QCallbackMapping Class

class Qt3DAnimation::QCallbackMapping

Allows to map the channels within the clip onto an invocation of a callback object. More...

Header: #include <QCallbackMapping>
qmake: QT += 3danimation
Inherits: Qt3DAnimation::QAbstractChannelMapping

Public Functions

QString channelName() const
void setCallback(int type, Qt3DAnimation::QAnimationCallback *callback, QAnimationCallback::Flags flags = QAnimationCallback::OnOwningThread)

Public Slots

void setChannelName(const QString &channelName)


void channelNameChanged(QString channelName)

Detailed Description

Member Function Documentation

void QCallbackMapping::setCallback(int type, Qt3DAnimation::QAnimationCallback *callback, QAnimationCallback::Flags flags = QAnimationCallback::OnOwningThread)

Associates a callback object with this channel mapping.

Such mappings do not have to have a target object and property name. When the callback object is set, every change in the animated value will lead to invoking the callback's valueChanged function either on the gui/main thread, or directly on one of the thread pool's worker thread. This is controlled by flags.

type specifies the type (for example, QVariant::Vector3D, QVariant::Color, or QMetaType::Float) of the animated value. When animating node properties this does not need to be provided separately, however it becomes important to supply this when there is only a callback.

Note: A mapping can be associated both with a node property and a callback. It is important however that type matches the type of the property in this case. Note also that for properties of type QVariant (for example, QParameter::value), the type is the type of the value stored in the QVariant.

Note: The callback pointer is expected to stay valid while any associated animators are running.