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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtCore module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at http://www.qtsoftware.com/contact.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \class QAbstractAnimation
+ \ingroup animation
+ \brief The QAbstractAnimation class is the base of all animations.
+ \since 4.6
+
+ The class defines the functions for the functionality shared by
+ all animations. By inheriting this class, you can create custom
+ animations that plug into the rest of the animation framework.
+
+ The progress of an animation is given by its current time
+ (currentTime()), which is measured in milliseconds from the start
+ of the animation (0) to its end (duration()). The value is updated
+ automatically while the animation is running. It can also be set
+ directly with setCurrentTime().
+
+ At any point an animation is in one of three states:
+ \l{QAbstractAnimation::}{Running},
+ \l{QAbstractAnimation::}{Stopped}, or
+ \l{QAbstractAnimation::}{Paused}--as defined by the
+ \l{QAbstractAnimation::}{State} enum. The current state can be
+ changed by calling start(), stop(), pause(), or resume(). An
+ animation will always reset its \l{currentTime()}{current time}
+ when it is started. If paused, it will continue with the same
+ current time when resumed. When an animation is stopped, it cannot
+ be resumed, but will keep its current time (until started again).
+ QAbstractAnimation will emit stateChanged() whenever its state
+ changes.
+
+ An animation can loop any number of times by setting the loopCount
+ property. When an animation's current time reaches its duration(),
+ it will reset the current time and keep running. A loop count of 1
+ (the default value) means that the animation will run one time.
+ Note that a duration of -1 means that the animation will run until
+ stopped; the current time will increase indefinitely. When the
+ current time equals duration() and the animation is in its
+ final loop, the \l{QAbstractAnimation::}{Stopped} state is
+ entered, and the finished() signal is emitted.
+
+ QAbstractAnimation provides pure virtual functions used by
+ subclasses to track the progress of the animation: duration() and
+ updateCurrentTime(). The duration() function lets you report a
+ duration for the animation (as discussed above). The current time
+ is delivered by the animation framework through calls to
+ updateCurrentTime(). By reimplementing this function, you can
+ track the animation progress. Note that neither the interval
+ between calls nor the number of calls to this function are
+ defined; though, it will normally be 60 updates per second.
+
+ By reimplementing updateState(), you can track the animation's
+ state changes, which is particularly useful for animations that
+ are not driven by time.
+
+ \sa QVariantAnimation, QPropertyAnimation, QAnimationGroup, {The Animation Framework}
+*/
+
+/*!
+ \enum QAbstractAnimation::DeletionPolicy
+
+ \value KeepWhenStopped The animation will not be deleted when stopped.
+ \value DeleteWhenStopped The animation will be automatically deleted when
+ stopped.
+*/
+
+/*!
+ \fn QAbstractAnimation::finished()
+
+ QAbstractAnimation emits this signal after the animation has stopped and
+ has reached the end.
+
+ This signal is emitted after stateChanged().
+
+ \sa stateChanged()
+*/
+
+/*!
+ \fn QAbstractAnimation::stateChanged(QAbstractAnimation::State oldState, QAbstractAnimation::State newState)
+
+ QAbstractAnimation emits this signal whenever the state of the animation has
+ changed from \a oldState to \a newState. This signal is emitted after the virtual
+ updateState() function is called.
+
+ \sa updateState()
+*/
+
+/*!
+ \fn QAbstractAnimation::currentLoopChanged(int currentLoop)
+
+ QAbstractAnimation emits this signal whenever the current loop
+ changes. \a currentLoop is the current loop.
+
+ \sa currentLoop(), loopCount()
+*/
+
+/*!
+ \fn QAbstractAnimation::directionChanged(QAbstractAnimation::Direction newDirection);
+
+ QAbstractAnimation emits this signal whenever the direction has been
+ changed. \a newDirection is the new direction.
