/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the test suite of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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." } } ] }