Cleanup Widgets examples - new signal/slot syntax
Cleanup the Widget examples - use the new signal/slot syntax where possible - animation, effects and graphicsview subdirectory Change-Id: I6cbaea6e628eb06f8e0ca6a0b795030a66b83878 Reviewed-by: Luca Beldi <v.ronin@yahoo.it> Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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@ -66,11 +66,16 @@ Window::Window(QWidget *parent)
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m_ui.amplitudeSpinBox->setValue(dummy.amplitude());
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m_ui.overshootSpinBox->setValue(dummy.overshoot());
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connect(m_ui.easingCurvePicker, SIGNAL(currentRowChanged(int)), this, SLOT(curveChanged(int)));
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connect(buttonGroup, SIGNAL(buttonClicked(int)), this, SLOT(pathChanged(int)));
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connect(m_ui.periodSpinBox, SIGNAL(valueChanged(double)), this, SLOT(periodChanged(double)));
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connect(m_ui.amplitudeSpinBox, SIGNAL(valueChanged(double)), this, SLOT(amplitudeChanged(double)));
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connect(m_ui.overshootSpinBox, SIGNAL(valueChanged(double)), this, SLOT(overshootChanged(double)));
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connect(m_ui.easingCurvePicker, &QListWidget::currentRowChanged,
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this, &Window::curveChanged);
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connect(buttonGroup, QOverload<int>::of(&QButtonGroup::buttonClicked),
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this, &Window::pathChanged);
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connect(m_ui.periodSpinBox, QOverload<double>::of(&QDoubleSpinBox::valueChanged),
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this, &Window::periodChanged);
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connect(m_ui.amplitudeSpinBox, QOverload<double>::of(&QDoubleSpinBox::valueChanged),
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this, &Window::amplitudeChanged);
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connect(m_ui.overshootSpinBox, QOverload<double>::of(&QDoubleSpinBox::valueChanged),
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this, &Window::overshootChanged);
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createCurveIcons();
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QPixmap pix(QLatin1String(":/images/qt-logo.png"));
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@ -214,7 +214,7 @@ int main(int argc, char **argv)
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QTimer timer;
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timer.setInterval(1250);
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timer.setSingleShot(true);
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QObject::connect(group, SIGNAL(entered()), &timer, SLOT(start()));
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QObject::connect(group, &QState::entered, &timer, QOverload<>::of(&QTimer::start));
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//![2]
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//![3]
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@ -302,7 +302,7 @@ int main(int argc, char **argv)
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//![7]
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StateSwitcher *stateSwitcher = new StateSwitcher(&machine);
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stateSwitcher->setObjectName("stateSwitcher");
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group->addTransition(&timer, SIGNAL(timeout()), stateSwitcher);
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group->addTransition(&timer, &QTimer::timeout, stateSwitcher);
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stateSwitcher->addState(state1, &animationGroup);
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stateSwitcher->addState(state2, &animationGroup);
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//![7]
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@ -214,7 +214,7 @@ int main(int argc, char *argv[])
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state3->assignProperty(p5, "opacity", qreal(1));
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state3->assignProperty(p6, "opacity", qreal(1));
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QAbstractTransition *t1 = state1->addTransition(button, SIGNAL(clicked()), state2);
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QAbstractTransition *t1 = state1->addTransition(button, &QAbstractButton::clicked, state2);
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QSequentialAnimationGroup *animation1SubGroup = new QSequentialAnimationGroup;
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animation1SubGroup->addPause(250);
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animation1SubGroup->addAnimation(new QPropertyAnimation(box, "geometry"));
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@ -239,7 +239,7 @@ int main(int argc, char *argv[])
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t1->addAnimation(new QPropertyAnimation(p5, "opacity"));
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t1->addAnimation(new QPropertyAnimation(p6, "opacity"));
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QAbstractTransition *t2 = state2->addTransition(button, SIGNAL(clicked()), state3);
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QAbstractTransition *t2 = state2->addTransition(button, &QAbstractButton::clicked, state3);
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t2->addAnimation(new QPropertyAnimation(box, "geometry"));
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t2->addAnimation(new QPropertyAnimation(widget, "geometry"));
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t2->addAnimation(new QPropertyAnimation(p1, "pos"));
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@ -261,7 +261,7 @@ int main(int argc, char *argv[])
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t2->addAnimation(new QPropertyAnimation(p5, "opacity"));
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t2->addAnimation(new QPropertyAnimation(p6, "opacity"));
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QAbstractTransition *t3 = state3->addTransition(button, SIGNAL(clicked()), state1);
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QAbstractTransition *t3 = state3->addTransition(button, &QAbstractButton::clicked, state1);
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t3->addAnimation(new QPropertyAnimation(box, "geometry"));
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t3->addAnimation(new QPropertyAnimation(widget, "geometry"));
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t3->addAnimation(new QPropertyAnimation(p1, "pos"));
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@ -61,11 +61,11 @@ class KeyPressTransition: public QSignalTransition
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{
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public:
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KeyPressTransition(GraphicsView *receiver, Qt::Key key)
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: QSignalTransition(receiver, SIGNAL(keyPressed(int))), m_key(key)
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: QSignalTransition(receiver, &GraphicsView::keyPressed), m_key(key)
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{
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}
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KeyPressTransition(GraphicsView *receiver, Qt::Key key, QAbstractState *target)
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: QSignalTransition(receiver, SIGNAL(keyPressed(int))), m_key(key)
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: QSignalTransition(receiver, &GraphicsView::keyPressed), m_key(key)
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{
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setTargetState(target);
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}
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@ -132,8 +132,10 @@ LifeCycle::LifeCycle(StickMan *stickMan, GraphicsView *keyReceiver)
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QTimer *timer = new QTimer(lightningBlink);
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timer->setSingleShot(true);
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timer->setInterval(100);
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QObject::connect(lightningBlink, SIGNAL(entered()), timer, SLOT(start()));
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QObject::connect(lightningBlink, SIGNAL(exited()), timer, SLOT(stop()));
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QObject::connect(lightningBlink, &QAbstractState::entered,
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timer, QOverload<>::of(&QTimer::start));
