Details
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Bug
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Resolution: Unresolved
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P2: Important
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None
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5.11
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None
Description
You can see this with qtdeclarative/tests/manual/pointer, if content/TouchpointFeedbackSprite.qml is modified like this:
import QtQuick 2.8 import Qt.labs.handlers 1.0 PointHandler { id: handler objectName: "point " + handler.point.id.toString(16) acceptedDevices: PointerDevice.TouchScreen | PointerDevice.TouchPad target: AnimatedSprite { objectName: "sprite " + handler.point.id.toString(16) source: "../resources/fingersprite.png" visible: handler.active // running: visible // workaround: running defaults to true, but we don't see it animating otherwise Component.onCompleted: console.log("Running " + running) onRunningChanged: console.log("Running " + running) x: handler.point.position.x - 20 y: handler.point.position.y - 13 width: frameWidth height: frameHeight frameWidth: 43 frameHeight: 64 frameCount: 3 frameRate: 5 parent: handler.parent Text { text: handler.point.id.toString(16) style: Text.Outline; styleColor: "white" font.pixelSize: 12 anchors.bottom: parent.bottom anchors.horizontalCenter: parent.horizontalCenter anchors.horizontalCenterOffset: 4 } } }
The sprite is initially invisible, but running stays true, so we would like it to actually start running when a finger is pressed on the touchscreen. I suppose it's a performance optimization to not handle a timer event when the sprite is invisible; but either it should automatically toggle its own running state depending on whether it's visible, or maybe the state should not change, but it still needs to actually start running when it becomes visible.
Attachments
Issue Links
- relates to
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QTBUG-111301 SequentialAnimation is running by default: seems inconsistent
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- Reported
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