qt5base-lts/examples/animation/sub-attaq/qanimationstate.cpp
Casper van Donderen e0d5221957 Move all other demos in qtbase to examples.
Change-Id: Iab0e7364d1f6b348d0e3033ea9304139f5bd6d0d
Reviewed-on: http://codereview.qt.nokia.com/617
Reviewed-by: Qt Sanity Bot <qt_sanity_bot@ovi.com>
Reviewed-by: David Boddie
2011-06-24 16:47:24 +02:00

151 lines
4.0 KiB
C++

/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the QtGui module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
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** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
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** Public License version 3.0 as published by the Free Software Foundation
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****************************************************************************/
#include "qanimationstate.h"
#include <QtCore/qstate.h>
QT_BEGIN_NAMESPACE
/*!
\class QAnimationState
\brief The QAnimationState class provides state that handle an animation and emit
a signal when this animation is finished.
\ingroup statemachine
QAnimationState provides a state that handle an animation. It will start this animation
when the state is entered and stop it when it is leaved. When the animation has finished the
state emit animationFinished signal.
QAnimationState is part of \l{The State Machine Framework}.
\code
QStateMachine machine;
QAnimationState *s = new QAnimationState(machine->rootState());
QPropertyAnimation *animation = new QPropertyAnimation(obj, "pos");
s->setAnimation(animation);
QState *s2 = new QState(machine->rootState());
s->addTransition(s, SIGNAL(animationFinished()), s2);
machine.start();
\endcode
\sa QState, {The Animation Framework}
*/
#ifndef QT_NO_ANIMATION
/*!
Constructs a new state with the given \a parent state.
*/
QAnimationState::QAnimationState(QState *parent)
: QState(parent), m_animation(0)
{
}
/*!
Destroys the animation state.
*/
QAnimationState::~QAnimationState()
{
}
/*!
Set an \a animation for this QAnimationState. If an animation was previously handle by this
state then it won't emit animationFinished for the old animation. The QAnimationState doesn't
take the ownership of the animation.
*/
void QAnimationState::setAnimation(QAbstractAnimation *animation)
{
if (animation == m_animation)
return;
//Disconnect from the previous animation if exist
if(m_animation)
disconnect(m_animation, SIGNAL(finished()), this, SIGNAL(animationFinished()));
m_animation = animation;
if (m_animation) {
//connect the new animation
connect(m_animation, SIGNAL(finished()), this, SIGNAL(animationFinished()));
}
}
/*!
Returns the animation handle by this animation state, or 0 if there is no animation.
*/
QAbstractAnimation* QAnimationState::animation() const
{
return m_animation;
}
/*!
\reimp
*/
void QAnimationState::onEntry(QEvent *)
{
if (m_animation)
m_animation->start();
}
/*!
\reimp
*/
void QAnimationState::onExit(QEvent *)
{
if (m_animation)
m_animation->stop();
}
/*!
\reimp
*/
bool QAnimationState::event(QEvent *e)
{
return QState::event(e);
}
QT_END_NAMESPACE
#endif