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QObject::connect(lightningBlink, &QAbstractState::exited,
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timer, &QTimer::stop);
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//! [5]
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m_dead = new QState(m_machine);
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@ -151,7 +153,7 @@ LifeCycle::LifeCycle(StickMan *stickMan, GraphicsView *keyReceiver)
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// Lightning strikes at random
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m_alive->addTransition(new LightningStrikesTransition(lightningBlink));
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//! [0]
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lightningBlink->addTransition(timer, SIGNAL(timeout()), m_dead);
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lightningBlink->addTransition(timer, &QTimer::timeout, m_dead);
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//! [0]
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m_machine->setInitialState(m_alive);
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@ -206,14 +208,14 @@ QState *LifeCycle::makeState(QState *parentState, const QString &animationFileNa
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topLevel->setInitialState(frameState);
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else
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//! [2]
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previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), frameState);
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previousState->addTransition(previousState, &QState::propertiesAssigned, frameState);
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//! [2]
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previousState = frameState;
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}
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// Loop
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previousState->addTransition(previousState, SIGNAL(propertiesAssigned()), topLevel->initialState());
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previousState->addTransition(previousState, &QState::propertiesAssigned, topLevel->initialState());
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return topLevel;
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@ -126,7 +126,7 @@ StickMan::StickMan()
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// Set up start position of limbs
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for (int i=0; i<NodeCount; ++i) {
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m_nodes[i] = new Node(QPointF(Coords[i * 2], Coords[i * 2 + 1]), this);
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connect(m_nodes[i], SIGNAL(positionChanged()), this, SLOT(childPositionChanged()));
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connect(m_nodes[i], &Node::positionChanged, this, &StickMan::childPositionChanged);
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}
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for (int i=0; i<BoneCount; ++i) {
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@ -71,7 +71,7 @@ AnimationManager *AnimationManager::self()
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void AnimationManager::registerAnimation(QAbstractAnimation *anim)
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{
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QObject::connect(anim, SIGNAL(destroyed(QObject*)), this, SLOT(unregisterAnimation_helper(QObject*)));
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QObject::connect(anim, &QObject::destroyed, this, &AnimationManager::unregisterAnimation_helper);
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animations.append(anim);
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}
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@ -82,7 +82,7 @@ void AnimationManager::unregisterAnimation_helper(QObject *obj)
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void AnimationManager::unregisterAnimation(QAbstractAnimation *anim)
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{
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QObject::disconnect(anim, SIGNAL(destroyed(QObject*)), this, SLOT(unregisterAnimation_helper(QObject*)));
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QObject::disconnect(anim, &QObject::destroyed, this, &AnimationManager::unregisterAnimation_helper);
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animations.removeAll(anim);
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}
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@ -148,8 +148,8 @@ Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
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stopState->addTransition(leftMoveStop);
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//The animation is finished, it means we reached the border of the screen, the boat is stopped so we move to the stop state
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moveStateLeft->addTransition(movementAnimation, SIGNAL(finished()), stopState);
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moveStateRight->addTransition(movementAnimation, SIGNAL(finished()), stopState);
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moveStateLeft->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState);
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moveStateRight->addTransition(movementAnimation, &QAbstractAnimation::finished, stopState);
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//We set up the keys for dropping bombs
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KeyLaunchTransition *upFireLeft = new KeyLaunchTransition(this, QEvent::KeyPress, Qt::Key_Up);
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@ -187,13 +187,13 @@ Boat::Boat() : PixmapItem(QString("boat"), GraphicsScene::Big),
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destroyedState->setAnimation(destroyAnimation);
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//Play a nice animation when the boat is destroyed
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moving->addTransition(this, SIGNAL(boatDestroyed()), destroyedState);
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moving->addTransition(this, &Boat::boatDestroyed, destroyedState);
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//Transition to final state when the destroyed animation is finished
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destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
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destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, final);
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//The machine has finished to be executed, then the boat is dead
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connect(machine,SIGNAL(finished()), this, SIGNAL(boatExecutionFinished()));
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connect(machine,&QState::finished, this, &Boat::boatExecutionFinished);
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}
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@ -83,8 +83,8 @@ void Bomb::launch(Bomb::Direction direction)
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anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
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anim->setDuration(y()/2*60);
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launchAnimation->addAnimation(anim);
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connect(anim,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
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connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(stop()));
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connect(anim,&QVariantAnimation::valueChanged,this,&Bomb::onAnimationLaunchValueChanged);
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connect(this, &Bomb::bombExploded, launchAnimation, &QAbstractAnimation::stop);
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//We setup the state machine of the bomb
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QStateMachine *machine = new QStateMachine(this);
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@ -98,13 +98,13 @@ void Bomb::launch(Bomb::Direction direction)
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machine->setInitialState(launched);
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//### Add a nice animation when the bomb is destroyed
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launched->addTransition(this, SIGNAL(bombExploded()),final);
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launched->addTransition(this, &Bomb::bombExploded,final);
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//If the animation is finished, then we move to the final state
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launched->addTransition(launched, SIGNAL(animationFinished()), final);
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launched->addTransition(launched, &QAnimationState::animationFinished, final);
