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authorAlan Alpert <alan.alpert@nokia.com>2012-05-01 16:08:54 +1000
committerQt by Nokia <qt-info@nokia.com>2012-05-14 05:36:33 +0200
commit1ae19b476f4675dff954ce8dac71c1625a96c0c0 (patch)
treedeb762e9bda5a8eed6eb08d190023c0f453b25ff /src/quick/items/qquickspriteengine_p.h
parent4119405660d84e651abf2dd7ecabfb997be25640 (diff)
Avoid accessing sprites until they finish loading
Because sprite properties are not valid until image assembly finishes, some features of the sprite engine cannot work until sprite assembly is finished. In these circumstances, we shouldn't crash. Task-number: QTBUG-24797 Change-Id: I2701f9302620c2cfd5b7bc5ce1cb9f31be4d4e19 Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
Diffstat (limited to 'src/quick/items/qquickspriteengine_p.h')
-rw-r--r--src/quick/items/qquickspriteengine_p.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/quick/items/qquickspriteengine_p.h b/src/quick/items/qquickspriteengine_p.h
index f6ef79ca50..d78a10393e 100644
--- a/src/quick/items/qquickspriteengine_p.h
+++ b/src/quick/items/qquickspriteengine_p.h
@@ -294,6 +294,7 @@ private:
int pseudospriteProgress(int,int,int*rd=0);
QList<QQuickSprite*> m_sprites;
bool m_startedImageAssembly;
+ bool m_loaded;
};
//Common use is to have your own list property which is transparently an engine