/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the test suite of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.0 Item { id: spriteimageelementtest anchors.fill: parent property string testtext: "" SpriteSequence { id: spriteimage sprites: [Sprite { name: "happy" source: "pics/squarefacesprite2.png" frameCount: 6 frameDuration: 120 to: {"silly": 1, "sad":0} }, Sprite { name: "silly" source: "pics/squarefacesprite.png" frameCount: 6 frameDuration: 120 to: {"happy": 1, "sad": 0} }, Sprite { name: "sad" source: "pics/squarefacesprite3.png" frameCount: 6 frameDuration: 120 to: {"evil": 0.5, "sad": 1, "cyclops" : 0} }, Sprite { name: "cyclops" source: "pics/squarefacesprite4.png" frameCount: 6 frameDuration: 120 to: {"love": 0.1, "boggled": 0.1, "cyclops" : 0.1} }, Sprite { name: "evil" source: "pics/squarefacesprite5.png" frameCount: 6 frameDuration: 120 to: {"sad": 1.0, "cyclops" : 0} }, Sprite { name: "love" source: "pics/squarefacesprite6.png" frameCount: 6 frameDuration: 120 to: {"love": 0.1, "boggled": 0.1, "cyclops" : 0.1} }, Sprite { name: "boggled" source: "pics/squarefacesprite7.png" frameCount: 6 frameDuration: 120 to: {"love": 0.1, "boggled": 0.1, "cyclops" : 0.1, "dying":0} }, Sprite { name: "dying" source: "pics/squarefacespriteX.png" frameCount: 4 frameDuration: 120 to: {"dead":1.0} }, Sprite { name: "dead" source: "pics/squarefacespriteXX.png" frameCount: 1 frameDuration: 10000 }] width: 300 height: 300 anchors.horizontalCenter: parent.horizontalCenter anchors.bottom: parent.bottom } SystemTestHelp { id: helpbubble; visible: statenum != 0 anchors { top: parent.top; horizontalCenter: parent.horizontalCenter; topMargin: 50 } } BugPanel { id: bugpanel } states: [ State { name: "start"; when: statenum == 1 StateChangeScript { script: spriteimage.jumpTo("happy"); } PropertyChanges { target: spriteimageelementtest testtext: "This is a SpriteSequence element. It should be animating currently."+ "It should alternate between winking and sticking out its tongue." } }, State { name: "stochastic2"; when: statenum == 2 StateChangeScript { script: spriteimage.jumpTo("sad"); } PropertyChanges { target: spriteimageelementtest testtext: "The sprite should now be animating between frowning and being evil."+ "This should not be alternating, but mostly frowning with the occasional evil eyes."+ "After an evil eyes animation, it should return to frowning at least once." } }, State { name: "stochastic3"; when: statenum == 3 StateChangeScript { script: spriteimage.jumpTo("cyclops"); } PropertyChanges { target: spriteimageelementtest testtext: "The sprite should now be animating fairly randomly between three animations where it does silly things with its eyes.\n"+ "Next the sprite will animate into a static 'dead' state."+ "When it does, it should first animate to and play through the 'big eyes' animation (if it is not currently playing that animation) before it enters the dying animation."} }, State { name: "dead"; when: statenum == 4 PropertyChanges { target: spriteimage; goalSprite: "dead" } PropertyChanges { target: spriteimageelementtest testtext: "After a brief dying animation, the image should now be static.\n"+ "Advance to restart the test." } } ] }