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//The machine has finished to be executed, then the boat is dead
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connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));
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connect(machine,&QState::finished,this, &Bomb::bombExecutionFinished);
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machine->start();
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@ -191,15 +191,15 @@ void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
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lettersFadingState->setAnimation(lettersGroupFading);
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//if new game then we fade out the welcome screen and start playing
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lettersMovingState->addTransition(newAction, SIGNAL(triggered()), lettersFadingState);
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lettersFadingState->addTransition(lettersFadingState, SIGNAL(animationFinished()), gameState);
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lettersMovingState->addTransition(newAction, &QAction::triggered, lettersFadingState);
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lettersFadingState->addTransition(lettersFadingState, &QAnimationState::animationFinished, gameState);
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//New Game is triggered then player start playing
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gameState->addTransition(newAction, SIGNAL(triggered()), gameState);
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gameState->addTransition(newAction, &QAction::triggered, gameState);
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//Wanna quit, then connect to CTRL+Q
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gameState->addTransition(quitAction, SIGNAL(triggered()), final);
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lettersMovingState->addTransition(quitAction, SIGNAL(triggered()), final);
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gameState->addTransition(quitAction, &QAction::triggered, final);
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lettersMovingState->addTransition(quitAction, &QAction::triggered, final);
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//Welcome screen is the initial state
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machine->setInitialState(lettersMovingState);
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@ -207,27 +207,27 @@ void GraphicsScene::setupScene(QAction *newAction, QAction *quitAction)
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machine->start();
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//We reach the final state, then we quit
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connect(machine, SIGNAL(finished()), qApp, SLOT(quit()));
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connect(machine, &QStateMachine::finished, qApp, &QApplication::quit);
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}
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void GraphicsScene::addItem(Bomb *bomb)
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{
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bombs.insert(bomb);
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connect(bomb,SIGNAL(bombExecutionFinished()),this, SLOT(onBombExecutionFinished()));
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connect(bomb,&Bomb::bombExecutionFinished,this, &GraphicsScene::onBombExecutionFinished);
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QGraphicsScene::addItem(bomb);
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}
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void GraphicsScene::addItem(Torpedo *torpedo)
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{
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torpedos.insert(torpedo);
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connect(torpedo,SIGNAL(torpedoExecutionFinished()),this, SLOT(onTorpedoExecutionFinished()));
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connect(torpedo,&Torpedo::torpedoExecutionFinished,this, &GraphicsScene::onTorpedoExecutionFinished);
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QGraphicsScene::addItem(torpedo);
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}
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void GraphicsScene::addItem(SubMarine *submarine)
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{
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submarines.insert(submarine);
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connect(submarine,SIGNAL(subMarineExecutionFinished()),this, SLOT(onSubMarineExecutionFinished()));
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connect(submarine,&SubMarine::subMarineExecutionFinished,this, &GraphicsScene::onSubMarineExecutionFinished);
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QGraphicsScene::addItem(submarine);
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}
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@ -73,7 +73,7 @@ QAnimationState *s = new QAnimationState(machine->rootState());
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QPropertyAnimation *animation = new QPropertyAnimation(obj, "pos");
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s->setAnimation(animation);
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QState *s2 = new QState(machine->rootState());
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s->addTransition(s, SIGNAL(animationFinished()), s2);
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s->addTransition(s, &QAnimationState::animationFinished, s2);
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machine.start();
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\endcode
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@ -107,13 +107,13 @@ void QAnimationState::setAnimation(QAbstractAnimation *animation)
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//Disconnect from the previous animation if exist
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if(m_animation)
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disconnect(m_animation, SIGNAL(finished()), this, SIGNAL(animationFinished()));
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disconnect(m_animation, &QAbstractAnimation::finished, this, &QAnimationState::animationFinished);
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m_animation = animation;
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if (m_animation) {
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//connect the new animation
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connect(m_animation, SIGNAL(finished()), this, SIGNAL(animationFinished()));
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connect(m_animation, &QAbstractAnimation::finished, this, &QAnimationState::animationFinished);
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}
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}
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@ -124,7 +124,7 @@ void PlayState::onEntry(QEvent *)
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WinState *winState = new WinState(scene, this, machine);
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//The boat has been destroyed then the game is finished
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levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
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levelState->addTransition(scene->boat, &Boat::boatExecutionFinished,lostState);
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//This transition check if we won or not
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WinTransition *winTransition = new WinTransition(scene, this, winState);
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@ -157,7 +157,7 @@ void PlayState::onEntry(QEvent *)
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winState->addTransition(spaceTransition);
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//We lost we should reach the final state
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lostState->addTransition(lostState, SIGNAL(finished()), final);
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lostState->addTransition(lostState, &QState::finished, final);
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machine->start();
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}
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@ -291,8 +291,8 @@ UpdateScoreState::UpdateScoreState(QState *parent) : QState(parent)
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/** Win transition */
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UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
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: QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
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game(game), scene(scene)
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: QSignalTransition(scene, &GraphicsScene::subMarineDestroyed),
