change animationEnded signature
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2 changed files with 3 additions and 3 deletions
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@ -207,7 +207,7 @@ void AnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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d->m_animated = true;
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++anim;
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} else {
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animationEnded(entry.key(), anim->attribute);
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animationEnded(entry.key(), anim->attribute, anim->meta);
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anim = entry->first.erase(anim);
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invalidateLayerRect = d->m_damageDirty = true;
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animEnd = entry->first.end();
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@ -153,10 +153,10 @@ protected:
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*/
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void animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2() );
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/**
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* Called whenever an animation end, passes the transformed @class EffectWindow and @enum Attribute
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* Called whenever an animation end, passes the transformed @class EffectWindow @enum Attribute and originally supplied @param meta
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* You can reimplement it to keep a constant transformation for the window (ie. keep it a this opacity or position) or to start another animation
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*/
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virtual void animationEnded( EffectWindow *, Attribute ) {}
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virtual void animationEnded( EffectWindow *, Attribute, uint meta ) {}
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/**
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* Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute".
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* You could use the meta information to eg. support more than one additional animations
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