+
+ \sa direction
+*/
+
+#include "qabstractanimation.h"
+#include "qanimationgroup.h"
+#include <QtCore/qdebug.h>
+
+#include "qabstractanimation_p.h"
+
+#include <QtCore/qmath.h>
+#include <QtCore/qthreadstorage.h>
+#include <QtCore/qcoreevent.h>
+#include <QtCore/qpointer.h>
+
+#ifndef QT_NO_ANIMATION
+
+#define DEFAULT_TIMER_INTERVAL 16
+
+QT_BEGIN_NAMESPACE
+
+Q_GLOBAL_STATIC(QThreadStorage<QUnifiedTimer *>, unifiedTimer)
+
+QUnifiedTimer::QUnifiedTimer() : QObject(), lastTick(0), timingInterval(DEFAULT_TIMER_INTERVAL), consistentTiming(false)
+{
+}
+
+QUnifiedTimer *QUnifiedTimer::instance()
+{
+ QUnifiedTimer *inst;
+ if (!unifiedTimer()->hasLocalData()) {
+ inst = new QUnifiedTimer;
+ unifiedTimer()->setLocalData(inst);
+ } else {
+ inst = unifiedTimer()->localData();
+ }
+ return inst;
+}
+
+void QUnifiedTimer::updateRecentlyStartedAnimations()
+{
+ if (animationsToStart.isEmpty())
+ return;
+
+ animations += animationsToStart;
+ updateTimer(); //we make sure we start the timer there
+
+ animationsToStart.clear();
+}
+
+void QUnifiedTimer::timerEvent(QTimerEvent *event)
+{
+ //this is simply the time we last received a tick
+ const int oldLastTick = lastTick;
+ if (time.isValid())
+ lastTick = consistentTiming ? oldLastTick + timingInterval : time.elapsed();
+
+ //we transfer the waiting animations into the "really running" state
+ updateRecentlyStartedAnimations();
+
+ if (event->timerId() == startStopAnimationTimer.timerId()) {
+ startStopAnimationTimer.stop();
+ if (animations.isEmpty()) {
+ animationTimer.stop();
+ time = QTime();
+ } else {
+ animationTimer.start(timingInterval, this);
+ lastTick = 0;
+ time.start();
+ }
+ } else if (event->timerId() == animationTimer.timerId()) {
+ const int delta = lastTick - oldLastTick;
+ for (int i = 0; i < animations.count(); ++i) {
+ QAbstractAnimation *animation = animations.at(i);
+ int elapsed = QAbstractAnimationPrivate::get(animation)->totalCurrentTime
+ + (animation->direction() == QAbstractAnimation::Forward ? delta : -delta);
+ animation->setCurrentTime(elapsed);
+ }
+ }
+}
+
+void QUnifiedTimer::updateTimer()
+{
+ //we delay the call to start and stop for the animation timer so that if you
+ //stop and start animations in batch you don't stop/start the timer too often.
+ if (!startStopAnimationTimer.isActive())
+ startStopAnimationTimer.start(0, this); // we delay the actual start of the animation
+}
+
+void QUnifiedTimer::registerAnimation(QAbstractAnimation *animation)
+{
+ if (animations.contains(animation) ||animationsToStart.contains(animation))
+ return;
+ animationsToStart << animation;
+ updateTimer();
+}
+
+void QUnifiedTimer::unregisterAnimation(QAbstractAnimation *animation)
+{
+ animations.removeAll(animation);
+ animationsToStart.removeAll(animation);
+ updateTimer();
+}
+
+
+void QAbstractAnimationPrivate::setState(QAbstractAnimation::State newState)
+{
+ Q_Q(QAbstractAnimation);
+ if (state == newState)
+ return;
+
+ QAbstractAnimation::State oldState = state;
+ int oldCurrentTime = currentTime;
+ int oldCurrentLoop = currentLoop;
+ QAbstractAnimation::Direction oldDirection = direction;
+
+ // check if we should Rewind
+ if ((newState == QAbstractAnimation::Paused || newState == QAbstractAnimation::Running)
+ && oldState == QAbstractAnimation::Stopped) {
+ //here we reset the time if needed
+ //we don't call setCurrentTime because this might change the way the animation
+ //behaves: changing the state or changing the current value
+ totalCurrentTime = currentTime =(direction == QAbstractAnimation::Forward) ?
+ 0 : (loopCount == -1 ? q->duration() : q->totalDuration());
+ }
+
+ state = newState;
+ QPointer<QAbstractAnimation> guard(q);
+
+ guard->updateState(oldState, newState);
+
+ //this is to be safe if updateState changes the state
+ if (state == oldState)
+ return;
+
+ // Notify state change
+ if (guard)
+ emit guard->stateChanged(oldState, newState);
+
+ switch (state)
+ {
+ case QAbstractAnimation::Paused:
+ case QAbstractAnimation::Running:
+ //this ensures that the value is updated now that the animation is running
+ if(oldState == QAbstractAnimation::Stopped && guard)
+ guard->setCurrentTime(currentTime);
+
+ // Register timer if our parent is not running.
+ if (state == QAbstractAnimation::Running && guard) {
+ if (!group || group->state() == QAbstractAnimation::Stopped) {
+ QUnifiedTimer::instance()->registerAnimation(q);
+ }
+ } else {
+ //new state is paused
+ QUnifiedTimer::instance()->unregisterAnimation(q);
+ }
+ break;
+ case QAbstractAnimation::Stopped:
+ // Leave running state.