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game(game), scene(scene)
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{
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setTargetState(target);
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}
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@ -309,8 +309,8 @@ bool UpdateScoreTransition::eventTest(QEvent *event)
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/** Win transition */
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WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
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: QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
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game(game), scene(scene)
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: QSignalTransition(scene, &GraphicsScene::allSubMarineDestroyed),
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game(game), scene(scene)
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{
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setTargetState(target);
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}
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@ -106,7 +106,7 @@ SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QSt
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//This is the initial state of the moving root state
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moving->setInitialState(movement);
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movement->addTransition(this, SIGNAL(subMarineStateChanged()), moving);
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movement->addTransition(this, &SubMarine::subMarineStateChanged, moving);
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//This is the initial state of the machine
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machine->setInitialState(moving);
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@ -115,23 +115,23 @@ SubMarine::SubMarine(int type, const QString &name, int points) : PixmapItem(QSt
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QFinalState *final = new QFinalState(machine);
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//If the moving animation is finished we move to the return state
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movement->addTransition(movement, SIGNAL(animationFinished()), rotation);
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movement->addTransition(movement, &QAnimationState::animationFinished, rotation);
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//If the return animation is finished we move to the moving state
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rotation->addTransition(rotation, SIGNAL(animationFinished()), movement);
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rotation->addTransition(rotation, &QAnimationState::animationFinished, movement);
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//This state play the destroyed animation
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QAnimationState *destroyedState = new QAnimationState(machine);
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destroyedState->setAnimation(setupDestroyAnimation(this));
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//Play a nice animation when the submarine is destroyed
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moving->addTransition(this, SIGNAL(subMarineDestroyed()), destroyedState);
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moving->addTransition(this, &SubMarine::subMarineDestroyed, destroyedState);
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//Transition to final state when the destroyed animation is finished
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destroyedState->addTransition(destroyedState, SIGNAL(animationFinished()), final);
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destroyedState->addTransition(destroyedState, &QAnimationState::animationFinished, final);
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//The machine has finished to be executed, then the submarine is dead
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connect(machine,SIGNAL(finished()),this, SIGNAL(subMarineExecutionFinished()));
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connect(machine,&QState::finished,this, &SubMarine::subMarineExecutionFinished);
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machine->start();
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}
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@ -80,7 +80,8 @@ public:
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explicit MovementState(SubMarine *submarine, QState *parent = 0) : QAnimationState(parent)
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{
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movementAnimation = new QPropertyAnimation(submarine, "pos");
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connect(movementAnimation,SIGNAL(valueChanged(const QVariant &)),this,SLOT(onAnimationMovementValueChanged(const QVariant &)));
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connect(movementAnimation, &QPropertyAnimation::valueChanged,
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this, &MovementState::onAnimationMovementValueChanged);
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setAnimation(movementAnimation);
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AnimationManager::self()->registerAnimation(movementAnimation);
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this->submarine = submarine;
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@ -73,8 +73,8 @@ void Torpedo::launch()
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launchAnimation->setEndValue(QPointF(x(),qobject_cast<GraphicsScene *>(scene())->sealLevel() - 15));
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launchAnimation->setEasingCurve(QEasingCurve::InQuad);
|
||||
launchAnimation->setDuration(y()/currentSpeed*10);
|
||||
connect(launchAnimation,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
|
||||
connect(this,SIGNAL(torpedoExploded()), launchAnimation, SLOT(stop()));
|
||||
connect(launchAnimation,&QVariantAnimation::valueChanged,this,&Torpedo::onAnimationLaunchValueChanged);
|
||||
connect(this,&Torpedo::torpedoExploded, launchAnimation, &QAbstractAnimation::stop);
|
||||
|
||||
//We setup the state machine of the torpedo
|
||||
QStateMachine *machine = new QStateMachine(this);
|
||||
@ -89,13 +89,13 @@ void Torpedo::launch()
|
||||
machine->setInitialState(launched);
|
||||
|
||||
//### Add a nice animation when the torpedo is destroyed
|
||||
launched->addTransition(this, SIGNAL(torpedoExploded()),final);
|
||||
launched->addTransition(this, &Torpedo::torpedoExploded,final);
|
||||
|
||||
//If the animation is finished, then we move to the final state
|
||||
launched->addTransition(launched, SIGNAL(animationFinished()), final);
|
||||
launched->addTransition(launched, &QAnimationState::animationFinished, final);
|
||||
|
||||
//The machine has finished to be executed, then the boat is dead
|
||||
connect(machine,SIGNAL(finished()),this, SIGNAL(torpedoExecutionFinished()));
|
||||
connect(machine,&QState::finished,this, &Torpedo::torpedoExecutionFinished);
|
||||
|
||||
machine->start();
|
||||
}
|
||||
|
@ -131,7 +131,7 @@ void FadeMessage::setupScene()
|
||||
|
||||
QPushButton *press = new QPushButton;
|
||||
press->setText(tr("Press me"));
|
||||
connect(press, SIGNAL(clicked()), SLOT(togglePopup()));
|
||||
connect(press, &QAbstractButton::clicked, this, &FadeMessage::togglePopup);
|
||||
m_scene.addWidget(press);
|
||||
|
||||
press->move(300, 500);
|
||||
|
@ -111,7 +111,7 @@ ColorEdit::ColorEdit(QRgb initialColor, int id)
|
||||
m_button->setFrameStyle(QFrame::StyledPanel | QFrame::Sunken);
|
||||
layout->addWidget(m_button);
|
||||
|
||||
connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
|
||||
connect(m_lineEdit, &QLineEdit::editingFinished, this, &ColorEdit::editDone);
|
||||
}
|
||||
|
||||
void ColorEdit::editDone()
|
||||
@ -166,7 +166,7 @@ FloatEdit::FloatEdit(float initialValue, int id)
|
||||
m_lineEdit = new QLineEdit(QString::number(m_value));
|
||||
layout->addWidget(m_lineEdit);
|
||||
|
||||
connect(m_lineEdit, SIGNAL(editingFinished()), this, SLOT(editDone()));
|
||||
connect(m_lineEdit, &QLineEdit::editingFinished, this, &FloatEdit::editDone);
|
||||
}
|
||||
|
||||
void FloatEdit::editDone()
|
||||
@ -252,7 +252,7 @@ void TwoSidedGraphicsWidget::animateFlip()
|
||||
.translate(-r.width() / 2, -r.height() / 2));
|
||||
|
||||
if ((m_current == 0 && m_angle > 0) || (m_current == 1 && m_angle < 180))
|
||||
QTimer::singleShot(25, this, SLOT(animateFlip()));
|
||||
QTimer::singleShot(25, this, &TwoSidedGraphicsWidget::animateFlip);
|
||||
}
|
||||
|
||||
QVariant GraphicsWidget::itemChange(GraphicsItemChange change, const QVariant &value)
|
||||
@ -307,7 +307,7 @@ RenderOptionsDialog::RenderOptionsDialog()
|
||||
check->setCheckState(Qt::Unchecked);
|
||||
// Dynamic cube maps are only enabled when multi-texturing and render to texture are available.
