mapplicationwindowstyle.h   mapplicationwindowstyle.h 
skipping to change at line 48 skipping to change at line 48
/*! /*!
\brief Whether the tool bar prefers to be displayed as a separate, in dependent, scene window. \brief Whether the tool bar prefers to be displayed as a separate, in dependent, scene window.
*/ */
M_STYLE_ATTRIBUTE(bool, floatableToolBar, FloatableToolBar) M_STYLE_ATTRIBUTE(bool, floatableToolBar, FloatableToolBar)
/*! /*!
\brief Whether the tab bar prefers to be displayed as a separate, ind ependent, scene window. \brief Whether the tab bar prefers to be displayed as a separate, ind ependent, scene window.
*/ */
M_STYLE_ATTRIBUTE(bool, floatableTabBar, FloatableTabBar) M_STYLE_ATTRIBUTE(bool, floatableTabBar, FloatableTabBar)
/*!
\brief This allows to customize the style of toolbar for an specific
app
*/
M_STYLE_ATTRIBUTE(QString, navigationBarStyleName, NavigationBarStyleNa
me)
}; };
class MApplicationWindowStyleContainer : public MStyleContainer class MApplicationWindowStyleContainer : public MStyleContainer
{ {
M_STYLE_CONTAINER_INTERNAL(MApplicationWindowStyle) M_STYLE_CONTAINER_INTERNAL(MApplicationWindowStyle)
}; };
#endif // MAPPLICATIONWINDOWSTYLE_H #endif // MAPPLICATIONWINDOWSTYLE_H
 End of changes. 1 change blocks. 
0 lines changed or deleted 7 lines changed or added


 mbackgroundtiles.h   mbackgroundtiles.h 
skipping to change at line 58 skipping to change at line 58
bool isValid() const; bool isValid() const;
protected: protected:
MBackgroundTilesPrivate *d_ptr; MBackgroundTilesPrivate *d_ptr;
private: private:
Q_DECLARE_PRIVATE(MBackgroundTiles) Q_DECLARE_PRIVATE(MBackgroundTiles)
}; };
Q_DECLARE_METATYPE(MBackgroundTiles)
#endif #endif
 End of changes. 1 change blocks. 
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 mbanner.h   mbanner.h 
skipping to change at line 41 skipping to change at line 41
\section BannerOverview Overview \section BannerOverview Overview
MBanner is a component used by the system for different purposes relate d with MBanner is a component used by the system for different purposes relate d with
the notifications. Depending on the elements that you use when setting up an MBanner, the notifications. Depending on the elements that you use when setting up an MBanner,
the component will have different appearances. the component will have different appearances.
Although we haven't defined different views for the MBanner, we conside r those three types: Although we haven't defined different views for the MBanner, we conside r those three types:
\li An event banner is a MBanner with an icon, title and subtitle. \li An event banner is a MBanner with an icon, title and subtitle.
\li An information banner is a MBanner with a title and icon \li An information banner is a MBanner with a title
\li An system banner is a MBanner with a title (only one label) \li An system banner is a MBanner with a title and an icon
You should set the stylename through setStyleName() with one of the fo llowing names: You should set the stylename through setStyleName() with one of the fo llowing names:
\li "ShortEventBanner": used for events as emails, sms, etc. Icon, titl e and subtitle. \li "ShortEventBanner": used for events as emails, sms, etc. Icon, titl e and subtitle.
\li "InformationBanner": used to show generic information for apps with icons. \li "InformationBanner": used to show generic information for apps with icons.
\li "SystemBanner": reserved for system notifications, only text. \li "SystemBanner": reserved for system notifications, only text.
If you create a MBanner without styleName it will have a default style, and it will have the If you create a MBanner without styleName it will have a default style, and it will have the
capability to show any property: title, subtitle, etc. capability to show any property: title, subtitle, etc.
In case that your banner contains any combination above mentioned, the styleName will In case that your banner contains any combination above mentioned, the styleName will
be configured automatically by the library. be configured automatically by the library.
skipping to change at line 115 skipping to change at line 115
eventBanner->setIconID("icon-l-settings"); eventBanner->setIconID("icon-l-settings");
eventBanner->setTitle("New updates waiting to install"); eventBanner->setTitle("New updates waiting to install");
eventBanner->setSubtitle("130 files"); eventBanner->setSubtitle("130 files");
eventBanner->appear(scene(), MSceneWindow::DestroyWhenDone); eventBanner->appear(scene(), MSceneWindow::DestroyWhenDone);
\endcode \endcode
Here's how to launch an information banner from code: Here's how to launch an information banner from code:
\code \code
MBanner *infoBanner = new MBanner(); MBanner *infoBanner = new MBanner();
infoBanner->setStyleName("InformationBanner"); infoBanner->setStyleName("InformationBanner");
infoBanner->setIconID("icon-m-telephony-call-answer");
infoBanner->setTitle("Info banner with so much information that the text wraps in portrait"); infoBanner->setTitle("Info banner with so much information that the text wraps in portrait");
infoBanner->appear(scene(), MSceneWindow::DestroyWhenDone); infoBanner->appear(scene(), MSceneWindow::DestroyWhenDone);
\endcode \endcode
Here's how to launch a system banner from code: Here's how to launch a system banner from code:
\code \code
MBanner *systemBanner = new MBanner(); MBanner *systemBanner = new MBanner();
systemBanner->setStyleName("SystemBanner"); systemBanner->setStyleName("SystemBanner");
systemBanner->setIconID("icon-m-common-usb");
systemBanner->setTitle("System banner"); systemBanner->setTitle("System banner");
systemBanner->appear(scene(), MSceneWindow::DestroyWhenDone); systemBanner->appear(scene(), MSceneWindow::DestroyWhenDone);
\endcode \endcode
Here's how to launch a event full banner from code: Here's how to launch a event full banner from code:
\code \code
MBanner *fullEventBanner = new MBanner(); MBanner *fullEventBanner = new MBanner();
fullEventBanner->setStyleName("FullEventBanner"); fullEventBanner->setStyleName("FullEventBanner");
fullEventBanner->setIconID("icon-m-camera-scene-landscape-selecte d"); fullEventBanner->setIconID("icon-m-camera-scene-landscape-selecte d");
fullEventBanner->setTitle("Call"); fullEventBanner->setTitle("Call");
 End of changes. 3 change blocks. 
3 lines changed or deleted 3 lines changed or added


