/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** 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 Technology Preview License Agreement accompanying ** this package. ** ** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** If you have questions regarding the use of this file, please contact ** Nokia at qt-info@nokia.com. ** ** ** ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \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 (currentLoopTime()), 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 animation framework calls updateCurrentTime() when current time has changed. 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 newState, QAbstractAnimation::State oldState) 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 #include "qabstractanimation_p.h" #include #include #include #include #ifndef QT_NO_ANIMATION #define DEFAULT_TIMER_INTERVAL 16 #define STARTSTOP_TIMER_DELAY 0 QT_BEGIN_NAMESPACE #ifndef QT_NO_THREAD Q_GLOBAL_STATIC(QThreadStorage, unifiedTimer) #endif QUnifiedTimer::QUnifiedTimer() : QObject(), defaultDriver(this), lastTick(0), timingInterval(DEFAULT_TIMER_INTERVAL), currentAnimationIdx(0), consistentTiming(false), slowMode(false), slowdownFactor(5.0f), isPauseTimerActive(false), runningLeafAnimations(0) { time.invalidate(); driver = &defaultDriver; } QUnifiedTimer *QUnifiedTimer::instance(bool create) { QUnifiedTimer *inst; #ifndef QT_NO_THREAD if (create && !unifiedTimer()->hasLocalData()) { inst = new QUnifiedTimer; unifiedTimer()->setLocalData(inst); } else { inst = unifiedTimer()->localData(); } #else static QUnifiedTimer unifiedTimer; inst = &unifiedTimer; #endif return inst; } QUnifiedTimer *QUnifiedTimer::instance() { return instance(true); } void QUnifiedTimer::ensureTimerUpdate() { QUnifiedTimer *inst = QUnifiedTimer::instance(false); if (inst && inst->isPauseTimerActive) inst->updateAnimationsTime(); } void QUnifiedTimer::updateAnimationsTime() { qint64 totalElapsed = time.elapsed(); // ignore consistentTiming in case the pause timer is active int delta = (consistentTiming && !isPauseTimerActive) ? timingInterval : totalElapsed - lastTick; if (slowMode) { if (slowdownFactor > 0) delta = qRound(delta / slowdownFactor); else delta = 0; } lastTick = totalElapsed; //we make sure we only call update time if the time has actually changed //it might happen in some cases that the time doesn't change because events are delayed //when the CPU load is high if (delta) { for (currentAnimationIdx = 0; currentAnimationIdx < animations.count(); ++currentAnimationIdx) { QAbstractAnimation *animation = animations.at(currentAnimationIdx); int elapsed = QAbstractAnimationPrivate::get(animation)->totalCurrentTime + (animation->direction() == QAbstractAnimation::Forward ? delta : -delta); animation->setCurrentTime(elapsed); } currentAnimationIdx = 0; } } void QUnifiedTimer::updateAnimationTimer() { QUnifiedTimer *inst = QUnifiedTimer::instance(false); if (inst) inst->restartAnimationTimer(); } void QUnifiedTimer::restartAnimationTimer() { if (runningLeafAnimations == 0 && !runningPauseAnimations.isEmpty()) { int closestTimeToFinish = closestPauseAnimationTimeToFinish(); if (closestTimeToFinish < 0) { qDebug() << runningPauseAnimations; qDebug() << closestPauseAnimationTimeToFinish(); } driver->stop(); animationTimer.start(closestTimeToFinish, this); isPauseTimerActive = true; } else if (!driver->isRunning() || isPauseTimerActive) { driver->start(); isPauseTimerActive = false; } } void QUnifiedTimer::setTimingInterval(int interval) { timingInterval = interval; if (driver->isRunning() && !isPauseTimerActive) { //we changed the timing interval driver->stop(); driver->start(); } } void QUnifiedTimer::timerEvent(QTimerEvent *event) { //in the case of consistent timing we make sure the orders in which events come is always the same //for that purpose we do as if the startstoptimer would always fire before the animation timer if ((consistentTiming && startStopAnimationTimer.isActive()) || event->timerId() == startStopAnimationTimer.timerId()) { startStopAnimationTimer.stop(); //we transfer the waiting animations into the "really running" state animations += animationsToStart; animationsToStart.clear(); if (animations.isEmpty()) { animationTimer.stop(); isPauseTimerActive = false; // invalidate the start reference time time.invalidate(); } else { restartAnimationTimer(); if (!time.isValid()) { lastTick = 0; time.start(); } } } if (event->timerId() == animationTimer.timerId()) { // update current time on all top level animations updateAnimationsTime(); restartAnimationTimer(); } } void QUnifiedTimer::registerAnimation(QAbstractAnimation *animation, bool isTopLevel) { QUnifiedTimer *inst = instance(true); //we create the instance if needed inst->registerRunningAnimation(animation); if (isTopLevel) { Q_ASSERT(!