1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
|
/****************************************************************************
**
** Copyright (C) 2009 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
(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 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 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
#ifdef Q_WS_WIN
/// Fix for Qt 4.7
//on windows if you're currently dragging a widget an inner eventloop was started by the system
//to make sure that this timer is getting fired, we need to make sure to use the system timers
//that will send a WM_TIMER event. We do that by settings the timer interval to 11
//It is 16 because QEventDispatcherWin32Private::registerTimer specifically checks if the interval
//is greater than 11 to determine if it should use a system timer (or the multimedia timer).
#define STARTSTOP_TIMER_DELAY 16
#else
#define STARTSTOP_TIMER_DELAY 0
#endif
QT_BEGIN_NAMESPACE
Q_GLOBAL_STATIC(QThreadStorage<QUnifiedTimer *>, unifiedTimer)
QUnifiedTimer::QUnifiedTimer() :
QObject(), lastTick(0), timingInterval(DEFAULT_TIMER_INTERVAL),
currentAnimationIdx(0), consistentTiming(false), isPauseTimerActive(false),
runningLeafAnimations(0)
{
}
QUnifiedTimer *QUnifiedTimer::instance()
{
QUnifiedTimer *inst;
if (!unifiedTimer()->hasLocalData()) {
inst = new QUnifiedTimer;
unifiedTimer()->setLocalData(inst);
} else {
inst = unifiedTimer()->localData();
}
return inst;
}
void QUnifiedTimer::ensureTimerUpdate(QAbstractAnimation *animation)
{
if (isPauseTimerActive) {
updateAnimationsTime();
} else {
// this code is needed when ensureTimerUpdate is called from setState because we update
// the currentTime when an animation starts running (otherwise we could remove it)
animation->setCurrentTime(animation->currentTime());
}
}
void QUnifiedTimer::updateAnimationsTime()
{
// ignore consistentTiming in case the pause timer is active
const int delta = (consistentTiming && !isPauseTimerActive) ?
timingInterval : time.elapsed() - lastTick;
lastTick = time.elapsed();
//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::restartAnimationTimer()
{
if (runningLeafAnimations == 0 && !runningPauseAnimations.isEmpty()) {
int closestTimeToFinish = closestPauseAnimationTimeToFinish();
animationTimer.start(closestTimeToFinish, this);
isPauseTimerActive = true;
} else if (!animationTimer.isActive() || isPauseTimerActive) {
animationTimer.start(timingInterval, this);
isPauseTimerActive = false;
}
}
void QUnifiedTimer::timerEvent(QTimerEvent *event)
{
if (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 = QTime();
} else {
restartAnimationTimer();
if (!time.isValid()) {
lastTick = 0;
time.start();
}
}
} else if (event->timerId() == animationTimer.timerId()) {
// update current time on all top level animations
updateAnimationsTime();
restartAnimationTimer();
}
}
void QUnifiedTimer::registerAnimation(QAbstractAnimation *animation, bool isTopLevel)
{
registerRunningAnimation(animation);
if (isTopLevel) {
Q_ASSERT(!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer);
QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = true;
animationsToStart << animation;
if (!startStopAnimationTimer.isActive())
startStopAnimationTimer.start(STARTSTOP_TIMER_DELAY, this);
}
}
void QUnifiedTimer::unregisterAnimation(QAbstractAnimation *animation)
{
if (!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer)
return;
unregisterRunningAnimation(animation);
int idx = animations.indexOf(animation);
if (idx != -1) {
animations.removeAt(idx);
// this is needed if we unregister an animation while its running
if (idx <= currentAnimationIdx)
--currentAnimationIdx;
if (animations.isEmpty() && !startStopAnimationTimer.isActive())
startStopAnimationTimer.start(STARTSTOP_TIMER_DELAY, this);
} else {
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->currentTime();
else
timeToFinish = animation->currentTime();
if (timeToFinish < closestTimeToFinish)
closestTimeToFinish = timeToFinish;
}
return closestTimeToFinish;
}
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;
QWeakPointer<QAbstractAnimation> guard(q);
q->updateState(oldState, newState);
if (!guard)
return;
//this is to be safe if updateState changes the state
if (state == oldState)
return;
// Notify state change
emit q->stateChanged(oldState, newState);
if (!guard)
return;
switch (state) {
case QAbstractAnimation::Paused:
if (hasRegisteredTimer)
// currentTime needs to be updated if pauseTimer is active
QUnifiedTimer::instance()->ensureTimerUpdate(q);
if (!guard)
return;
//here we're sure that we were in running state before and that the
//animation is currently registered
QUnifiedTimer::instance()->unregisterAnimation(q);
break;
case QAbstractAnimation::Running:
{
bool isTopLevel = !group || group->state() == QAbstractAnimation::Stopped;
QUnifiedTimer::instance()->registerAnimation(q, isTopLevel);
// 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::instance()->ensureTimerUpdate(q);
}
}
break;
case QAbstractAnimation::Stopped:
// Leave running state.
int dura = q->duration();
if (!guard)
return;
if (deleteWhenStopped)
q->deleteLater();
if (oldState == QAbstractAnimation::Running)
QUnifiedTimer::instance()->unregisterAnimation(q);
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::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;
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::instance()->ensureTimerUpdate(this);
d->direction = direction;
updateDirection(direction);
if (d->hasRegisteredTimer)
// needed to update the timer interval in case of a pause animation
QUnifiedTimer::instance()->restartAnimationTimer();
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;
}
/*!
\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 = 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.,
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 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);
}
/*!
\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 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
|