 mcomponentdata.h   mcomponentdata.h 
skipping to change at line 189 skipping to change at line 189
// //
// \deprecated Please use class MFeedback to play input feedbacks. Sinc e 0.20.43 // \deprecated Please use class MFeedback to play input feedbacks. Sinc e 0.20.43
static MFeedbackPlayer *feedbackPlayer(); static MFeedbackPlayer *feedbackPlayer();
//! Returns whether automatic loading of MInputContext is enabled //! Returns whether automatic loading of MInputContext is enabled
static bool isLoadMInputContextEnabled(); static bool isLoadMInputContextEnabled();
//! Sets whether MComponentData should automatically load m input conte xt //! Sets whether MComponentData should automatically load m input conte xt
static void setLoadMInputContext(bool enable); static void setLoadMInputContext(bool enable);
//! Returns whether MCompositor is present
static bool isMeeGoWindowManagerRunning();
//! \internal //! \internal
static M::OrientationAngle forcedOrientationAngle(); static M::OrientationAngle forcedOrientationAngle();
static bool isOrientationForced(); static bool isOrientationForced();
#ifdef Q_WS_X11 #ifdef Q_WS_X11
typedef QPair<WId,QString> ChainData; typedef QPair<WId,QString> ChainData;
/** /**
* Pushes a ChainData onto the stack of chain data * Pushes a ChainData onto the stack of chain data
 End of changes. 1 change blocks. 
0 lines changed or deleted 3 lines changed or added


 mdeviceprofile.h   mdeviceprofile.h 
skipping to change at line 72 skipping to change at line 72
//! Returns the number of pixels required to display a length of \a mm millimeters on this device using floating point precision. //! Returns the number of pixels required to display a length of \a mm millimeters on this device using floating point precision.
qreal mmToPixelsF(qreal mm); qreal mmToPixelsF(qreal mm);
//! Returns point size in pixels on this device. //! Returns point size in pixels on this device.
int ptToPixels(qreal pt); int ptToPixels(qreal pt);
//! Returns point size in pixels using floating point precision on this device. //! Returns point size in pixels using floating point precision on this device.
qreal ptToPixelsF(qreal pt); qreal ptToPixelsF(qreal pt);
//! Returns the result of pixels to points conversion
int pixelsToPt(int pixels);
//! Returns the result of pixels to points conversion
qreal pixelsToPtF(qreal pixels);
protected: protected:
MDeviceProfilePrivate *const d_ptr; MDeviceProfilePrivate *const d_ptr;
private: private:
Q_DISABLE_COPY(MDeviceProfile) Q_DISABLE_COPY(MDeviceProfile)
Q_DECLARE_PRIVATE(MDeviceProfile) Q_DECLARE_PRIVATE(MDeviceProfile)
}; };
#endif #endif
 End of changes. 1 change blocks. 
0 lines changed or deleted 6 lines changed or added


 mfeedback.h   mfeedback.h 
skipping to change at line 26 skipping to change at line 26
** of this file. ** of this file.
** **
*************************************************************************** */ *************************************************************************** */
#ifndef MFEEDBACK_H #ifndef MFEEDBACK_H
#define MFEEDBACK_H #define MFEEDBACK_H
#include "mexport.h" #include "mexport.h"
#include <QObject> #include <QObject>
#include <QMetaType>
#include <QString> #include <QString>
class MFeedbackPrivate; class MFeedbackPrivate;
/*! /*!
* \class MFeedback * \class MFeedback
* \brief Used to easily play non-graphical input feedbacks. * \brief Used to easily play non-graphical input feedbacks.
* *
* This class can be used to play non-graphical input feedbacks such as * This class can be used to play non-graphical input feedbacks such as
* vibra, audio or tactile effects. MFeedback has a name which is used * vibra, audio or tactile effects. MFeedback has a name which is used
skipping to change at line 139 skipping to change at line 140
/*! /*!
* \brief Plays the feedback. * \brief Plays the feedback.
*/ */
void play() const; void play() const;
protected: protected:
Q_DECLARE_PRIVATE(MFeedback) Q_DECLARE_PRIVATE(MFeedback)
MFeedbackPrivate *const d_ptr; MFeedbackPrivate *const d_ptr;
}; };
Q_DECLARE_METATYPE(MFeedback)
#endif #endif
 End of changes. 2 change blocks. 
0 lines changed or deleted 3 lines changed or added