+ int dura = q->duration();
+ if (deleteWhenStopped && guard)
+ q->deleteLater();
+
+ QUnifiedTimer::instance()->unregisterAnimation(q);
+
+ if (dura == -1 || loopCount < 0
+ || (oldDirection == QAbstractAnimation::Forward && (oldCurrentTime * (oldCurrentLoop + 1)) == (dura * loopCount))
+ || (oldDirection == QAbstractAnimation::Backward && oldCurrentTime == 0)) {
+ if (guard)
+ emit q->finished();
+ }
+ break;
+ }
+
+}
+
+/*!
+ Constructs the QAbstractAnimation base class, and passes \a parent to
+ QObject's constructor.
+
+ \sa QVariantAnimation, QAnimationGroup
+*/
+QAbstractAnimation::QAbstractAnimation(QObject *parent)
+ : QObject(*new QAbstractAnimationPrivate, 0)
+{
+ // Allow auto-add on reparent
+ setParent(parent);
+}
+
+/*!
+ \internal
+*/
+QAbstractAnimation::QAbstractAnimation(QAbstractAnimationPrivate &dd, QObject *parent)
+ : QObject(dd, 0)
+{
+ // Allow auto-add on reparent
+ setParent(parent);
+}
+
+/*!
+ Stops the animation if it's running, then destroys the
+ QAbstractAnimation. If the animation is part of a QAnimationGroup, it is
+ automatically removed before it's destroyed.
+*/
+QAbstractAnimation::~QAbstractAnimation()
+{
+ Q_D(QAbstractAnimation);
+ //we can't call stop here. Otherwise we get pure virtual calls
+ if (d->state != Stopped) {
+ QAbstractAnimation::State oldState = d->state;
+ d->state = Stopped;
+ emit stateChanged(oldState, d->state);
+ QUnifiedTimer::instance()->unregisterAnimation(this);
+ }
+}
+
+/*!
+ \property QAbstractAnimation::state
+ \brief state of the animation.
+
+ This property describes the current state of the animation. When the
+ animation state changes, QAbstractAnimation emits the stateChanged()
+ signal.
+*/
+QAbstractAnimation::State QAbstractAnimation::state() const
+{
+ Q_D(const QAbstractAnimation);
+ return d->state;
+}
+
+/*!
+ If this animation is part of a QAnimationGroup, this function returns a
+ pointer to the group; otherwise, it returns 0.
+
+ \sa QAnimationGroup::addAnimation()
+*/
+QAnimationGroup *QAbstractAnimation::group() const
+{
+ Q_D(const QAbstractAnimation);
+ return d->group;
+}
+
+/*!
+ \enum QAbstractAnimation::State
+
+ This enum describes the state of the animation.
+
+ \value Stopped The animation is not running. This is the initial state
+ of QAbstractAnimation, and the state QAbstractAnimation reenters when finished. The current
+ time remain unchanged until either setCurrentTime() is
+ called, or the animation is started by calling start().
+
+ \value Paused The animation is paused (i.e., temporarily
+ suspended). Calling resume() will resume animation activity.
+
+ \value Running The animation is running. While control is in the event
+ loop, QAbstractAnimation will update its current time at regular intervals,
+ calling updateCurrentTime() when appropriate.
+
+ \sa state(), stateChanged()
+*/
+
+/*!
+ \enum QAbstractAnimation::Direction
+
+ This enum describes the direction of the animation when in \l Running state.
+
+ \value Forward The current time of the animation increases with time (i.e.,
+ moves from 0 and towards the end / duration).
+
+ \value Backward The current time of the animation decreases with time (i.e.,
+ moves from the end / duration and towards 0).
+
+ \sa direction
+*/
+
+/*!
+ \property QAbstractAnimation::direction
+ \brief the direction of the animation when it is in \l Running
+ state.
+
+ This direction indicates whether the time moves from 0 towards the
+ animation duration, or from the value of the duration and towards 0 after
+ start() has been called.
+
+ By default, this property is set to \l Forward.
+*/
+QAbstractAnimation::Direction QAbstractAnimation::direction() const
+{
+ Q_D(const QAbstractAnimation);
+ return d->direction;
+}
+void QAbstractAnimation::setDirection(Direction direction)
+{
+ Q_D(QAbstractAnimation);
+ if (d->direction == direction)
+ return;
+
+ d->direction = direction;
+ if (state() == Stopped) {
+ if (direction == Backward) {
+ d->currentTime = duration();
+ d->currentLoop = d->loopCount - 1;
+ } else {
+ d->currentTime = 0;
+ d->currentLoop = 0;
+ }
+ }
+ updateDirection(direction);
+ emit directionChanged(direction);
+}
+
+/*!