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer); QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = true; inst->animationsToStart << animation; if (!inst->startStopAnimationTimer.isActive()) inst->startStopAnimationTimer.start(STARTSTOP_TIMER_DELAY, inst); } } void QUnifiedTimer::unregisterAnimation(QAbstractAnimation *animation) { QUnifiedTimer *inst = QUnifiedTimer::instance(false); if (inst) { //at this point the unified timer should have been created //but it might also have been already destroyed in case the application is shutting down inst->unregisterRunningAnimation(animation); if (!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer) return; int idx = inst->animations.indexOf(animation); if (idx != -1) { inst->animations.removeAt(idx); // this is needed if we unregister an animation while its running if (idx <= inst->currentAnimationIdx) --inst->currentAnimationIdx; if (inst->animations.isEmpty() && !inst->startStopAnimationTimer.isActive()) inst->startStopAnimationTimer.start(STARTSTOP_TIMER_DELAY, inst); } else { inst->animationsToStart.removeOne(animation); } } QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = false; } void QUnifiedTimer::registerRunningAnimation(QAbstractAnimation *animation) { if (QAbstractAnimationPrivate::get(animation)->isGroup) return; if (QAbstractAnimationPrivate::get(animation)->isPause) { runningPauseAnimations << animation; } else runningLeafAnimations++; } void QUnifiedTimer::unregisterRunningAnimation(QAbstractAnimation *animation) { if (QAbstractAnimationPrivate::get(animation)->isGroup) return; if (QAbstractAnimationPrivate::get(animation)->isPause) runningPauseAnimations.removeOne(animation); else runningLeafAnimations--; Q_ASSERT(runningLeafAnimations >= 0); } int QUnifiedTimer::closestPauseAnimationTimeToFinish() { int closestTimeToFinish = INT_MAX; for (int i = 0; i < runningPauseAnimations.size(); ++i) { QAbstractAnimation *animation = runningPauseAnimations.at(i); int timeToFinish; if (animation->direction() == QAbstractAnimation::Forward) timeToFinish = animation->duration() - animation->currentLoopTime(); else timeToFinish = animation->currentLoopTime(); if (timeToFinish < closestTimeToFinish) closestTimeToFinish = timeToFinish; } return closestTimeToFinish; } void QUnifiedTimer::installAnimationDriver(QAnimationDriver *d) { if (driver->isRunning()) { qWarning("QUnifiedTimer: Cannot change animation driver while animations are running"); return; } if (driver && driver != &defaultDriver) delete driver; driver = d; } /*! \class QAnimationDriver \brief The QAnimationDriver class is used to exchange the mechanism that drives animations. The default animation system is driven by a timer that fires at regular intervals. In some scenarios, it is better to drive the animation based on other synchronization mechanisms, such as the vertical refresh rate of the screen. */ QAnimationDriver::QAnimationDriver(QObject *parent) : QObject(*(new QAnimationDriverPrivate), parent) { } QAnimationDriver::QAnimationDriver(QAnimationDriverPrivate &dd, QObject *parent) : QObject(dd, parent) { } /*! Advances the animation based on the current time. This function should be continuously called by the driver while the animation is running. */ void QAnimationDriver::advance() { QUnifiedTimer *instance = QUnifiedTimer::instance(); // update current time on all top level animations instance->updateAnimationsTime(); instance->restartAnimationTimer(); } /*! Installs this animation driver. The animation driver is thread local and will only apply for the thread its installed in. */ void QAnimationDriver::install() { QUnifiedTimer *timer = QUnifiedTimer::instance(true); timer->installAnimationDriver(this); } bool QAnimationDriver::isRunning() const { return d_func()->running; } void QAnimationDriver::start() { Q_D(QAnimationDriver); if (!d->running) { started(); d->running = true; } } void QAnimationDriver::stop() { Q_D(QAnimationDriver); if (d->running) { stopped(); d->running = false; } } /*! \fn QAnimationDriver::started() This function is called by the animation framework to notify the driver that it should start running. */ /*! \fn QAnimationDriver::stopped() This function is called by the animation framework to notify the driver that it should stop running. */ /*! The default animation driver just spins the timer... */ QDefaultAnimationDriver::QDefaultAnimationDriver(QUnifiedTimer *timer) : QAnimationDriver(0), m_unified_timer(timer) { } void QDefaultAnimationDriver::timerEvent(QTimerEvent *e) { Q_ASSERT(e->timerId() == m_timer.timerId()); Q_UNUSED(e); // if the assertions are disabled advance(); } void QDefaultAnimationDriver::started() { m_timer.start(m_unified_timer->timingInterval, this); } void