 mkeyboardstatetracker.h   mkeyboardstatetracker.h 
skipping to change at line 68 skipping to change at line 68
protected: protected:
MKeyboardStateTrackerPrivate *const d_ptr; MKeyboardStateTrackerPrivate *const d_ptr;
private: private:
MKeyboardStateTracker(); MKeyboardStateTracker();
virtual ~MKeyboardStateTracker(); virtual ~MKeyboardStateTracker();
Q_DISABLE_COPY(MKeyboardStateTracker) Q_DISABLE_COPY(MKeyboardStateTracker)
Q_DECLARE_PRIVATE(MKeyboardStateTracker) Q_DECLARE_PRIVATE(MKeyboardStateTracker)
friend class MOrientationTrackerPrivate;
}; };
#endif // MKEYBOARDSTATETRACKER_H #endif // MKEYBOARDSTATETRACKER_H
 End of changes. 1 change blocks. 
0 lines changed or deleted 2 lines changed or added


 mlocale.h   mlocale.h 
skipping to change at line 569 skipping to change at line 569
* </tr> * </tr>
* <tr> * <tr>
* <td>ja_JP</td><td>Kana, Hira, Hani</td> * <td>ja_JP</td><td>Kana, Hira, Hani</td>
* </tr> * </tr>
* </table> * </table>
* *
*/ */
QStringList localeScripts() const; QStringList localeScripts() const;
/*! /*!
* \brief Returns a list of character or strings to be used in indices
*
* This returns an QStringList of characters (or character
* sequences) which can be used as index characters in user
* interfaces. Which index characters are useful depends on the
* locale set in lc_collation as the collation (sorting) rules
* depend on the locale.
*
* For example, if lc_collation is set to Czech locale (i.e. if
* MLocale::categoryName(MLocale::MLcCollate) returns “cs_CZ”)
* this will return a list like:
*
* “A B C Č D E F G H CH I J K L M N O P Q R Ř S Š T U V W X Y Z Ž”
*
* Note that this also contains the character sequence “CH” as
* an index “character” because in Czech CH is sorted as if it
* were a single character after H. Therefore, CH deserves its own
* entry in a collation index for Czech.
*
* For more details about such index characters see:
* <a href="http://www.unicode.org/reports/tr35/#Character_Elements">
*
*/
QStringList exemplarCharactersIndex() const;
/*!
* \brief Returns the name of an appropriate sort bucket for a string
*
* This function is useful to get index titles when sorting a large
* amount of strings like in a telephone book, a list of videos etc.
* The list of useful index titles is language specific, for example
* for Czech (“cs_CZ” locale) it is
*
* “A B C Č D E F G H CH I J K L M N O P Q R Ř S Š T U V W X Y Z Ž”
*
* for Japanese (“ja_JP@collation=standard” locale, same as “ja_JP”) it
is
*
* “あ か さ た な は ま や ら わ”
*
* and for traditional Chinese (“zh_TW@collation=stroke”, same as “zh_T
W”) locale it is
*
* “一 丁 三 丑 丙 丞 串 並 亟 乘 乾 傢 亂 僧 億 儒 優 叢 嚥 勸 儷 儼 囌 囑 廳”
*
* This function is helpful to find out which bucket a string will be
* sorted into when sorting locale aware.
*
* Examples for “cs_CZ” locale:
*
* <table border="1">
* <caption>
* <big><b>
* Strings to sort and buckets for “cs_CZ” locale
* </b></big>
* </caption>
* <tr>
* <th>String</th>
* <th>Bucket</th>
* </tr>
* <tr>
* <td>cesta</td>
* <td>C</td>
* </tr>
* <tr>
* <td>češtinǎ</td>
* <td>Č</td>
* </tr>
* <tr>
* <td>chemie</td>
* <td>CH</td>
* </tr>
* <tr>
* <td>ů</td>
* <td>U</td>
* </tr>
* <tr>
* <td>α</td>
* <td>Α</td>
* </tr>
* <tr>
* <td>Α</td>
* <td>Α</td>
* </tr>
* <tr>
* <td>沙紀</td>
* <td>沙</td>
* </tr>
* </table>
*
* Examples for “ja_JP@collation=standard” locale:
*
* <table border="1">
* <caption>
* <big><b>
* Strings to sort and buckets for “ja_JP@collation=standard” local
e
* </b></big>
* </caption>
* <tr>
* <th>String</th>
* <th>Bucket</th>
* </tr>
* <tr>
* <td>richard</td>
* <td>R</td>
* </tr>
* <tr>
* <td>さき</td>
* <td>さ</td>
* </tr>
* <tr>
* <td>ジョン</td>
* <td>さ</td>
* </tr>
* <tr>
* <td>はなこ</td>
* <td>は</td>
* </tr>
* </table>
*
* Examples for “zh_TW@collation=stroke” locale:
*
* <table border="1">
* <caption>
* <big><b>
* Strings to sort and buckets for “zh_TW@collation=stroke” locale
* </b></big>
* </caption>
* <tr>
* <th>String</th>
* <th>Bucket</th>
* </tr>
* <tr>
* <td>John</td>
* <td>J</td>
* </tr>
* <tr>
* <td>宁驰</td>
* <td>丙</td>
* </tr>
* <tr>
* <td>柳 君蘅</td>
* <td>亟</td>
* </tr>
* </table>
*
* As can be seen in the above examples, this function tries to
* return useful extra buckets for strings which sort out of the
* range of the bucket list of the language of the current locale.
* For example if one is running in Czech locale but has also some
* Japanese and some Greek names in the contact list these foreign
* strings sort outside of the range of the Czech bucket list.
* This function tries to create useful extra buckets for these
* foreign strings.
*
* \sa exemplarCharactersIndex()
*/
QString indexBucket(const QString &str) const;
/*!
* \brief Returns the language code of the locale in ISO-639 format * \brief Returns the language code of the locale in ISO-639 format
* *
* If the language code cannot be parsed out of the locale name * If the language code cannot be parsed out of the locale name
* an empty string is returned. * an empty string is returned.
* *
* Example: * Example:
* If the locale name is “fi_FI”, this will return “fi”. * If the locale name is “fi_FI”, this will return “fi”.
* *
* \sa name() * \sa name()
* \sa script() * \sa script()
 End of changes. 1 change blocks. 
0 lines changed or deleted 161 lines changed or added


