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authorAlan Alpert <alan.alpert@nokia.com>2012-01-12 20:32:56 +1000
committerQt by Nokia <qt-info@nokia.com>2012-01-17 07:55:00 +0100
commitb816227b6a827a0168f8c6ab1fb8664a1074442c (patch)
tree11d561da01edfc5a32b629bf8f56b51dbc421285
parentd758f3aac6c8a15d1b346ea961e820e7247af20b (diff)
Connection was accidentally of the Queued variety
This connection needs to be direct, because right after that signal is emitted the next frame is drawn (before we return to the event loop at least). The sprite updating needs to happen in time for the frame or the sprites get confused. Task-number: QTBUG-23407 Change-Id: Ie56465145461486456462154dfafe546fedaaaaa Reviewed-by: Martin Jones <martin.jones@nokia.com>
-rw-r--r--src/quick/particles/qquickimageparticle.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/quick/particles/qquickimageparticle.cpp b/src/quick/particles/qquickimageparticle.cpp
index beeebdc233..0e0f4a2cd8 100644
--- a/src/quick/particles/qquickimageparticle.cpp
+++ b/src/quick/particles/qquickimageparticle.cpp
@@ -1112,7 +1112,7 @@ void QQuickImageParticle::createEngine()
if (m_sprites.count()) {
m_spriteEngine = new QQuickSpriteEngine(m_sprites, this);
connect(m_spriteEngine, SIGNAL(stateChanged(int)),
- this, SLOT(spriteAdvance(int)));
+ this, SLOT(spriteAdvance(int)), Qt::DirectConnection);
m_explicitAnimation = true;
} else {
m_spriteEngine = 0;