change animationEnded signature

This commit is contained in:
Thomas Lübking 2012-03-25 22:18:28 +02:00
parent 590d9b42d8
commit c67ba0fafb
2 changed files with 3 additions and 3 deletions

View file

@ -207,7 +207,7 @@ void AnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
d->m_animated = true;
++anim;
} else {
animationEnded(entry.key(), anim->attribute);
animationEnded(entry.key(), anim->attribute, anim->meta);
anim = entry->first.erase(anim);
invalidateLayerRect = d->m_damageDirty = true;
animEnd = entry->first.end();

View file

@ -153,10 +153,10 @@ protected:
*/
void animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2() );
/**
* Called whenever an animation end, passes the transformed @class EffectWindow and @enum Attribute
* Called whenever an animation end, passes the transformed @class EffectWindow @enum Attribute and originally supplied @param meta
* 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
*/
virtual void animationEnded( EffectWindow *, Attribute ) {}
virtual void animationEnded( EffectWindow *, Attribute, uint meta ) {}
/**
* Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute".
* You could use the meta information to eg. support more than one additional animations