 mobjectmenu.h   mobjectmenu.h 
skipping to change at line 32 skipping to change at line 32
#include <mscenewindow.h> #include <mscenewindow.h>
#include <mobjectmenumodel.h> #include <mobjectmenumodel.h>
class QGraphicsSceneContextMenuEvent; class QGraphicsSceneContextMenuEvent;
//! \internal //! \internal
/*! /*!
\class MObjectMenu \class MObjectMenu
\brief MObjectMenu is a context-menu like widget, which shows object me \brief MObjectMenu is a context-menu like widget, which shows object me
nu actions from any widget. nu
actions from any widget or from itself.
\ingroup widgets \ingroup widgets
This class is used by MWidget and will be launched automatically if the This class can be used with or without a MWidget as a source for the ac
widget gets a context menu event and the widget has some object menu tions.
actions associated to it. To add context menu actions to a widget see t If target widget is not defined the actions are gathered only from the
he object menu instance itself.
code snippet below.
Menu is launched automatically by MWidget when it gets a context menu e
vent
and it has some object menu actions associated to it. To add context me
nu
actions to a widget see the code snippet below.
\code \code
// Create an action with title "Edit" and parent it to widget // Create an action with title "Edit" and parent it to widget
// so the action is freed when the widget gets destroyed. // so the action is freed when the widget gets destroyed.
MAction* action = new MAction("Edit", widget); MAction* action = new MAction("Edit", widget);
// Associate this action to object menu. // Associate this action to object menu.
action->setLocation(MAction::ObjectMenu); action->setLocation(MAction::ObjectMenu);
// And add the action to the widget. // And add the action to the widget.
widget->addAction(action); widget->addAction(action);
\endcode \endcode
This class can also be used manually, but normally it's enough to just When using this class without a target widget, the actions need to be a
add dded
actions to a widget and let the system handle the menu. manually to the instance of MObjectMenu class. In this case, the menu n
eeds to
be shown manually as well.
\code
//manually initialized an instance of MObjectMenu
MObjectMenu* objectMenu = new MObjectMenu(NULL);
.
.
.
// Create an action with title "Edit" and parent it to objecMenu
// so the action is freed when the menu gets destroyed.
MAction* action = new MAction("Edit", objectMenu);
// Associate this action to object menu.
action->setLocation(MAction::ObjectMenu);
// And add the action to object menu instance
objectMenu->addAction(action);
.
.
.
//manually show the object menu when needed
sceneManager()->appearSceneWindow(objectMenu);
\endcode
Please notice that in most cases it should be enough to use the automat
ic
object menu launching functionality provided by the MWidget.
\section MObjectMenuOverview Overview \section MObjectMenuOverview Overview
Object Menu is a popup menu of commands attached to an element that Object Menu is a popup menu of commands attached to an element that
contains functions related to it. It can be seen to be quite close to contains functions related to it. It can be seen to be quite close to
the idea of a context-sensitive menu ("right click menu"). the idea of a context-sensitive menu ("right click menu").
Object menu is opened by long tapping the element. There is a visua Usually the object menu is opened by long tapping the element. Ther
l e is
transition for opening the menu, starting after a certain time peri a visual transition for opening the menu, starting after a certain
od. time
When the menu is activated, the background is dimmed (including Hom period. When the menu is activated, the background is dimmed (inclu
e ding
and Back buttons). Home and Back buttons).
\section MObjectMenuUsageGuidlines Usage guidlines \section MObjectMenuUsageGuidlines Usage guidlines
\li Object menu is a good place for shortcuts: for things that woul d \li Object menu is a good place for shortcuts: for things that woul d
take several clicks and actions to otherwise access from the vi ew take several clicks and actions to otherwise access from the vi ew
the user launched the menu from. If an action would take two sh ort the user launched the menu from. If an action would take two sh ort
clicks in the views vs. a long click to open the menu and a cli ck clicks in the views vs. a long click to open the menu and a cli ck
in the menu, it doesn't really save time and effort from the us ers in the menu, it doesn't really save time and effort from the us ers
anymore. anymore.
\li Object menu promotes certain device features. If you need to ma ke a \li Object menu promotes certain device features. If you need to ma ke a
skipping to change at line 129 skipping to change at line 158
Q_DISABLE_COPY(MObjectMenu) Q_DISABLE_COPY(MObjectMenu)
M_CONTROLLER(MObjectMenu) M_CONTROLLER(MObjectMenu)
Q_PROPERTY(QPointF cursorPosition READ cursorPosition WRITE setCursorPo sition) Q_PROPERTY(QPointF cursorPosition READ cursorPosition WRITE setCursorPo sition)
Q_PROPERTY(QString iconId READ iconId WRITE setIconId) Q_PROPERTY(QString iconId READ iconId WRITE setIconId)
Q_PROPERTY(QString title READ title WRITE setTitle) Q_PROPERTY(QString title READ title WRITE setTitle)
public: public:
/*! /*!
\brief Constructs an object menu. \brief Constructs an object menu.
Object menu is associated to exactly one widget. The menu shows Object menu can be associated with a \a target widget. If \a target
automatically all object menu actions from the \a target widget. widget is valid, menu will show automatically all the object menu
actions from the specified widget. If \a target is 0, menu includes
only the actions that will be added to the MObjectMenu instance its
elf.
*/ */
explicit MObjectMenu(MWidget *target); explicit MObjectMenu(MWidget *target);
/*! /*!
\brief Constructs an object menu with a specified actions. \brief Constructs an object menu with a specified actions.
*/ */
explicit MObjectMenu(const QList<MAction *>& actionList); explicit MObjectMenu(const QList<MAction *>& actionList);
/*! /*!
\brief Destructs an object menu. \brief Destructs an object menu.
 End of changes. 5 change blocks. 
19 lines changed or deleted 55 lines changed or added


