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authorGravatar Tomaz Canabrava <tcanabrava@kde.org>2014-01-14 16:01:17 -0200
committerGravatar Dirk Hohndel <dirk@hohndel.org>2014-01-16 10:12:29 +0700
commitca07f45561aecf788dfbbbda9e36135f6fae69d2 (patch)
tree000717f1fea8c0608179f8dfd494f39dce890981 /qt-ui/profile/divelineitem.cpp
parent408b7dd5e568519360701e01bc87888a5d8be931 (diff)
downloadsubsurface-ca07f45561aecf788dfbbbda9e36135f6fae69d2.tar.gz
Added a new Namespace to deal with Animations and related functions.
Since the animation methods are fairly the same for any QGraphicsItem, I created a new namespace named 'Animations' that should handle all of the specific Animation Functions there, and the programmer has to call those functions from the objects. Good thing is that this reduces boilerplate code. Signed-off-by: Tomaz Canabrava <tcanabrava@kde.org> Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Diffstat (limited to 'qt-ui/profile/divelineitem.cpp')
-rw-r--r--qt-ui/profile/divelineitem.cpp12
1 files changed, 3 insertions, 9 deletions
diff --git a/qt-ui/profile/divelineitem.cpp b/qt-ui/profile/divelineitem.cpp
index 9ceea1e70..834c1b8e3 100644
--- a/qt-ui/profile/divelineitem.cpp
+++ b/qt-ui/profile/divelineitem.cpp
@@ -1,4 +1,5 @@
#include "divelineitem.h"
+#include "animationfunctions.h"
#include <QPropertyAnimation>
DiveLineItem::DiveLineItem(QGraphicsItem *parent) : QGraphicsLineItem(parent)
@@ -8,17 +9,10 @@ DiveLineItem::DiveLineItem(QGraphicsItem *parent) : QGraphicsLineItem(parent)
void DiveLineItem::animatedHide()
{
- QPropertyAnimation *animation = new QPropertyAnimation(this, "opacity");
- connect(animation, SIGNAL(finished()), SLOT(deleteLater()));
- animation->setStartValue(1);
- animation->setEndValue(0);
- animation->start(QAbstractAnimation::DeleteWhenStopped);
+ Animations::hide(this);
}
void DiveLineItem::animateMoveTo(qreal x, qreal y)
{
- QPropertyAnimation *animation = new QPropertyAnimation(this, "pos");
- animation->setStartValue(property("pos").toPointF());
- animation->setEndValue(QPointF(x, y));
- animation->start(QAbstractAnimation::DeleteWhenStopped);
+ Animations::moveTo(this, x, y);
}