diff options
author | Nico Vertriest <nico.vertriest@digia.com> | 2015-10-20 12:21:37 +0200 |
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committer | Nico Vertriest <nico.vertriest@digia.com> | 2015-10-21 11:38:26 +0000 |
commit | 772f0c06f7a88c431f3485be11eaea247ee36f8d (patch) | |
tree | 2ee9a20cde6d7ebab2a2c245b317d4d3efab9221 /src/quick/doc | |
parent | 1e860d69bb16aa7f5edc608fb84b25df13b25c19 (diff) |
Doc: Corrected qdoc errors \generatelist{related}
Task-number: QTBUG-43810
Change-Id: I9ffb78dc02453590008416ba74f3d1a7f56b36fa
Reviewed-by: Venugopal Shivashankar <venugopal.shivashankar@digia.com>
Reviewed-by: Martin Smith <martin.smith@digia.com>
Reviewed-by: Topi Reiniƶ <topi.reinio@digia.com>
Diffstat (limited to 'src/quick/doc')
4 files changed, 4 insertions, 11 deletions
diff --git a/src/quick/doc/src/concepts/effects/sprites.qdoc b/src/quick/doc/src/concepts/effects/sprites.qdoc index edad89b1e5..62d9ea0811 100644 --- a/src/quick/doc/src/concepts/effects/sprites.qdoc +++ b/src/quick/doc/src/concepts/effects/sprites.qdoc @@ -26,13 +26,10 @@ ****************************************************************************/ /*! -\ingroup qtquick-images-sprites \page qtquick-effects-sprites.html \title Sprite Animations \brief Sprite-based animations with flexible transitioning -\generatelist{related} - \section1 Sprite Engine The \l {Qt Quick} sprite engine is a stochastic state machine combined with the ability @@ -167,9 +164,9 @@ Additionally, \l ImageParticle can use \l Sprite types to define sprites for eac sprite engine per type. This works similarly to SpriteSequence, but it also has the parametrized variability provided by the \l ImageParticle type. -\section1 AnimatedSprite +\section1 AnimatedSprite Type -For use-cases which do not need to transition between animations, consider the \l AnimatedSprite type. +For use-cases which do not need to transition between animations, consider the AnimatedSprite type. This type displays sprite animations with the same input format, but only one at a time. It also provides more fine-grained manual control, as there is no sprite engine managing the timing and transitions behind the scenes. diff --git a/src/quick/doc/src/concepts/effects/transformations.qdoc b/src/quick/doc/src/concepts/effects/transformations.qdoc index a5c7b9c208..cfe9d420fa 100644 --- a/src/quick/doc/src/concepts/effects/transformations.qdoc +++ b/src/quick/doc/src/concepts/effects/transformations.qdoc @@ -31,8 +31,6 @@ \title Qt Quick Transformation Types \brief Types for applying transformations to visual types -\generatelist{related} - Transformations are applied to child hierarchies and also will also transform mouse and touch input so coordinates in event handlers behave as expected. diff --git a/src/quick/doc/src/concepts/positioning/layouts.qdoc b/src/quick/doc/src/concepts/positioning/layouts.qdoc index de47af6db8..47ed2563f8 100644 --- a/src/quick/doc/src/concepts/positioning/layouts.qdoc +++ b/src/quick/doc/src/concepts/positioning/layouts.qdoc @@ -26,7 +26,6 @@ ****************************************************************************/ /*! -\ingroup qtquick-positioners \page qtquick-positioning-layouts.html \title Item Positioners @@ -47,7 +46,7 @@ and are well suited for resizable user interfaces. A set of standard positioners are provided in the basic set of Qt Quick graphical types: -\generatelist{related} +\annotatedlist qtquick-positioners \section2 Column diff --git a/src/quick/doc/src/concepts/statesanimations/states.qdoc b/src/quick/doc/src/concepts/statesanimations/states.qdoc index d107369e44..b48a051379 100644 --- a/src/quick/doc/src/concepts/statesanimations/states.qdoc +++ b/src/quick/doc/src/concepts/statesanimations/states.qdoc @@ -26,13 +26,12 @@ ****************************************************************************/ /*! -\ingroup qtquick-states \page qtquick-statesanimations-states.html \title Qt Quick States \brief Creating and setting states \section1 Related Types -\generatelist{related} +\annotatedlist qtquick-states Many user interface designs are \e{state driven}; interfaces have configurations that differ depending on the current state. For example, a traffic signal will |