 mpannableviewport.h   mpannableviewport.h 
skipping to change at line 181 skipping to change at line 181
* *
* This slot should only be used by physics engine. * This slot should only be used by physics engine.
*/ */
virtual void updatePosition(const QPointF &position); virtual void updatePosition(const QPointF &position);
private: private:
Q_DISABLE_COPY(MPannableViewport) Q_DISABLE_COPY(MPannableViewport)
Q_DECLARE_PRIVATE(MPannableViewport) Q_DECLARE_PRIVATE(MPannableViewport)
Q_PRIVATE_SLOT(d_func(), void _q_resolvePannedWidgetIsOnDisplay()) Q_PRIVATE_SLOT(d_func(), void _q_resolvePannedWidgetIsOnDisplay())
Q_PRIVATE_SLOT(d_func(), void _q_positionIndicatorEnabledChanged()) Q_PRIVATE_SLOT(d_func(), void _q_positionIndicatorEnabledChanged())
Q_PRIVATE_SLOT(d_func(), void _q_pannedWidgetGeometryChanged())
Q_PRIVATE_SLOT(d_func(), void _q_pannedWidgetWidthOutOfViewport()) Q_PRIVATE_SLOT(d_func(), void _q_pannedWidgetWidthOutOfViewport())
Q_PRIVATE_SLOT(d_func(), void _q_pannedWidgetHeightOutOfViewport()) Q_PRIVATE_SLOT(d_func(), void _q_pannedWidgetHeightOutOfViewport())
Q_PRIVATE_SLOT(d_func(), void _q_ensureFocusedPannedWidgetIsVisible()) Q_PRIVATE_SLOT(d_func(), void _q_ensureFocusedPannedWidgetIsVisible())
Q_PRIVATE_SLOT(d_func(), void _q_handleInputMethodAreaChanged(const QRe ct &)) Q_PRIVATE_SLOT(d_func(), void _q_handleInputMethodAreaChanged(const QRe ct &))
#ifdef UNIT_TEST #ifdef UNIT_TEST
// Test unit is defined as a friend of production code to access privat e members // Test unit is defined as a friend of production code to access privat e members
friend class Ut_MPannableViewport; friend class Ut_MPannableViewport;
#endif #endif
friend class MPannableViewportScroller; friend class MPannableViewportScroller;
}; };
 End of changes. 1 change blocks. 
1 lines changed or deleted 0 lines changed or added


 mscalableimage.h   mscalableimage.h 
skipping to change at line 24 skipping to change at line 24
** License version 2.1 as published by the Free Software Foundation ** License version 2.1 as published by the Free Software Foundation
** and appearing in the file LICENSE.LGPL included in the packaging ** and appearing in the file LICENSE.LGPL included in the packaging
** of this file. ** of this file.
** **
*************************************************************************** */ *************************************************************************** */
#ifndef MSCALABLEIMAGE_H #ifndef MSCALABLEIMAGE_H
#define MSCALABLEIMAGE_H #define MSCALABLEIMAGE_H
#include <QObject> #include <QObject>
#include <QMetaType>
#include "mexport.h" #include "mexport.h"
class MScalableImagePrivate; class MScalableImagePrivate;
class QPoint; class QPoint;
class QPointF; class QPointF;
class QSize; class QSize;
class QSizeF; class QSizeF;
class QRect; class QRect;
class QRectF; class QRectF;
class QPainter; class QPainter;
skipping to change at line 187 skipping to change at line 188
protected: protected:
MScalableImagePrivate *const d_ptr; MScalableImagePrivate *const d_ptr;
MScalableImage(MScalableImagePrivate *dd); MScalableImage(MScalableImagePrivate *dd);
private: private:
Q_DECLARE_PRIVATE(MScalableImage) Q_DECLARE_PRIVATE(MScalableImage)
Q_DISABLE_COPY(MScalableImage) Q_DISABLE_COPY(MScalableImage)
}; };
Q_DECLARE_METATYPE(const MScalableImage *)
#endif #endif
 End of changes. 2 change blocks. 
0 lines changed or deleted 3 lines changed or added


