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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (qt-info@nokia.com)
**
** This file is part of the documentation 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
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**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at qt-sales@nokia.com.
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\page animation-overview.html
\title The Animation Framework
\ingroup architecture
\ingroup animation
\brief An overview of the Animation Framework
\keyword Animation
The animation framework is part of the Kinetic project, and aims
to provide an easy way for creating animated and smooth GUI's. By
animating Qt properties, the framework provides great freedom for
animating widgets and other \l{QObject}s. The framework can also
be used with the Graphics View framework.
In this overview, we explain the basics of its architecture. We
also show examples of the most common techniques that the
framework allows for animating QObjects and graphics items.
\tableofcontents
\section1 The Animation Architecture
We will in this section take a high-level look at the animation
framework's architecture and how it is used to animate Qt
properties. The following diagram shows the most important classes
in the animation framework.
\image animations-architecture.png
The animation framework foundation consists of the base class
QAbstractAnimation, and its two subclasses QVariantAnimation and
QAnimationGroup. QAbstractAnimation is the ancestor of all
animations. It represents basic properties that are common for all
animations in the framework; notably, the ability to start, stop,
and pause an animation. It is also receives the time change
notifications.
The animation framework further provides the QPropertyAnimation
class, which inherits QVariantAnimation and performs animation of
a Qt property, which is part of Qt's \l{Meta-Object
System}{meta-object system}. The class performs an interpolation
over the property using an easing curve. So when you want to
animate a value, you can declare it as a property and make your
class a QObject. Note that this gives us great freedom in
animating already existing widgets and other \l{QObject}s.
Complex animations can be constructed by building a tree structure
of \l{QAbstractAnimation}s. The tree is built by using
\l{QAnimationGroup}s, which function as containers for other
animations. Note also that the groups are subclasses of
QAbstractAnimation, so groups can themselves contain other groups.
The animation framework can be used on its own, but is also
designed to be part of the state machine framework (See the
\l{The State Machine Framework}{state machine framework} for an
introduction to the Qt state machine). The state machine provides
a special state that can play an animation. A QState can also set
properties when the state is entered or exited, and this special
animation state will interpolate between these values when given a
QPropertyAnimation. We will look more closely at this later.
Behind the scenes, the animations are controlled by a global
timer, which sends \l{QAbstractAnimation::updateCurrentTime()}{updates} to
all animations that are playing.
For detailed descriptions of the classes' function and roles in
the framework, please look up their class descriptions.
\section1 Animating Qt Properties
As mentioned in the previous section, the QPropertyAnimation class
can interpolate over Qt properties. It is this class that should
be used for animation of values; in fact, its superclass,
QVariantAnimation, is an abstract class, and cannot be used
directly.
A major reason we chose to animate Qt properties is that it
presents us with freedom to animate already existing classes in
the Qt API. Notably, the QWidget class (which we can also embed in
a QGraphicsView) has properties for its bounds, colors, etc.
Let's look at a small example:
\code
QPushButton button("Animated Button");
button.show();
QPropertyAnimation animation(&button, "geometry");
animation.setDuration(10000);
animation.setStartValue(QRect(0, 0, 100, 30));
animation.setEndValue(QRect(250, 250, 100, 30));
animation.start();
\endcode
This code will move \c button from the top left corner of the
screen to the position (250, 250) in 10 seconds (10000 milliseconds).
The example above will do a linear interpolation between the
start and end value. It is also possible to set values
situated between the start and end value. The interpolation
will then go by these points.
\code
QPushButton button("Animated Button");
button.show();
QPropertyAnimation animation(&button, "geometry");
animation.setDuration(10000);
animation.setKeyValueAt(0, QRect(0, 0, 100, 30));
animation.setKeyValueAt(0.8, QRect(250, 250, 100, 30));
animation.setKeyValueAt(1, QRect(0, 0, 100, 30));
animation.start();
\endcode
In this example, the animation will take the button to (250, 250)
in 8 seconds, and then move it back to its original position in
the remaining 2 seconds. The movement will be linearly
interpolated between these points.
You also have the possibility to animate values of a QObject
that is not declared as a Qt property. The only requirement is
that this value has a setter. You can then subclass the class
containing the value and declare a property that uses this setter.
Note that each Qt property requires a getter, so you will need to
provide a getter yourself if this is not defined.
\code
class MyGraphicsRectItem : public QObject, public QGraphicsRectItem
{
Q_OBJECT
Q_PROPERTY(QRectF geometry READ geometry WRITE setGeometry)
};
\endcode
In the above code example, we subclass QGraphicsRectItem and
define a geometry property. We can now animate the widgets
geometry even if QGraphicsRectItem does not provide the geometry
property.
For a general introduction to the Qt property system, see its
\l{Qt's Property System}{overview}.
\section1 Animations and the Graphics View Framework
When you want to animate \l{QGraphicsItem}s, you also use
QPropertyAnimation. However, QGraphicsItem does not inherit QObject.
A good solution is to subclass the graphics item you wish to animate.
This class will then also inherit QObject.
This way, QPropertyAnimation can be used for \l{QGraphicsItem}s.
The example below shows how this is done. Another possibility is
to inherit QGraphicsWidget, which already is a QObject.
