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author | Qt Forward Merge Bot <qt_forward_merge_bot@qt-project.org> | 2018-03-03 01:00:13 +0100 |
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committer | Qt Forward Merge Bot <qt_forward_merge_bot@qt-project.org> | 2018-03-03 01:00:13 +0100 |
commit | bf0603fd03ade413036c7dba1ffe0e7ac9364fc9 (patch) | |
tree | b6329f629c5c0a19ca419671ee328725daec699f /src/quick/items/qquickanimatedsprite.cpp | |
parent | bb7a5d0cb6e62fa411e8b66759bf6b798c3f68d9 (diff) | |
parent | 6b310e5f9a53c366fbb8fb78bd7c343aad4e0cdd (diff) |
Merge remote-tracking branch 'origin/5.11' into dev
Change-Id: I308b964d86ca01916f6af7d6e3f71557e3624eca
Diffstat (limited to 'src/quick/items/qquickanimatedsprite.cpp')
-rw-r--r-- | src/quick/items/qquickanimatedsprite.cpp | 64 |
1 files changed, 61 insertions, 3 deletions
diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp index 5234ee65cb..c5d36297a4 100644 --- a/src/quick/items/qquickanimatedsprite.cpp +++ b/src/quick/items/qquickanimatedsprite.cpp @@ -69,9 +69,67 @@ QT_BEGIN_NAMESPACE as multiple frames in the same image file. You can play it at a fixed speed, at the frame rate of your display, or manually advance and control the progress. - For details of how a sprite animation is defined see the \l{Sprite Animations} overview. - Note that the AnimatedSprite type does not use Sprite types to define multiple animations, - but instead encapsulates a single animation itself. + Consider the following sprite sheet: + + \image animatedsprite-loading.png + + It can be divided up into four frames: + + \image animatedsprite-loading-frames.png + + To play each of these frames at a speed of 500 milliseconds per frame, the + following code can be used: + + \table + \header + \li Code + \li Result + \row + \li + \code + AnimatedSprite { + source: "loading.png" + frameWidth: 64 + frameHeight: 64 + frameCount: 4 + frameDuration: 500 + } + \endcode + \li + \image animatedsprite-loading-interpolated.gif + \endtable + + By default, the frames are interpolated (blended together) to make the + animation appear smoother. To disable this, set \l interpolate to \c false: + + \table + \header + \li Code + \li Result + \row + \li + \code + AnimatedSprite { + source: "loading.png" + frameWidth: 64 + frameHeight: 64 + frameCount: 4 + frameDuration: 500 + interpolate: false + } + \endcode + \li + \image animatedsprite-loading.gif + \endtable + + To control how AnimatedSprite responds to being scaled, use the + \l {Item::}{smooth} property. + + Note that unlike \l SpriteSequence, the AnimatedSprite type does not use + \l Sprite to define multiple animations, but instead encapsulates a + single animation itself. + + \sa {Sprite Animations} */ /*! |