 mscenemanager.h   mscenemanager.h 
skipping to change at line 58 skipping to change at line 58
* appearance, disappearance and display orientation changes (e.g., from po rtrait * appearance, disappearance and display orientation changes (e.g., from po rtrait
* to landscape). * to landscape).
* *
* \sa MSceneWindow * \sa MSceneWindow
*/ */
class M_CORE_EXPORT MSceneManager : public QObject class M_CORE_EXPORT MSceneManager : public QObject
{ {
Q_OBJECT Q_OBJECT
friend class MSceneWindow; friend class MSceneWindow;
friend class MWindow; friend class MWindow;
friend class MApplicationWindowPrivate;
#ifdef UNIT_TEST #ifdef UNIT_TEST
friend class Ut_MSceneManager; friend class Ut_MSceneManager;
friend class Ut_MApplicationWindow; friend class Ut_MApplicationWindow;
friend class Ut_MComboBox; friend class Ut_MComboBox;
#endif #endif
public: public:
/*! /*!
skipping to change at line 325 skipping to change at line 326
//! \reimp_end //! \reimp_end
private: private:
Q_DECLARE_PRIVATE(MSceneManager) Q_DECLARE_PRIVATE(MSceneManager)
Q_PRIVATE_SLOT(d_func(), void _q_onSceneWindowAppearanceAnimationFinish ed()) Q_PRIVATE_SLOT(d_func(), void _q_onSceneWindowAppearanceAnimationFinish ed())
Q_PRIVATE_SLOT(d_func(), void _q_onSceneWindowDisappearanceAnimationFin ished()) Q_PRIVATE_SLOT(d_func(), void _q_onSceneWindowDisappearanceAnimationFin ished())
Q_PRIVATE_SLOT(d_func(), void _q_setSenderGeometry()) Q_PRIVATE_SLOT(d_func(), void _q_setSenderGeometry())
Q_PRIVATE_SLOT(d_func(), void _q_changeGlobalOrientationAngle()) Q_PRIVATE_SLOT(d_func(), void _q_changeGlobalOrientationAngle())
Q_PRIVATE_SLOT(d_func(), void _q_emitOrientationChangeFinished()) Q_PRIVATE_SLOT(d_func(), void _q_emitOrientationChangeFinished())
Q_PRIVATE_SLOT(d_func(), void _q_unFreezeUI()) Q_PRIVATE_SLOT(d_func(), void _q_unfreezeUI(QAbstractAnimation::State n
ewState,
QAbstractAnimation::State o
ldState))
Q_PRIVATE_SLOT(d_func(), void _q_applySceneWindowTransitionsQueuedDueTo OrientationAnimation()) Q_PRIVATE_SLOT(d_func(), void _q_applySceneWindowTransitionsQueuedDueTo OrientationAnimation())
Q_PRIVATE_SLOT(d_func(), void _q_triggerAsyncPendingOrientationChange() ) Q_PRIVATE_SLOT(d_func(), void _q_triggerAsyncPendingOrientationChange() )
Q_PRIVATE_SLOT(d_func(), void _q_applyPendingOrientationChange()) Q_PRIVATE_SLOT(d_func(), void _q_applyPendingOrientationChange())
Q_PRIVATE_SLOT(d_func(), void _q_onPageSwitchAnimationFinished()) Q_PRIVATE_SLOT(d_func(), void _q_onPageSwitchAnimationFinished())
Q_PRIVATE_SLOT(d_func(), void _q_dislocateSceneWindow(MSceneWindow *, Q PointF)) Q_PRIVATE_SLOT(d_func(), void _q_dislocateSceneWindow(MSceneWindow *, Q PointF))
Q_PRIVATE_SLOT(d_func(), void _q_undoSceneWindowDislocation(MSceneWindo w *sceneWindow)) Q_PRIVATE_SLOT(d_func(), void _q_undoSceneWindowDislocation(MSceneWindo w *sceneWindow))
Q_PRIVATE_SLOT(d_func(), void _q_updateRootElementsPositions()) Q_PRIVATE_SLOT(d_func(), void _q_updateRootElementsPositions())
Q_PRIVATE_SLOT(d_func(), void _q_updateOnDisplayVisibility()) Q_PRIVATE_SLOT(d_func(), void _q_updateOnDisplayVisibility())
Q_PRIVATE_SLOT(d_func(), void _q_setOrientationAngleForWindow())
#ifdef Q_WS_X11 #ifdef Q_WS_X11
Q_PRIVATE_SLOT(d_func(), void _q_updateDecoratorButtonsProperty()) Q_PRIVATE_SLOT(d_func(), void _q_updateDecoratorButtonsProperty())
#endif #endif
/* /*
Methods for testing purposes Methods for testing purposes
*/ */
void fastForwardPageSwitchAnimation(); void fastForwardPageSwitchAnimation();
void fastForwardOrientationChangeAnimation(); void fastForwardOrientationChangeAnimation();
void fastForwardSceneWindowTransitionAnimation(MSceneWindow *sceneWindo w); void fastForwardSceneWindowTransitionAnimation(MSceneWindow *sceneWindo w);
 End of changes. 3 change blocks. 
1 lines changed or deleted 6 lines changed or added


