diff options
Diffstat (limited to 'src/svg/qsvgstyle.cpp')
-rw-r--r-- | src/svg/qsvgstyle.cpp | 62 |
1 files changed, 41 insertions, 21 deletions
diff --git a/src/svg/qsvgstyle.cpp b/src/svg/qsvgstyle.cpp index 1ecf870..e1a7049 100644 --- a/src/svg/qsvgstyle.cpp +++ b/src/svg/qsvgstyle.cpp @@ -509,10 +509,25 @@ void QSvgStyle::apply(QPainter *p, const QRectF &rect, QSvgNode *node, QSvgExtra //animated transforms have to be applied //_after_ the original object transformations if (!animateTransforms.isEmpty()) { - QList<QSvgRefCounter<QSvgAnimateTransform> >::const_iterator itr; - for (itr = animateTransforms.constBegin(); itr != animateTransforms.constEnd(); - ++itr) { - (*itr)->apply(p, rect, node, states); + qreal totalTimeElapsed = node->document()->currentElapsed(); + // Find the last animateTransform with additive="replace", since this will override all + // previous animateTransforms. + QList<QSvgRefCounter<QSvgAnimateTransform> >::const_iterator itr = animateTransforms.constEnd(); + do { + --itr; + if ((*itr)->animActive(totalTimeElapsed) + && (*itr)->additiveType() == QSvgAnimateTransform::Replace) { + // An animateTransform with additive="replace" will replace the transform attribute. + if (transform) + transform->revert(p, states); + break; + } + } while (itr != animateTransforms.constBegin()); + + // Apply the animateTransforms after and including the last one with additive="replace". + for (; itr != animateTransforms.constEnd(); ++itr) { + if ((*itr)->animActive(totalTimeElapsed)) + (*itr)->apply(p, rect, node, states); } } @@ -558,13 +573,15 @@ void QSvgStyle::revert(QPainter *p, QSvgExtraStates &states) //animated transforms need to be reverted _before_ //the native transforms if (!animateTransforms.isEmpty()) { - QList<QSvgRefCounter<QSvgAnimateTransform> >::const_iterator itr; - itr = animateTransforms.constBegin(); - //only need to rever the first one because that - //one has the original world matrix for the primitve - if (itr != animateTransforms.constEnd()) { - (*itr)->revert(p, states); + QList<QSvgRefCounter<QSvgAnimateTransform> >::const_iterator itr = animateTransforms.constBegin(); + for (; itr != animateTransforms.constEnd(); ++itr) { + if ((*itr)->transformApplied()) { + (*itr)->revert(p, states); + break; + } } + for (; itr != animateTransforms.constEnd(); ++itr) + (*itr)->clearTransformApplied(); } if (transform) { @@ -587,15 +604,16 @@ void QSvgStyle::revert(QPainter *p, QSvgExtraStates &states) QSvgAnimateTransform::QSvgAnimateTransform(int startMs, int endMs, int byMs ) : QSvgStyleProperty(), m_from(startMs), m_to(endMs), m_by(byMs), - m_type(Empty), m_count(0), m_finished(false) + m_type(Empty), m_count(0), m_finished(false), m_additive(Replace), m_transformApplied(false) { m_totalRunningTime = m_to - m_from; } -void QSvgAnimateTransform::setArgs(TransformType type, const QVector<qreal> &args) +void QSvgAnimateTransform::setArgs(TransformType type, Additive additive, const QVector<qreal> &args) { m_type = type; m_args = args; + m_additive = additive; Q_ASSERT(!(args.count()%3)); m_count = args.count() / 3; } @@ -604,15 +622,14 @@ void QSvgAnimateTransform::apply(QPainter *p, const QRectF &, QSvgNode *node, QS { m_oldWorldTransform = p->worldTransform(); resolveMatrix(node); - if (!m_finished || m_freeze) - p->setWorldTransform(m_transform, true); + p->setWorldTransform(m_transform, true); + m_transformApplied = true; } void QSvgAnimateTransform::revert(QPainter *p, QSvgExtraStates &) { - if (!m_finished || m_freeze) { - p->setWorldTransform(m_oldWorldTransform, false /* don't combine */); - } + p->setWorldTransform(m_oldWorldTransform, false /* don't combine */); + m_transformApplied = false; } void QSvgAnimateTransform::resolveMatrix(QSvgNode *node) @@ -622,11 +639,14 @@ void QSvgAnimateTransform::resolveMatrix(QSvgNode *node) if (totalTimeElapsed < m_from || m_finished) return; - qreal animationFrame = (totalTimeElapsed - m_from) / m_to; + qreal animationFrame = 0; + if (m_totalRunningTime != 0) { + animationFrame = (totalTimeElapsed - m_from) / m_totalRunningTime; - if (m_repeatCount >= 0 && m_repeatCount < animationFrame) { - m_finished = true; - animationFrame = m_repeatCount; + if (m_repeatCount >= 0 && m_repeatCount < animationFrame) { + m_finished = true; + animationFrame = m_repeatCount; + } } qreal percentOfAnimation = animationFrame; |