+ \property QAbstractAnimation::duration
+ \brief the duration of the animation.
+
+ If the duration is -1, it means that the duration is undefined.
+ In this case, loopCount is ignored.
+*/
+
+/*!
+ \property QAbstractAnimation::loopCount
+ \brief the loop count of the animation
+
+ This property describes the loop count of the animation as an integer.
+ By default this value is 1, indicating that the animation
+ should run once only, and then stop. By changing it you can let the
+ animation loop several times. With a value of 0, the animation will not
+ run at all, and with a value of -1, the animation will loop forever
+ until stopped.
+ It is not supported to have loop on an animation that has an undefined
+ duration. It will only run once.
+*/
+int QAbstractAnimation::loopCount() const
+{
+ Q_D(const QAbstractAnimation);
+ return d->loopCount;
+}
+void QAbstractAnimation::setLoopCount(int loopCount)
+{
+ Q_D(QAbstractAnimation);
+ d->loopCount = loopCount;
+}
+
+/*!
+ \property QAbstractAnimation::currentLoop
+ \brief the current loop of the animation
+
+ This property describes the current loop of the animation. By default,
+ the animation's loop count is 1, and so the current loop will
+ always be 0. If the loop count is 2 and the animation runs past its
+ duration, it will automatically rewind and restart at current time 0, and
+ current loop 1, and so on.
+
+ When the current loop changes, QAbstractAnimation emits the
+ currentLoopChanged() signal.
+*/
+int QAbstractAnimation::currentLoop() const
+{
+ Q_D(const QAbstractAnimation);
+ return d->currentLoop;
+}
+
+/*!
+ \fn virtual int QAbstractAnimation::duration() const = 0
+
+ This pure virtual function returns the duration of the animation, and
+ defines for how long QAbstractAnimation should update the current
+ time. This duration is local, and does not include the loop count.
+
+ A return value of -1 indicates that the animation has no defined duration;
+ the animation should run forever until stopped. This is useful for
+ animations that are not time driven, or where you cannot easily predict
+ its duration (e.g., event driven audio playback in a game).
+
+ If the animation is a parallel QAnimationGroup, the duration will be the longest
+ duration of all its animations. If the animation is a sequential QAnimationGroup,
+ the duration will be the sum of the duration of all its animations.
+ \sa loopCount
+*/
+
+/*!
+ Returns the total and effective duration of the animation, including the
+ loop count.
+
+ \sa duration(), currentTime
+*/
+int QAbstractAnimation::totalDuration() const
+{
+ Q_D(const QAbstractAnimation);
+ if (d->loopCount < 0)
+ return -1;
+ int dura = duration();
+ if (dura == -1)
+ return -1;
+ return dura * d->loopCount;
+}
+
+/*!
+ \property QAbstractAnimation::currentTime
+ \brief the current time and progress of the animation
+
+ This property describes the animation's current time. You can change the
+ current time by calling setCurrentTime, or you can call start() and let
+ the animation run, setting the current time automatically as the animation
+ progresses.
+
+ The animation's current time starts at 0, and ends at duration(). If the
+ animation's loopCount is larger than 1, the current time will rewind and
+ start at 0 again for the consecutive loops. If the animation has a pause.
+ currentTime will also include the duration of the pause.
+
+ \sa loopCount
+ */
+int QAbstractAnimation::currentTime() const
+{
+ Q_D(const QAbstractAnimation);
+ return d->currentTime;
+}
+void QAbstractAnimation::setCurrentTime(int msecs)
+{
+ Q_D(QAbstractAnimation);
+ msecs = qMax(msecs, 0);
+
+ // Calculate new time and loop.
+ int dura = duration();
+ int totalDura = (d->loopCount < 0 || dura == -1) ? -1 : dura * d->loopCount;
+ if (totalDura != -1)
+ msecs = qMin(totalDura, msecs);
+ d->totalCurrentTime = msecs;
+
+ // Update new values.