 msliderstyle.h   msliderstyle.h 
skipping to change at line 159 skipping to change at line 159
/*! /*!
\property MSlider::handleLabelMargin \property MSlider::handleLabelMargin
\brief Minimum margin between handle indicator and slider edge \brief Minimum margin between handle indicator and slider edge
*/ */
M_STYLE_ATTRIBUTE(qreal, handleLabelMargin, HandleLabelMargin) M_STYLE_ATTRIBUTE(qreal, handleLabelMargin, HandleLabelMargin)
/*! /*!
\property MSlider::handleLabelArrowMargin \property MSlider::handleLabelArrowMargin
\brief Minimum margin between arrow and handle indicator edge \brief Minimum margin between arrow and handle indicator edge
*/ */
M_STYLE_ATTRIBUTE(qreal, handleLabelArrowMargin, HandleLabelArrowMargin ) M_STYLE_ATTRIBUTE(qreal, handleLabelArrowMargin, HandleLabelArrowMargin )
/*!
\property MSlider::elapsedOffset
\brief How much the elapsed background draws over the value point
*/
M_STYLE_ATTRIBUTE(qreal, elapsedOffset, ElapsedOffset)
/*!
\property MSlider::grooveMargin
\brief Margin between the ends of the groove and widget
*/
M_STYLE_ATTRIBUTE(qreal, grooveMargin, GrooveMargin)
/*!
\property MSlider::indicatorOffset
\brief Adjusts the position of the indicator handle
*/
M_STYLE_ATTRIBUTE(qreal, indicatorOffset, IndicatorOffset)
/*!
\property MSlider::indicatorStyleName
\brief Style name of the indicator label
*/
M_STYLE_ATTRIBUTE(QString, indicatorStyleName, IndicatorStyleName)
}; };
class M_VIEWS_EXPORT MSliderStyleContainer : public MWidgetStyleContainer class M_VIEWS_EXPORT MSliderStyleContainer : public MWidgetStyleContainer
{ {
M_STYLE_CONTAINER(MSliderStyle) M_STYLE_CONTAINER(MSliderStyle)
}; };
#endif #endif
 End of changes. 1 change blocks. 
0 lines changed or deleted 20 lines changed or added


 mtexteditstyle.h   mtexteditstyle.h 
skipping to change at line 39 skipping to change at line 39
{ {
Q_OBJECT Q_OBJECT
M_STYLE(MTextEditStyle) M_STYLE(MTextEditStyle)
M_STYLE_ATTRIBUTE(QFont, font, Font) M_STYLE_ATTRIBUTE(QFont, font, Font)
M_STYLE_ATTRIBUTE(QColor, textColor, TextColor) M_STYLE_ATTRIBUTE(QColor, textColor, TextColor)
M_STYLE_ATTRIBUTE(QColor, selectionTextColor, SelectionText Color) M_STYLE_ATTRIBUTE(QColor, selectionTextColor, SelectionText Color)
M_STYLE_ATTRIBUTE(QColor, selectionBackgroundColor, SelectionBack groundColor) M_STYLE_ATTRIBUTE(QColor, selectionBackgroundColor, SelectionBack groundColor)
M_STYLE_ATTRIBUTE(qreal, selectionThreshold, SelectionThre shold) M_STYLE_ATTRIBUTE(qreal, selectionThreshold, SelectionThre shold)
M_STYLE_ATTRIBUTE(bool, allowViewReposition, AllowViewRepo sition) M_STYLE_ATTRIBUTE(bool, allowViewReposition, AllowViewRepo sition)
M_STYLE_ATTRIBUTE(bool, disableMagnifier, DisableMagnif ier)
M_STYLE_ATTRIBUTE(QString, maskString, MaskString) M_STYLE_ATTRIBUTE(QString, maskString, MaskString)
M_STYLE_ATTRIBUTE(QColor, promptColor, PromptColor) M_STYLE_ATTRIBUTE(QColor, promptColor, PromptColor)
M_STYLE_ATTRIBUTE(QString, pasteFailedIcon, PasteFailedIc on) M_STYLE_ATTRIBUTE(QString, pasteFailedIcon, PasteFailedIc on)
M_STYLE_ATTRIBUTE(int, pasteFailedDuration, PasteFailedDu ration) M_STYLE_ATTRIBUTE(int, pasteFailedDuration, PasteFailedDu ration)
M_STYLE_ATTRIBUTE(int, maskingDelay, MaskingDelay) M_STYLE_ATTRIBUTE(int, maskingDelay, MaskingDelay)
/*! /*!
\property MTextEditStyle::pressBoundaryFeedback \property MTextEditStyle::pressBoundaryFeedback
\brief Feedback given when pressing between words \brief Feedback given when pressing between words
*/ */
 End of changes. 1 change blocks. 
0 lines changed or deleted 1 lines changed or added