|
||||
check->setEnabled(glActiveTexture && glGenFramebuffersEXT);
|
||||
connect(check, SIGNAL(stateChanged(int)), this, SIGNAL(dynamicCubemapToggled(int)));
|
||||
connect(check, &QCheckBox::stateChanged, this, &RenderOptionsDialog::dynamicCubemapToggled);
|
||||
layout->addWidget(check, 0, 0, 1, 2);
|
||||
++row;
|
||||
|
||||
@ -356,7 +356,7 @@ RenderOptionsDialog::RenderOptionsDialog()
|
||||
ColorEdit *colorEdit = new ColorEdit(it->toUInt(&ok, 16), m_parameterNames.size() - 1);
|
||||
m_parameterEdits << colorEdit;
|
||||
layout->addWidget(colorEdit);
|
||||
connect(colorEdit, SIGNAL(colorChanged(QRgb,int)), this, SLOT(setColorParameter(QRgb,int)));
|
||||
connect(colorEdit, &ColorEdit::colorChanged, this, &RenderOptionsDialog::setColorParameter);
|
||||
++row;
|
||||
} else if (type == "float") {
|
||||
layout->addWidget(new QLabel(m_parameterNames.back()));
|
||||
@ -364,7 +364,7 @@ RenderOptionsDialog::RenderOptionsDialog()
|
||||
FloatEdit *floatEdit = new FloatEdit(it->toFloat(&ok), m_parameterNames.size() - 1);
|
||||
m_parameterEdits << floatEdit;
|
||||
layout->addWidget(floatEdit);
|
||||
connect(floatEdit, SIGNAL(valueChanged(float,int)), this, SLOT(setFloatParameter(float,int)));
|
||||
connect(floatEdit, &FloatEdit::valueChanged, this, &RenderOptionsDialog::setFloatParameter);
|
||||
++row;
|
||||
}
|
||||
}
|
||||
@ -375,13 +375,15 @@ RenderOptionsDialog::RenderOptionsDialog()
|
||||
|
||||
layout->addWidget(new QLabel(tr("Texture:")));
|
||||
m_textureCombo = new QComboBox;
|
||||
connect(m_textureCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(textureChanged(int)));
|
||||
connect(m_textureCombo, QOverload<int>::of(&QComboBox::currentIndexChanged),
|
||||
this, &RenderOptionsDialog::textureChanged);
|
||||
layout->addWidget(m_textureCombo);
|
||||
++row;
|
||||
|
||||
layout->addWidget(new QLabel(tr("Shader:")));
|
||||
m_shaderCombo = new QComboBox;
|
||||
connect(m_shaderCombo, SIGNAL(currentIndexChanged(int)), this, SIGNAL(shaderChanged(int)));
|
||||
connect(m_shaderCombo, QOverload<int>::of(&QComboBox::currentIndexChanged),
|
||||
this, &RenderOptionsDialog::shaderChanged);
|
||||
layout->addWidget(m_shaderCombo);
|
||||
++row;
|
||||
|
||||
@ -439,15 +441,15 @@ ItemDialog::ItemDialog()
|
||||
|
||||
button = new QPushButton(tr("Add Qt box"));
|
||||
layout->addWidget(button);
|
||||
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewQtBox()));
|
||||
connect(button, &QAbstractButton::clicked, this, &ItemDialog::triggerNewQtBox);
|
||||
|
||||
button = new QPushButton(tr("Add circle"));
|
||||
layout->addWidget(button);
|
||||
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewCircleItem()));
|
||||
connect(button, &QAbstractButton::clicked, this, &ItemDialog::triggerNewCircleItem);
|
||||
|
||||
button = new QPushButton(tr("Add square"));
|
||||
layout->addWidget(button);
|
||||
connect(button, SIGNAL(clicked()), this, SLOT(triggerNewSquareItem()));
|
||||
connect(button, &QAbstractButton::clicked, this, &ItemDialog::triggerNewSquareItem);
|
||||
|
||||
layout->addStretch(1);
|
||||
}
|
||||
@ -506,21 +508,21 @@ Scene::Scene(int width, int height, int maxTextureSize)
|
||||
m_renderOptions->move(20, 120);
|
||||
m_renderOptions->resize(m_renderOptions->sizeHint());
|
||||
|
||||
connect(m_renderOptions, SIGNAL(dynamicCubemapToggled(int)), this, SLOT(toggleDynamicCubemap(int)));
|
||||
connect(m_renderOptions, SIGNAL(colorParameterChanged(QString,QRgb)), this, SLOT(setColorParameter(QString,QRgb)));
|
||||
connect(m_renderOptions, SIGNAL(floatParameterChanged(QString,float)), this, SLOT(setFloatParameter(QString,float)));
|
||||
connect(m_renderOptions, SIGNAL(textureChanged(int)), this, SLOT(setTexture(int)));
|
||||
connect(m_renderOptions, SIGNAL(shaderChanged(int)), this, SLOT(setShader(int)));
|
||||
connect(m_renderOptions, &RenderOptionsDialog::dynamicCubemapToggled, this, &Scene::toggleDynamicCubemap);
|
||||
connect(m_renderOptions, &RenderOptionsDialog::colorParameterChanged, this, &Scene::setColorParameter);
|
||||
connect(m_renderOptions, &RenderOptionsDialog::floatParameterChanged, this, &Scene::setFloatParameter);
|
||||
connect(m_renderOptions, &RenderOptionsDialog::textureChanged, this, &Scene::setTexture);
|
||||
connect(m_renderOptions, &RenderOptionsDialog::shaderChanged, this, &Scene::setShader);
|
||||
|
||||
m_itemDialog = new ItemDialog;
|
||||
connect(m_itemDialog, SIGNAL(newItemTriggered(ItemDialog::ItemType)), this, SLOT(newItem(ItemDialog::ItemType)));
|
||||
connect(m_itemDialog, &ItemDialog::newItemTriggered, this, &Scene::newItem);
|
||||
|
||||
TwoSidedGraphicsWidget *twoSided = new TwoSidedGraphicsWidget(this);
|
||||
twoSided->setWidget(0, m_renderOptions);
|
