Doc: corrected typo "the the"
Task-number: QTBUG-28756 Spurious repetition of the definite article Trailing space issue corrected. Change-Id: I3a051f5dc291e546d8d67d6775e84b388bdc0363 Reviewed-by: Topi Reiniö <topi.reinio@digia.com> Reviewed-by: Geir Vattekar <geir.vattekar@digia.com>
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@ -54,7 +54,7 @@
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\snippet rasterwindow/rasterwindow.h 1
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We first start by including the the QtGui headers. This means we
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We first start by including the QtGui headers. This means we
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can use all classes in the Qt GUI module. Classes can also be
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included individually if that is preferred.
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@ -33,70 +33,70 @@
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machine to implement key frame animations.
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\image stickman-example.png
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In this example, we will write a small application which animates the joints in a skeleton and
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projects a stickman figure on top. The stickman can be either "alive" or "dead", and when in the
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"alive" state, he can be performing different actions defined by key frame animations.
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Animations are implemented as composite states. Each child state of the animation state
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represents a frame in the animation by setting the position of each joint in the stickman's
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skeleton to the positions defined for the particular frame. The frames are then bound together
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"alive" state, he can be performing different actions defined by key frame animations.
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Animations are implemented as composite states. Each child state of the animation state
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represents a frame in the animation by setting the position of each joint in the stickman's
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skeleton to the positions defined for the particular frame. The frames are then bound together
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with animated transitions that trigger on the source state's propertiesAssigned() signal. Thus,
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the machine will enter the state representing the next frame in the animation immediately after
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it has finished animating into the previous frame.
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\image stickman-example1.png
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The states for an animation is constructed by reading a custom animation file format and
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creating states that assign values to the the "position" properties of each of the nodes in the
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skeleton graph.
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The states for an animation is constructed by reading a custom animation file format and
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creating states that assign values to the "position" properties of each of the nodes in the
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skeleton graph.
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\snippet animation/stickman/lifecycle.cpp 1
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The states are then bound together with signal transitions that listen to the
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propertiesAssigned() signal.
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\snippet animation/stickman/lifecycle.cpp 2
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The last frame state is given a transition to the first one, so that the animation will loop
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until it is interrupted when a transition out from the animation state is taken. To get smooth
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animations between the different key frames, we set a default animation on the state machine.
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This is a parallel animation group which contains animations for all the "position" properties
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and will be selected by default when taking any transition that leads into a state that assigns
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until it is interrupted when a transition out from the animation state is taken. To get smooth
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animations between the different key frames, we set a default animation on the state machine.
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This is a parallel animation group which contains animations for all the "position" properties
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and will be selected by default when taking any transition that leads into a state that assigns
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values to these properties.
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\snippet animation/stickman/lifecycle.cpp 3
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Several such animation states are constructed, and are placed together as children of a top
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Several such animation states are constructed, and are placed together as children of a top
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level "alive" state which represents the stickman life cycle. Transitions go from the parent
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state to the child state to ensure that each of the child states inherit them.
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state to the child state to ensure that each of the child states inherit them.
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\image stickman-example2.png
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This saves us the effort of connect every state to every state with identical transitions. The
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state machine makes sure that transitions between the key frame animations are also smooth by
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This saves us the effort of connect every state to every state with identical transitions. The
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state machine makes sure that transitions between the key frame animations are also smooth by
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applying the default animation when interrupting one and starting another.
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Finally, there is a transition out from the "alive" state and into the "dead" state. This is
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a custom transition type called LightningSrikesTransition which samples every second and
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triggers at random (one out of fifty times on average.)
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Finally, there is a transition out from the "alive" state and into the "dead" state. This is
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a custom transition type called LightningSrikesTransition which samples every second and
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triggers at random (one out of fifty times on average.)
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\snippet animation/stickman/lifecycle.cpp 4
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When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
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pause for a brief period of time while the background color of the scene is white. This gives us
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When it triggers, the machine will first enter a "lightningBlink" state which uses a timer to
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pause for a brief period of time while the background color of the scene is white. This gives us
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a flash effect when the lightning strikes.
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\snippet animation/stickman/lifecycle.cpp 5
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We start and stop a QTimer object when entering and exiting the state. Then we transition into
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the "dead" state when the timer times out.
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\snippet animation/stickman/lifecycle.cpp 0
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When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
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When the machine is in the "dead" state, it will be unresponsive. This is because the "dead"
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state has no transitions leading out.
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\image stickman-example3.png
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*/
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existing signal in that class that is emitted whenever the value
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of the property changes.
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\li A \c REVISION number is optional. If included, it defines the
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\li A \c REVISION number is optional. If included, it defines
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the property and its notifier signal to be used in a particular
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revision of the API that is exposed to QML.
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is created actually contains XML text, but the \e{.ditamap} suffix is
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used to identify the file as containing a DITA MAP.
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The argument is the name of the the file to be created. In the following
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The argument is the name of the file to be created. In the following
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example, the file \e{creator.ditamap} is output:
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\code
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\ditamap creator.ditamap
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\table 100%
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\row
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\li \image fusion-groupbox.png
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The The QGroupBox widget provides a group box frame with a title.
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The QGroupBox widget provides a group box frame with a title.
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\li \image fusion-tabwidget.png
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The QTabWidget class provides a stack of tabbed widgets.
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\li \image fusion-frame.png
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\table 100%
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\row
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\li \image gtk-groupbox.png
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The The QGroupBox widget provides a group box frame with a title.
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The QGroupBox widget provides a group box frame with a title.
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\li \image gtk-tabwidget.png
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The QTabWidget class provides a stack of tabbed widgets.
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\li \image gtk-frame.png
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\table 100%
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\row
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\li \image macintosh-groupbox.png
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The The QGroupBox widget provides a group box frame with a title.
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The QGroupBox widget provides a group box frame with a title.
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\li \image macintosh-tabwidget.png
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The QTabWidget class provides a stack of tabbed widgets.
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\li \image macintosh-frame.png
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\table 100%
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\row
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\li \image windows-groupbox.png
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The The QGroupBox widget provides a group box frame with a title.
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The QGroupBox widget provides a group box frame with a title.
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\li \image windows-tabwidget.png
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The QTabWidget class provides a stack of tabbed widgets.
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\li \image windows-frame.png
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\table 100%
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\row
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\li \image windowsvista-groupbox.png
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The The QGroupBox widget provides a group box frame with a title.
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The QGroupBox widget provides a group box frame with a title.
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\li \image windowsvista-tabwidget.png
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The QTabWidget class provides a stack of tabbed widgets.
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\li \image windowsvista-frame.png
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\table 100%
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\row
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\li \image windowsxp-groupbox.png
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The The QGroupBox widget provides a group box frame with a title.
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The QGroupBox widget provides a group box frame with a title.
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\li \image windowsxp-tabwidget.png
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The QTabWidget class provides a stack of tabbed widgets.
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\li \image windowsxp-frame.png
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In the case of a checkable QGroupBox, the title includes the
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check indicator. The indicator is styled using the
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the \l{#indicator-sub}{::indicator} subcontrol. The
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\l{#indicator-sub}{::indicator} subcontrol. The
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\l{#spacing-prop}{spacing} property can be used to control
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the spacing between the text and indicator.
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