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-rw-r--r--src/quick/items/qquickanimatedsprite.cpp35
1 files changed, 34 insertions, 1 deletions
diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp
index 21c09f898d..b285fe56ed 100644
--- a/src/quick/items/qquickanimatedsprite.cpp
+++ b/src/quick/items/qquickanimatedsprite.cpp
@@ -263,6 +263,19 @@ QT_BEGIN_NAMESPACE
*/
/*!
+ \qmlproperty enumeration QtQuick::AnimatedSprite::finishBehavior
+
+ The behavior when the animation finishes on its own.
+
+ \value FinishAtInitialFrame
+ When the animation finishes it returns to the initial frame.
+ This is the default behavior.
+
+ \value FinishAtFinalFrame
+ When the animation finishes it stays on the final frame.
+*/
+
+/*!
\qmlmethod int QtQuick::AnimatedSprite::restart()
Stops, then starts the sprite animation.
@@ -381,6 +394,12 @@ int QQuickAnimatedSprite::currentFrame() const
return d->m_curFrame;
}
+QQuickAnimatedSprite::FinishBehavior QQuickAnimatedSprite::finishBehavior() const
+{
+ Q_D(const QQuickAnimatedSprite);
+ return d->m_finishBehavior;
+}
+
bool QQuickAnimatedSprite::isCurrentFrameChangedConnected()
{
IS_SIGNAL_CONNECTED(this, QQuickAnimatedSprite, currentFrameChanged, (int));
@@ -704,6 +723,16 @@ void QQuickAnimatedSprite::setCurrentFrame(int arg) //TODO-C: Probably only work
}
}
+void QQuickAnimatedSprite::setFinishBehavior(FinishBehavior arg)
+{
+ Q_D(QQuickAnimatedSprite);
+
+ if (d->m_finishBehavior != arg) {
+ d->m_finishBehavior = arg;
+ Q_EMIT finishBehaviorChanged(arg);
+ }
+}
+
void QQuickAnimatedSprite::createEngine()
{
Q_D(QQuickAnimatedSprite);
@@ -838,7 +867,11 @@ void QQuickAnimatedSprite::prepareNextFrame(QSGSpriteNode *node)
progress = 0;
}
if (d->m_loops > 0 && d->m_curLoop >= d->m_loops) {
- frameAt = 0;
+ if (d->m_finishBehavior == FinishAtInitialFrame)
+ frameAt = 0;
+ else
+ frameAt = frameCount() - 1;
+ d->m_curFrame = frameAt;
d->m_running = false;
emit runningChanged(false);
emit finished();