||||
twoSided->setWidget(1, m_itemDialog);
|
||||
|
||||
connect(m_renderOptions, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
|
||||
connect(m_itemDialog, SIGNAL(doubleClicked()), twoSided, SLOT(flip()));
|
||||
connect(m_renderOptions, &RenderOptionsDialog::doubleClicked, twoSided, &TwoSidedGraphicsWidget::flip);
|
||||
connect(m_itemDialog, &ItemDialog::doubleClicked, twoSided, &TwoSidedGraphicsWidget::flip);
|
||||
|
||||
addItem(new QtBox(64, width - 64, height - 64));
|
||||
addItem(new QtBox(64, width - 64, 64));
|
||||
@ -531,7 +533,7 @@ Scene::Scene(int width, int height, int maxTextureSize)
|
||||
|
||||
m_timer = new QTimer(this);
|
||||
m_timer->setInterval(20);
|
||||
connect(m_timer, SIGNAL(timeout()), this, SLOT(update()));
|
||||
connect(m_timer, &QTimer::timeout, this, [this](){ update(); });
|
||||
m_timer->start();
|
||||
|
||||
m_time.start();
|
||||
|
@ -190,22 +190,22 @@ View::View(const QString &name, QWidget *parent)
|
||||
topLayout->addWidget(resetButton, 2, 1);
|
||||
setLayout(topLayout);
|
||||
|
||||
connect(resetButton, SIGNAL(clicked()), this, SLOT(resetView()));
|
||||
connect(zoomSlider, SIGNAL(valueChanged(int)), this, SLOT(setupMatrix()));
|
||||
connect(rotateSlider, SIGNAL(valueChanged(int)), this, SLOT(setupMatrix()));
|
||||
connect(graphicsView->verticalScrollBar(), SIGNAL(valueChanged(int)),
|
||||
this, SLOT(setResetButtonEnabled()));
|
||||
connect(graphicsView->horizontalScrollBar(), SIGNAL(valueChanged(int)),
|
||||
this, SLOT(setResetButtonEnabled()));
|
||||
connect(selectModeButton, SIGNAL(toggled(bool)), this, SLOT(togglePointerMode()));
|
||||
connect(dragModeButton, SIGNAL(toggled(bool)), this, SLOT(togglePointerMode()));
|
||||
connect(antialiasButton, SIGNAL(toggled(bool)), this, SLOT(toggleAntialiasing()));
|
||||
connect(openGlButton, SIGNAL(toggled(bool)), this, SLOT(toggleOpenGL()));
|
||||
connect(rotateLeftIcon, SIGNAL(clicked()), this, SLOT(rotateLeft()));
|
||||
connect(rotateRightIcon, SIGNAL(clicked()), this, SLOT(rotateRight()));
|
||||
connect(zoomInIcon, SIGNAL(clicked()), this, SLOT(zoomIn()));
|
||||
connect(zoomOutIcon, SIGNAL(clicked()), this, SLOT(zoomOut()));
|
||||
connect(printButton, SIGNAL(clicked()), this, SLOT(print()));
|
||||
connect(resetButton, &QAbstractButton::clicked, this, &View::resetView);
|
||||
connect(zoomSlider, &QAbstractSlider::valueChanged, this, &View::setupMatrix);
|
||||
connect(rotateSlider, &QAbstractSlider::valueChanged, this, &View::setupMatrix);
|
||||
connect(graphicsView->verticalScrollBar(), &QAbstractSlider::valueChanged,
|
||||
this, &View::setResetButtonEnabled);
|
||||
connect(graphicsView->horizontalScrollBar(), &QAbstractSlider::valueChanged,
|
||||
this, &View::setResetButtonEnabled);
|
||||
connect(selectModeButton, &QAbstractButton::toggled, this, &View::togglePointerMode);
|
||||
connect(dragModeButton, &QAbstractButton::toggled, this, &View::togglePointerMode);
|
||||
connect(antialiasButton, &QAbstractButton::toggled, this, &View::toggleAntialiasing);
|
||||
connect(openGlButton, &QAbstractButton::toggled, this, &View::toggleOpenGL);
|
||||
connect(rotateLeftIcon, &QAbstractButton::clicked, this, &View::rotateLeft);
|
||||
connect(rotateRightIcon, &QAbstractButton::clicked, this, &View::rotateRight);
|
||||
connect(zoomInIcon, &QAbstractButton::clicked, this, &View::zoomIn);
|
||||
connect(zoomOutIcon, &QAbstractButton::clicked, this, &View::zoomOut);
|
||||
connect(printButton, &QAbstractButton::clicked, this, &View::print);
|
||||
|
||||
setupMatrix();
|
||||
}
|
||||
|
@ -92,7 +92,7 @@ int main(int argc, char **argv)
|
||||
view.show();
|
||||
|
||||
QTimer timer;
|
||||
QObject::connect(&timer, SIGNAL(timeout()), &scene, SLOT(advance()));
|
||||
QObject::connect(&timer, &QTimer::timeout, &scene, &QGraphicsScene::advance);
|
||||
timer.start(1000 / 33);
|
||||
|
||||
return app.exec();
|
||||
|
@ -169,10 +169,10 @@ void DiagramScene::mousePressEvent(QGraphicsSceneMouseEvent *mouseEvent)
|
||||
textItem->setFont(myFont);
|
||||
textItem->setTextInteractionFlags(Qt::TextEditorInteraction);
|
||||
textItem->setZValue(1000.0);
|
||||
connect(textItem, SIGNAL(lostFocus(DiagramTextItem*)),
|
||||
this, SLOT(editorLostFocus(DiagramTextItem*)));
|
||||
connect(textItem, SIGNAL(selectedChange(QGraphicsItem*)),
|
||||
this, SIGNAL(itemSelected(QGraphicsItem*)));
|
||||
connect(textItem, &DiagramTextItem::lostFocus,
|
||||
this, &DiagramScene::editorLostFocus);
|
||||
connect(textItem, &DiagramTextItem::selectedChange,
|
||||
this, &DiagramScene::itemSelected);
|
||||
addItem(textItem);
|
||||
textItem->setDefaultTextColor(myTextColor);
|
||||
textItem->setPos(mouseEvent->scenePos());
|
||||
|
@ -67,12 +67,12 @@ MainWindow::MainWindow()