\code
class Pixmap : public QObject, public QGraphicsPixmapItem
{
Q_OBJECT
Q_PROPERTY(QPointF pos READ pos WRITE setPos)
...
\endcode
As described in the previous section, we need to define
properties that we wish to animate.
Note that QObject must be the first class inherited as the
meta-object system demands this.
\warning The QItemAnimation class, which was initially intended
for animating \l{QGraphicsItem}s may be deprecated or removed from
the animation framework.
\omit (need something about the list of animations). \endomit
\section1 Easing Curves
As mentioned, QPropertyAnimation performs an interpolation between
the start and end property value. In addition to adding more key
values to the animation, you can also use an easing curve. Easing
curves describe a function that controls how the speed of the
interpolation between 0 and 1 should be, and are useful if you
want to control the speed of an animation without changing the
path of the interpolation.
\code
QPushButton button("Animated Button");
button.show();
QPropertyAnimation animation(&button, "geometry");
animation.setDuration(3000);
animation.setStartValue(QRect(0, 0, 100, 30));
animation.setEndValue(QRect(250, 250, 100, 30));
animation.setEasingCurve(QEasingCurve::OutBounce);
animation.start();
\endcode
Here the animation will follow a curve that makes it bounce like a
ball as if it was dropped from the start to the end position.
QEasingCurve has a large collection of curves for you to choose
from. These are defined by the QEasingCurve::Type enum. If you are
in need of another curve, you can also implement one yourself, and
register it with QEasingCurve.
\omit Drop this for the first Lab release
(Example of custom easing curve (without the actual impl of
the function I expect)
\endomit
\section1 Putting Animations Together
An application will often contain more than one animation. For
instance, you might want to move more than one graphics item
simultaneously or move them in sequence after each other.
The subclasses of QAnimationGroup (QSequentialAnimationGroup and
QParallelAnimationGroup) are containers for other animations so
that these animations can be animated either in sequence or
parallel. The QAnimationGroup is an example of an animation that
does not animate properties, but it gets notified of time changes
periodically. This enables it to forward those time changes to its
contained animations, and thereby controlling when its animations
are played.
Let's look at code examples that use both
QSequentialAnimationGroup and QParallelAnimationGroup, starting
off with the latter.
\code
QPushButton *bonnie = new QPushButton("Bonnie");
bonnie->show();
QPushButton *clyde = new QPushButton("Clyde");
clyde->show();
QPropertyAnimation *anim1 = new QPropertyAnimation(bonnie, "geometry");
// Set up anim1
QPropertyAnimation *anim2 = new QPropertyAnimation(clyde, "geometry");
// Set up anim2
QParallelAnimationGroup *group = new QParallelAnimationGroup;
group->addAnimation(anim1);
group->addAnimation(anim2);
group->start();
\endcode
A parallel group plays more than one animation at the same time.
Calling its \l{QAbstractAnimation::}{start()} function will start
all animations it governs.
\code
QPushButton button("Animated Button");
button.show();
QPropertyAnimation anim1(&button, "geometry");
anim1.setDuration(3000);
anim1.setStartValue(QRect(0, 0, 100, 30));
anim1.setEndValue(QRect(500, 500, 100, 30));
QPropertyAnimation anim2(&button, "geometry");
anim2.setDuration(3000);
anim2.setStartValue(QRect(500, 500, 100, 30));
anim2.setEndValue(QRect(1000, 500, 100, 30));
QSequentialAnimationGroup group;
group.addAnimation(&anim1);
group.addAnimation(&anim2);
group.start();
\endcode
As you no doubt have guessed, QSequentialAnimationGroup plays
its animations in sequence. It starts the next animation in
the list after the previous is finished.
Since an animation group is an animation itself, you can add
it to another group. This way, you can build a tree structure
of animations which specifies when the animations are played
in relation to each other.
\section1 Animations and States
When using a \l{The State Machine Framework}{state machine}, we
can associate one or more animations to a transition between states
using a QSignalTransition or QEventTransition class. These classes
are both derived from QAbstractTransition, which defines the
convenience function \l{QAbstractTransition::}{addAnimation()} that
enables the appending of one or more animations triggered when the
transition occurs.
We also have the possibility to associate properties with the
states rather than setting the start and end values ourselves.
Below is a complete code example that animates the geometry of a
QPushButton.
\code
QPushButton *button = new QPushButton("Animated Button");
button->show();
QStateMachine *machine = new QStateMachine;
QState *state1 = new QState(machine->rootState());
state1->assignProperty(button, "geometry", QRect(0, 0, 100, 30));
machine->setInitialState(state1);
QState *state2 = new QState(machine->rootState());
state2->assignProperty(button, "geometry", QRect(250, 250, 100, 30));
QSignalTransition *transition1 = state1->addTransition(button,
SIGNAL(clicked()), state2);
transition1->addAnimation(new QPropertyAnimation(button, "geometry"));
QSignalTransition *transition2 = state2->addTransition(button,
SIGNAL(clicked()), state1);
transition2->addAnimation(new QPropertyAnimation(button, "geometry"));
machine->start();
\endcode
For a more comprehensive example of how to use the state machine
framework for animations, see the states example (it lives in the
\c{examples/animation/states} directory).
*/
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