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2009-11-21
, 18:47
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Posts: 301 |
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Joined on Jul 2008
@ Santiago, Chile
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#42
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2009-11-21
, 18:49
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Posts: 805 |
Thanked: 440 times |
Joined on Aug 2009
@ Mississauga, On
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#43
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2009-11-21
, 19:22
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Posts: 3,105 |
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Joined on Jul 2007
@ Mountain View (CA, USA)
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#44
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The way it's done in Fremantle is that designers produce flash mockups and instructions, which the programmers then manually turn into Clutter effects.
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2009-11-23
, 03:33
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Posts: 23 |
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Joined on Nov 2009
@ Germany
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#45
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2009-11-23
, 20:05
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Posts: 805 |
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Joined on Aug 2009
@ Mississauga, On
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#46
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2009-11-24
, 03:42
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Posts: 3,105 |
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Joined on Jul 2007
@ Mountain View (CA, USA)
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#47
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2009-11-24
, 21:04
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Posts: 3,105 |
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@ Mountain View (CA, USA)
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#48
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2009-11-25
, 22:09
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Posts: 3,105 |
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Joined on Jul 2007
@ Mountain View (CA, USA)
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#49
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mikhas: I'll start with white pawn to g4
qgil: my answer is black pawn to e5
mikhas: white pawn to f3
qgil: sorry, black queen to h4. GAME OVER *handshake*
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2009-11-25
, 22:37
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Posts: 3,811 |
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Joined on Oct 2007
@ East Lansing, MI
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#50
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Tags |
chess, fremantle, miniature |
Thread Tools | |
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But it doesn't do very much. You probably achieve the same results/performance by connecting to a QTimeLine's signal emission and apply the animation steps directly to a QGraphicsItem. In fact, that's what I naively did to create the fading selection frame: http://gitorious.org/miniature/minia...tem.cc#line126
Then there is of course the Qt Animation Framework: http://doc.trolltech.com/4.6-snapsho...-overview.html
It briefly mentions how to interact with QGraphicsItem, though I haven't tried that yet (it looks a lot like WIP to me).