 mwidgetzoomanimation.h   mwidgetzoomanimation.h 
skipping to change at line 35 skipping to change at line 35
#include <QPointF> #include <QPointF>
//! \internal //! \internal
class MWidgetZoomAnimationPrivate; class MWidgetZoomAnimationPrivate;
class MWidgetZoomAnimation : public MAbstractWidgetAnimation class MWidgetZoomAnimation : public MAbstractWidgetAnimation
{ {
Q_OBJECT Q_OBJECT
Q_PROPERTY(QPointF origin READ origin WRITE setOrigin)
M_ANIMATION_GROUP(MWidgetZoomAnimationStyle) M_ANIMATION_GROUP(MWidgetZoomAnimationStyle)
public: public:
MWidgetZoomAnimation(QObject *parent = NULL); MWidgetZoomAnimation(QObject *parent = NULL);
virtual void setTargetWidget(MWidgetController *widget); virtual void setTargetWidget(MWidgetController *widget);
virtual void restoreTargetWidgetState(); virtual void restoreTargetWidgetState();
void setTransitionDirection(TransitionDirection direction); void setTransitionDirection(TransitionDirection direction);
void setOrigin(const QPointF &pos); void setOrigin(const QPointF &pos);
QPointF origin() const;
protected: protected:
MWidgetZoomAnimation(MWidgetZoomAnimationPrivate *dd, QObject *parent = NULL); MWidgetZoomAnimation(MWidgetZoomAnimationPrivate *dd, QObject *parent = NULL);
virtual void updateState(QAbstractAnimation::State newState, QAbstractA nimation::State oldState); virtual void updateState(QAbstractAnimation::State newState, QAbstractA nimation::State oldState);
private: private:
Q_DECLARE_PRIVATE(MWidgetZoomAnimation) Q_DECLARE_PRIVATE(MWidgetZoomAnimation)
}; };
//! \internal_end //! \internal_end
 End of changes. 2 change blocks. 
0 lines changed or deleted 2 lines changed or added


 mwindow.h   mwindow.h 
skipping to change at line 111 skipping to change at line 111
The global alpha of the hardware video overlay for use by this window. The global alpha of the hardware video overlay for use by this window.
*/ */
Q_PROPERTY(qreal videoGlobalAlpha READ videoGlobalAlpha WRITE setVideoG lobalAlpha) Q_PROPERTY(qreal videoGlobalAlpha READ videoGlobalAlpha WRITE setVideoG lobalAlpha)
public: public:
/*! /*!
\brief Creates a MWindow without a scene manager. \brief Creates a MWindow without a scene manager.
\a parent is passed to QGraphicsView's constructor. \a parent is passed to QGraphicsView's constructor.
A scene manager can be assigned later by calling setSceneManager(), By default MWindow doesn't create a scene manager. It can be assigned
however a default scene manager will be automatically created as later by calling setSceneManager(). Also, a default scene manager
needed unless explicitly set whenever any scene management is required will be automatically created as needed unless explicitly set whenever
(adding a managed class like MDialog to the application). any scene management is required (adding a managed class like MDialog
to the application).
\sa setSceneManager(), sceneManager() \sa setSceneManager(), sceneManager()
*/ */
explicit MWindow(QWidget *parent = 0); explicit MWindow(QWidget *parent = 0);
/*! /*!
\brief Creates a MWindow with a provided \a scenemanager. \brief Creates a MWindow with a provided \a scenemanager.
\a parent is passed to QGraphicsView's constructor. \a parent is passed to QGraphicsView's constructor.
skipping to change at line 223 skipping to change at line 224
*/ */
MScene *scene(); MScene *scene();
/*! /*!
\brief Assigns a scene manager to the window. \brief Assigns a scene manager to the window.
The existing scene manager (if any) will be deleted and replaced by The existing scene manager (if any) will be deleted and replaced by
\a sceneManager. The new \a sceneManager can be 0. \a sceneManager. The new \a sceneManager can be 0.
MWindow will take ownership of the given scene manager. MWindow will take ownership of the given scene manager.
\note Scene manager takes over orientation angle management of a wind
ow.
If window orientation angle was changed manually before creatin
g
a scene manager, the scene manager will override this setting.
*/ */
void setSceneManager(MSceneManager *sceneManager); void setSceneManager(MSceneManager *sceneManager);
/*! /*!
\brief Returns the scene manager of the window, or 0 if not set. \brief Returns the scene manager of the window, or 0 if not set.
The scene manager is responsible for positioning, animating and The scene manager is responsible for positioning, animating and
generally managing MSceneWindows such as MDialog and MApplicationPage generally managing MSceneWindows such as MDialog and MApplicationPage
inside the window's scene. inside the window's scene.
*/ */
MSceneManager *sceneManager() const; MSceneManager *sceneManager() const;
/*! /*!
\brief Returns the scene manager of the window. A scene manager will \brief Returns the scene manager of the window. A scene manager will
be automatically created if none was previously set. be automatically created if none was previously set.
The scene manager is responsible for positioning, animating and The scene manager is responsible for positioning, animating and
generally managing MSceneWindows such as MDialog and MApplicationPage generally managing MSceneWindows such as MDialog and MApplicationPage
inside the window's scene. inside the window's scene.
\note Scene manager takes over orientation angle management of a wind
ow.
If window orientation angle was changed manually before creatin
g
a scene manager, the scene manager will override this setting.
\sa setSceneManager()
*/ */
MSceneManager *sceneManager(); MSceneManager *sceneManager();
/*! /*!
\brief Returns the current orientation of the window's scene. \brief Returns the current orientation of the window's scene.
*/ */
M::Orientation orientation() const; M::Orientation orientation() const;
/*! /*!
\brief Returns the current orientation angle of the window's scene. \brief Returns the current orientation angle of the window's scene.
 End of changes. 3 change blocks. 
4 lines changed or deleted 20 lines changed or added

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