|
||||
|
||||
scene = new DiagramScene(itemMenu, this);
|
||||
scene->setSceneRect(QRectF(0, 0, 5000, 5000));
|
||||
connect(scene, SIGNAL(itemInserted(DiagramItem*)),
|
||||
this, SLOT(itemInserted(DiagramItem*)));
|
||||
connect(scene, SIGNAL(textInserted(QGraphicsTextItem*)),
|
||||
this, SLOT(textInserted(QGraphicsTextItem*)));
|
||||
connect(scene, SIGNAL(itemSelected(QGraphicsItem*)),
|
||||
this, SLOT(itemSelected(QGraphicsItem*)));
|
||||
connect(scene, &DiagramScene::itemInserted,
|
||||
this, &MainWindow::itemInserted);
|
||||
connect(scene, &DiagramScene::textInserted,
|
||||
this, &MainWindow::textInserted);
|
||||
connect(scene, &DiagramScene::itemSelected,
|
||||
this, &MainWindow::itemSelected);
|
||||
createToolbars();
|
||||
|
||||
QHBoxLayout *layout = new QHBoxLayout;
|
||||
@ -332,8 +332,8 @@ void MainWindow::createToolBox()
|
||||
{
|
||||
buttonGroup = new QButtonGroup(this);
|
||||
buttonGroup->setExclusive(false);
|
||||
connect(buttonGroup, SIGNAL(buttonClicked(int)),
|
||||
this, SLOT(buttonGroupClicked(int)));
|
||||
connect(buttonGroup, QOverload<int>::of(&QButtonGroup::buttonClicked),
|
||||
this, &MainWindow::buttonGroupClicked);
|
||||
QGridLayout *layout = new QGridLayout;
|
||||
layout->addWidget(createCellWidget(tr("Conditional"), DiagramItem::Conditional), 0, 0);
|
||||
layout->addWidget(createCellWidget(tr("Process"), DiagramItem::Step),0, 1);
|
||||
@ -359,8 +359,8 @@ void MainWindow::createToolBox()
|
||||
itemWidget->setLayout(layout);
|
||||
|
||||
backgroundButtonGroup = new QButtonGroup(this);
|
||||
connect(backgroundButtonGroup, SIGNAL(buttonClicked(QAbstractButton*)),
|
||||
this, SLOT(backgroundButtonGroupClicked(QAbstractButton*)));
|
||||
connect(backgroundButtonGroup, QOverload<QAbstractButton *>::of(&QButtonGroup::buttonClicked),
|
||||
this, &MainWindow::backgroundButtonGroupClicked);
|
||||
|
||||
QGridLayout *backgroundLayout = new QGridLayout;
|
||||
backgroundLayout->addWidget(createBackgroundCellWidget(tr("Blue Grid"),
|
||||
@ -395,44 +395,44 @@ void MainWindow::createActions()
|
||||
tr("Bring to &Front"), this);
|
||||
toFrontAction->setShortcut(tr("Ctrl+F"));
|
||||
toFrontAction->setStatusTip(tr("Bring item to front"));
|
||||
connect(toFrontAction, SIGNAL(triggered()), this, SLOT(bringToFront()));
|
||||
connect(toFrontAction, &QAction::triggered, this, &MainWindow::bringToFront);
|
||||
//! [23]
|
||||
|
||||
sendBackAction = new QAction(QIcon(":/images/sendtoback.png"), tr("Send to &Back"), this);
|
||||
sendBackAction->setShortcut(tr("Ctrl+T"));
|
||||
sendBackAction->setStatusTip(tr("Send item to back"));
|
||||
connect(sendBackAction, SIGNAL(triggered()), this, SLOT(sendToBack()));
|
||||
connect(sendBackAction, &QAction::triggered, this, &MainWindow::sendToBack);
|
||||
|
||||
deleteAction = new QAction(QIcon(":/images/delete.png"), tr("&Delete"), this);
|
||||
deleteAction->setShortcut(tr("Delete"));
|
||||
deleteAction->setStatusTip(tr("Delete item from diagram"));
|
||||
connect(deleteAction, SIGNAL(triggered()), this, SLOT(deleteItem()));
|
||||
connect(deleteAction, &QAction::triggered, this, &MainWindow::deleteItem);
|
||||
|
||||
exitAction = new QAction(tr("E&xit"), this);
|
||||
exitAction->setShortcuts(QKeySequence::Quit);
|
||||
exitAction->setStatusTip(tr("Quit Scenediagram example"));
|
||||
connect(exitAction, SIGNAL(triggered()), this, SLOT(close()));
|
||||
connect(exitAction, &QAction::triggered, this, &QWidget::close);
|
||||
|
||||
boldAction = new QAction(tr("Bold"), this);
|
||||
boldAction->setCheckable(true);
|
||||
QPixmap pixmap(":/images/bold.png");
|
||||
boldAction->setIcon(QIcon(pixmap));
|
||||
boldAction->setShortcut(tr("Ctrl+B"));
|
||||
connect(boldAction, SIGNAL(triggered()), this, SLOT(handleFontChange()));
|
||||
connect(boldAction, &QAction::triggered, this, &MainWindow::handleFontChange);
|
||||
|
||||
italicAction = new QAction(QIcon(":/images/italic.png"), tr("Italic"), this);
|
||||
italicAction->setCheckable(true);
|
||||
italicAction->setShortcut(tr("Ctrl+I"));
|
||||
connect(italicAction, SIGNAL(triggered()), this, SLOT(handleFontChange()));
|
||||
connect(italicAction, &QAction::triggered, this, &MainWindow::handleFontChange);
|
||||
|
||||
underlineAction = new QAction(QIcon(":/images/underline.png"), tr("Underline"), this);
|
||||
underlineAction->setCheckable(true);
|
||||
underlineAction->setShortcut(tr("Ctrl+U"));
|
||||
connect(underlineAction, SIGNAL(triggered()), this, SLOT(handleFontChange()));
|
||||
connect(underlineAction, &QAction::triggered, this, &MainWindow::handleFontChange);
|
||||
|
||||
aboutAction = new QAction(tr("A&bout"), this);
|
||||
aboutAction->setShortcut(tr("F1"));
|
||||
