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
@@ -81,18 +81,18 @@
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
+ \snippet widgets/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
+ \snippet widgets/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
+ \snippet widgets/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.