+ int oldLoop = d->currentLoop;
+ d->currentLoop = ((dura <= 0) ? 0 : (msecs / dura));
+ if (d->currentLoop == d->loopCount) {
+ //we're at the end
+ d->currentTime = qMax(0, dura);
+ d->currentLoop = qMax(0, d->loopCount - 1);
+ } else {
+ if (d->direction == Forward) {
+ d->currentTime = (dura <= 0) ? msecs : (msecs % dura);
+ } else {
+ d->currentTime = (dura <= 0) ? msecs : ((msecs - 1) % dura) + 1;
+ if (d->currentTime == dura)
+ --d->currentLoop;
+ }
+ }
+
+ updateCurrentTime(msecs);
+ if (d->currentLoop != oldLoop)
+ emit currentLoopChanged(d->currentLoop);
+
+ // All animations are responsible for stopping the animation when their
+ // own end state is reached; in this case the animation is time driven,
+ // and has reached the end.
+ if ((d->direction == Forward && d->totalCurrentTime == totalDura)
+ || (d->direction == Backward && d->totalCurrentTime == 0)) {
+ stop();
+ }
+}
+
+/*!
+ Starts the animation. The \a policy argument says whether or not the
+ animation should be deleted when it's done. When the animation starts, the
+ stateChanged() signal is emitted, and state() returns Running. When control
+ reaches the event loop, the animation will run by itself, periodically
+ calling updateCurrentTime() as the animation progresses.
+
+ If the animation is currently stopped or has already reached the end,
+ calling start() will rewind the animation and start again from the beginning.
+ When the animation reaches the end, the animation will either stop, or
+ if the loop level is more than 1, it will rewind and continue from the beginning.
+
+ If the animation is already running, this function does nothing.
+
+ \sa stop(), state()
+*/
+void QAbstractAnimation::start(DeletionPolicy policy)
+{
+ Q_D(QAbstractAnimation);
+ if (d->state == Running)
+ return;
+ d->setState(Running);
+ d->deleteWhenStopped = policy;
+}
+
+/*!
+ Stops the animation. When the animation is stopped, it emits the stateChanged()
+ signal, and state() returns Stopped. The current time is not changed.
+
+ If the animation stops by itself after reaching the end (i.e.,
+ currentTime() == duration() and currentLoop() > loopCount() - 1), the
+ finished() signal is emitted.
+
+ \sa start(), state()
+ */
+void QAbstractAnimation::stop()
+{
+ Q_D(QAbstractAnimation);
+
+ d->setState(Stopped);
+}
+
+/*!
+ Pauses the animation. When the animation is paused, state() returns Paused.
+ The currenttime will remain unchanged until resume() or start() is called.
+ If you want to continue from the current time, call resume().
+
+
+ \sa start(), state(), resume()
+ */
+void QAbstractAnimation::pause()
+{
+ Q_D(QAbstractAnimation);
+ if (d->state == Stopped) {
+ qWarning("QAbstractAnimation::pause: Cannot pause a stopped animation");
+ return;
+ }
+
+ d->setState(Paused);
+}
+
+/*!
+ Resumes the animation after it was paused. When the animation is resumed,
+ it emits the resumed() and stateChanged() signals. The currenttime is not
+ changed.
+
+ \sa start(), pause(), state()
+ */
+void QAbstractAnimation::resume()
+{
+ Q_D(QAbstractAnimation);
+ if (d->state != Paused) {
+ qWarning("QAbstractAnimation::resume: "
+ "Cannot resume an animation that is not paused");
+ return;
+ }
+
+ d->setState(Running);
+}
+
+/*!
+ \reimp
+*/
+bool QAbstractAnimation::event(QEvent *event)
+{
+ return QObject::event(event);
+}
+
+/*!
+ \fn virtual void QAbstractAnimation::updateCurrentTime(int msecs) = 0;
+
+ This pure virtual function is called every time the animation's current
+ time changes. The \a msecs argument is the current time.
+
+ \sa updateState()
+*/
+
+/*!
+ This virtual function is called by QAbstractAnimation when the state
+ of the animation is changed from \a oldState to \a newState.
+
+ \sa start(), stop(), pause(), resume()
+*/
+void QAbstractAnimation::updateState(QAbstractAnimation::State oldState,
+ QAbstractAnimation::State newState)
+{
+ Q_UNUSED(oldState);
+ Q_UNUSED(newState);
+}
+
+/*!
+ This virtual function is called by QAbstractAnimation when the direction
+ of the animation is changed. The \a direction argument is the new direction.
+
+ \sa setDirection(), direction()
+*/
+void QAbstractAnimation::updateDirection(QAbstractAnimation::Direction direction)
+{
+ Q_UNUSED(direction);
+}
+
+
+QT_END_NAMESPACE
+
+#include "moc_qabstractanimation.cpp"
+
+#endif //QT_NO_ANIMATION