+ (m_frameDurationVariation * ((qreal)qrand()/RAND_MAX) * 2)
- m_frameDurationVariation;
return qMax(0, m_frames * mspf);
- }
- qWarning() << "Sprite::duration is changing meaning to the full animation duration.";
- qWarning() << "Use Sprite::frameDuration for the old meaning, of per frame duration.";
- qWarning() << "As an interim measure, duration/durationVariation means the same as frameDuration/frameDurationVariation, and you'll get this warning spewed out everywhere to movtivate you.";
+ } else if (duration() >= 0) {
+ qWarning() << "Sprite::duration is changing meaning to the full animation duration.";
+ qWarning() << "Use Sprite::frameDuration for the old meaning, of per frame duration.";
+ qWarning() << "As an interim measure, duration/durationVariation means the same as frameDuration/frameDurationVariation, and you'll get this warning spewed out everywhere to motivate you.";
//Note that the spammyness is due to this being the best location to detect, but also called once each animation loop
- return QQuickStochasticState::variedDuration() * m_frames;
+ return QQuickStochasticState::variedDuration() * m_frames;
+ }
+ return 1000; //When nothing set
}
void QQuickSprite::startImageLoading()
The sprite or sprites to draw. Sprites will be scaled to the size of this element.
*/
-//TODO: Implicitly size element to size of first sprite?
+//TODO: Implicitly size element to size of first sprite? or currentSprite?
QQuickSpriteImage::QQuickSpriteImage(QQuickItem *parent) :
QQuickItem(parent)
, m_node(0)