connect(aboutAction, SIGNAL(triggered()), this, SLOT(about()));
|
||||
connect(aboutAction, &QAction::triggered, this, &MainWindow::about);
|
||||
}
|
||||
|
||||
//! [24]
|
||||
@ -462,8 +462,8 @@ void MainWindow::createToolbars()
|
||||
editToolBar->addAction(sendBackAction);
|
||||
|
||||
fontCombo = new QFontComboBox();
|
||||
connect(fontCombo, SIGNAL(currentFontChanged(QFont)),
|
||||
this, SLOT(currentFontChanged(QFont)));
|
||||
connect(fontCombo, &QFontComboBox::currentFontChanged,
|
||||
this, &MainWindow::currentFontChanged);
|
||||
|
||||
fontSizeCombo = new QComboBox;
|
||||
fontSizeCombo->setEditable(true);
|
||||
@ -471,8 +471,8 @@ void MainWindow::createToolbars()
|
||||
fontSizeCombo->addItem(QString().setNum(i));
|
||||
QIntValidator *validator = new QIntValidator(2, 64, this);
|
||||
fontSizeCombo->setValidator(validator);
|
||||
connect(fontSizeCombo, SIGNAL(currentIndexChanged(QString)),
|
||||
this, SLOT(fontSizeChanged(QString)));
|
||||
connect(fontSizeCombo, QOverload<const QString &>::of(&QComboBox::currentIndexChanged),
|
||||
this, &MainWindow::fontSizeChanged);
|
||||
|
||||
fontColorToolButton = new QToolButton;
|
||||
fontColorToolButton->setPopupMode(QToolButton::MenuButtonPopup);
|
||||
@ -480,8 +480,8 @@ void MainWindow::createToolbars()
|
||||
textAction = fontColorToolButton->menu()->defaultAction();
|
||||
fontColorToolButton->setIcon(createColorToolButtonIcon(":/images/textpointer.png", Qt::black));
|
||||
fontColorToolButton->setAutoFillBackground(true);
|
||||
connect(fontColorToolButton, SIGNAL(clicked()),
|
||||
this, SLOT(textButtonTriggered()));
|
||||
connect(fontColorToolButton, &QAbstractButton::clicked,
|
||||
this, &MainWindow::textButtonTriggered);
|
||||
|
||||
//! [26]
|
||||
fillColorToolButton = new QToolButton;
|
||||
@ -490,8 +490,8 @@ void MainWindow::createToolbars()
|
||||
fillAction = fillColorToolButton->menu()->defaultAction();
|
||||
fillColorToolButton->setIcon(createColorToolButtonIcon(
|
||||
":/images/floodfill.png", Qt::white));
|
||||
connect(fillColorToolButton, SIGNAL(clicked()),
|
||||
this, SLOT(fillButtonTriggered()));
|
||||
connect(fillColorToolButton, &QAbstractButton::clicked,
|
||||
this, &MainWindow::fillButtonTriggered);
|
||||
//! [26]
|
||||
|
||||
lineColorToolButton = new QToolButton;
|
||||
@ -500,8 +500,8 @@ void MainWindow::createToolbars()
|
||||
lineAction = lineColorToolButton->menu()->defaultAction();
|
||||
lineColorToolButton->setIcon(createColorToolButtonIcon(
|
||||
":/images/linecolor.png", Qt::black));
|
||||
connect(lineColorToolButton, SIGNAL(clicked()),
|
||||
this, SLOT(lineButtonTriggered()));
|
||||
connect(lineColorToolButton, &QAbstractButton::clicked,
|
||||
this, &MainWindow::lineButtonTriggered);
|
||||
|
||||
textToolBar = addToolBar(tr("Font"));
|
||||
textToolBar->addWidget(fontCombo);
|
||||
@ -526,16 +526,16 @@ void MainWindow::createToolbars()
|
||||
pointerTypeGroup = new QButtonGroup(this);
|
||||
pointerTypeGroup->addButton(pointerButton, int(DiagramScene::MoveItem));
|
||||
pointerTypeGroup->addButton(linePointerButton, int(DiagramScene::InsertLine));
|
||||
connect(pointerTypeGroup, SIGNAL(buttonClicked(int)),
|
||||
this, SLOT(pointerGroupClicked(int)));
|
||||
connect(pointerTypeGroup, QOverload<int>::of(&QButtonGroup::buttonClicked),
|
||||
this, &MainWindow::pointerGroupClicked);
|
||||
|
||||
sceneScaleCombo = new QComboBox;
|
||||
QStringList scales;
|
||||
scales << tr("50%") << tr("75%") << tr("100%") << tr("125%") << tr("150%");
|
||||
sceneScaleCombo->addItems(scales);
|
||||
sceneScaleCombo->setCurrentIndex(2);
|
||||
connect(sceneScaleCombo, SIGNAL(currentIndexChanged(QString)),
|
||||
this, SLOT(sceneScaleChanged(QString)));
|
||||
connect(sceneScaleCombo, QOverload<const QString &>::of(&QComboBox::currentIndexChanged),
|
||||
this, &MainWindow::sceneScaleChanged);
|
||||
|
||||
pointerToolbar = addToolBar(tr("Pointer type"));
|
||||
pointerToolbar->addWidget(pointerButton);
|
||||
|
@ -58,10 +58,10 @@ CustomProxy::CustomProxy(QGraphicsItem *parent, Qt::WindowFlags wFlags)
|
||||
: QGraphicsProxyWidget(parent, wFlags), popupShown(false), currentPopup(0)
|
||||
{
|
||||
timeLine = new QTimeLine(250, this);
|
||||
connect(timeLine, SIGNAL(valueChanged(qreal)),
|
||||
this, SLOT(updateStep(qreal)));
|
||||
connect(timeLine, SIGNAL(stateChanged(QTimeLine::State)),
|
||||
this, SLOT(stateChanged(QTimeLine::State)));
|
||||
connect(timeLine, &QTimeLine::valueChanged,
|
||||
this, &CustomProxy::updateStep);
|
||||
connect(timeLine, &QTimeLine::stateChanged,
|
||||
this, &CustomProxy::stateChanged);
|
||||
}
|
||||
|
||||
QRectF CustomProxy::boundingRect() const
|
||||
|
Loading…
Reference in New Issue
Block a user