Block user input for the time of animation
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[quote author="zurbek" date="1367224315"]it says i cannot redefine these signals, where exactly should i put these?[/quote]
You don't need to overload them, you just can connect them to your slots. Wide example:
@
..
connect(animatiorInstance, &AnimationClass::animationStarted,
this, &MainWindow::animationStarted);
connect(animatiorInstance, &AnimationClass::animationFinished,
this, &MainWindow::animationFinished);
..void MainWindow::animationStarted()
{
;
}void MainWindow::animationFinished()
{
;
}
@