QDefaultAnimationDriver::stopped() { m_timer.stop(); } void QAbstractAnimationPrivate::setState(QAbstractAnimation::State newState) { Q_Q(QAbstractAnimation); if (state == newState) return; if (loopCount == 0) 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; QWeakPointer guard(q); //(un)registration of the animation must always happen before calls to //virtual function (updateState) to ensure a correct state of the timer bool isTopLevel = !group || group->state() == QAbstractAnimation::Stopped; if (oldState == QAbstractAnimation::Running) { if (newState == QAbstractAnimation::Paused && hasRegisteredTimer) QUnifiedTimer::ensureTimerUpdate(); //the animation, is not running any more QUnifiedTimer::unregisterAnimation(q); } else if (newState == QAbstractAnimation::Running) { QUnifiedTimer::registerAnimation(q, isTopLevel); } q->updateState(newState, oldState); if (!guard || newState != state) //this is to be safe if updateState changes the state return; // Notify state change emit q->stateChanged(newState, oldState); if (!guard || newState != state) //this is to be safe if updateState changes the state return; switch (state) { case QAbstractAnimation::Paused: break; case QAbstractAnimation::Running: { // this ensures that the value is updated now that the animation is running if (oldState == QAbstractAnimation::Stopped) { if (isTopLevel) { // currentTime needs to be updated if pauseTimer is active QUnifiedTimer::ensureTimerUpdate(); q->setCurrentTime(totalCurrentTime); } } } break; case QAbstractAnimation::Stopped: // Leave running state. int dura = q->duration(); if (deleteWhenStopped) q->deleteLater(); if (dura == -1 || loopCount < 0 || (oldDirection == QAbstractAnimation::Forward && (oldCurrentTime * (oldCurrentLoop + 1)) == (dura * loopCount)) || (oldDirection == QAbstractAnimation::Backward && oldCurrentTime == 0)) { 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); if (oldState == QAbstractAnimation::Running) QUnifiedTimer::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; if (state() == Stopped) { if (direction == Backward) { d->currentTime = duration(); d->currentLoop = d->loopCount - 1; } else { d->currentTime = 0; d->currentLoop = 0; } } // the commands order below is important: first we need to setCurrentTime with the old direction, // then update the direction on this and all children and finally restart the pauseTimer if needed if (d->hasRegisteredTimer) QUnifiedTimer::ensureTimerUpdate(); d->direction = direction; updateDirection(direction); if (d->hasRegisteredTimer) // needed to update the timer interval in case of a pause animation QUnifiedTimer::updateAnimationTimer(); 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 { int dura = duration(); if (dura <= 0) return dura; int loopcount = loopCount(); if (loopcount < 0) return -1; return dura * loopcount; } /*! Returns the current time inside the current loop. It can go from 0 to duration(). \sa duration(), currentTime */ int QAbstractAnimation::currentLoopTime() const { Q_D(const QAbstractAnimation); return d->currentTime; } /*! \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 totalDuration(). \sa loopCount, currentLoopTime() */ int QAbstractAnimation::currentTime() const { Q_D(const QAbstractAnimation); return d->totalCurrentTime; } void QAbstractAnimation::setCurrentTime(int msecs) { Q_D(QAbstractAnimation); msecs = qMax(msecs, 0); // Calculate new time and loop. int dura = duration(); int totalDura = dura <= 0 ? dura : ((d->loopCount < 0) ? -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(d->currentTime); 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->deleteWhenStopped = policy; d->setState(Running); } /*! 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., currentLoopTime() == duration() and currentLoop() > loopCount() - 1), the finished() signal is emitted. \sa start(), state() */ void QAbstractAnimation::stop() { Q_D(QAbstractAnimation); if (d->state == Stopped) return; d->setState(Stopped); } /*! Pauses the animation. When the animation is paused, state() returns Paused. The value of 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); } /*! If \a paused is true, the animation is paused. If \a paused is false, the animation is resumed. \sa state(), pause(), resume() */ void QAbstractAnimation::setPaused(bool paused) { if (paused) pause(); else resume(); } /*! \reimp */ bool QAbstractAnimation::event(QEvent *event) { return QObject::event(event); } /*! \fn virtual void QAbstractAnimation::updateCurrentTime(int currentTime) = 0; This pure virtual function is called every time the animation's \a currentTime changes. \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 newState, QAbstractAnimation::State oldState) { 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