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authorMitch Curtis <mitch.curtis@qt.io>2018-02-26 10:49:49 +0100
committerMitch Curtis <mitch.curtis@qt.io>2018-02-26 14:45:24 +0000
commit41edb3bd9f373a865d5698ac8c18bf341071eae9 (patch)
tree0c7ed57d082e002e0bb07dc9d24995e649761a12 /src/quick/items/qquickanimatedsprite.cpp
parentbcbdd0d22bb0d6f07d5184fd16de1a9c3a439378 (diff)
Add finished() signal to AnimatedSprite
It's nicer to respond to a sprite finishing its animation like this: onFinished: doStuff() than this: onRunningChanged: if (!running) doStuff() In addition, the latter will get executed even if the animation is manually stopped, whereas finished() is only emitted when the animation finishes naturally. [ChangeLog][QtQuick][AnimatedSprite] Added finished() signal to AnimatedSprite as a convenient way to react to an animation finishing. Change-Id: I558e8372b54bacacd5695cb0edf97d8b84b373f9 Reviewed-by: J-P Nurmi <jpnurmi@qt.io> Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Diffstat (limited to 'src/quick/items/qquickanimatedsprite.cpp')
-rw-r--r--src/quick/items/qquickanimatedsprite.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp
index 4e71b0c65f..58eb81fbbd 100644
--- a/src/quick/items/qquickanimatedsprite.cpp
+++ b/src/quick/items/qquickanimatedsprite.cpp
@@ -210,6 +210,16 @@ QT_BEGIN_NAMESPACE
Stops, then starts the sprite animation.
*/
+/*!
+ \qmlsignal QtQuick::AnimatedSprite::finished()
+ \since 5.12
+
+ This signal is emitted when the sprite has finished animating.
+
+ It is not emitted when running is set to \c false, nor for sprites whose
+ \l loops property is set to \c AnimatedSprite.Infinite.
+*/
+
//TODO: Implicitly size element to size of sprite
QQuickAnimatedSprite::QQuickAnimatedSprite(QQuickItem *parent) :
QQuickItem(*(new QQuickAnimatedSpritePrivate), parent)
@@ -734,6 +744,7 @@ void QQuickAnimatedSprite::prepareNextFrame(QSGSpriteNode *node)
frameAt = 0;
d->m_running = false;
emit runningChanged(false);
+ emit finished();
maybeUpdate();
}
} else {