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** Copyright (C) 2016 The Qt Company Ltd.
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#include <QtCore/qthreadstorage.h>
#include "private/qabstractanimationjob_p.h"
#include "private/qanimationgroupjob_p.h"
#include "private/qanimationjobutil_p.h"
#include "private/qqmlengine_p.h"
#include "private/qqmlglobal_p.h"
#define DEFAULT_TIMER_INTERVAL 16
QT_BEGIN_NAMESPACE
#ifndef QT_NO_THREAD
Q_GLOBAL_STATIC(QThreadStorage<QQmlAnimationTimer *>, animationTimer)
#endif
DEFINE_BOOL_CONFIG_OPTION(animationTickDump, QML_ANIMATION_TICK_DUMP);
QAnimationJobChangeListener::~QAnimationJobChangeListener()
{
}
QQmlAnimationTimer::QQmlAnimationTimer() :
QAbstractAnimationTimer(), lastTick(0),
currentAnimationIdx(0), insideTick(false),
startAnimationPending(false), stopTimerPending(false),
runningLeafAnimations(0)
{
}
QQmlAnimationTimer *QQmlAnimationTimer::instance(bool create)
{
QQmlAnimationTimer *inst;
if (create && !animationTimer()->hasLocalData()) {
inst = new QQmlAnimationTimer;
animationTimer()->setLocalData(inst);
} else {
inst = animationTimer() ? animationTimer()->localData() : 0;
}
return inst;
}
QQmlAnimationTimer *QQmlAnimationTimer::instance()
{
return instance(true);
}
void QQmlAnimationTimer::ensureTimerUpdate()
{
QUnifiedTimer *instU = QUnifiedTimer::instance(false);
if (instU && isPaused)
instU->updateAnimationTimers(-1);
}
void QQmlAnimationTimer::updateAnimationsTime(qint64 delta)
{
//setCurrentTime can get this called again while we're the for loop. At least with pauseAnimations
if (insideTick)
return;
lastTick += delta;
//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) {
insideTick = true;
for (currentAnimationIdx = 0; currentAnimationIdx < animations.count(); ++currentAnimationIdx) {
QAbstractAnimationJob *animation = animations.at(currentAnimationIdx);
int elapsed = animation->m_totalCurrentTime
+ (animation->direction() == QAbstractAnimationJob::Forward ? delta : -delta);
animation->setCurrentTime(elapsed);
}
if (animationTickDump()) {
qDebug() << "***** Dumping Animation Tree ***** ( tick:" << lastTick << "delta:" << delta << ")";
for (int i = 0; i < animations.count(); ++i)
qDebug() << animations.at(i);
}
insideTick = false;
currentAnimationIdx = 0;
}
}
void QQmlAnimationTimer::updateAnimationTimer()
{
restartAnimationTimer();
}
void QQmlAnimationTimer::restartAnimationTimer()
{
if (runningLeafAnimations == 0 && !runningPauseAnimations.isEmpty())
QUnifiedTimer::pauseAnimationTimer(this, closestPauseAnimationTimeToFinish());
else if (isPaused)
QUnifiedTimer::resumeAnimationTimer(this);
else if (!isRegistered)
QUnifiedTimer::startAnimationTimer(this);
}
void QQmlAnimationTimer::startAnimations()
{
if (!startAnimationPending)
return;
startAnimationPending = false;
//force timer to update, which prevents large deltas for our newly added animations
QUnifiedTimer::instance()->maybeUpdateAnimationsToCurrentTime();
//we transfer the waiting animations into the "really running" state
animations += animationsToStart;
animationsToStart.clear();
if (!animations.isEmpty())
restartAnimationTimer();
}
void QQmlAnimationTimer::stopTimer()
{
stopTimerPending = false;
bool pendingStart = startAnimationPending && animationsToStart.size() > 0;
if (animations.isEmpty() && !pendingStart) {
QUnifiedTimer::resumeAnimationTimer(this);
QUnifiedTimer::stopAnimationTimer(this);
// invalidate the start reference time
lastTick = 0;
}
}
void QQmlAnimationTimer::registerAnimation(QAbstractAnimationJob *animation, bool isTopLevel)
{
if (animation->userControlDisabled())
return;
registerRunningAnimation(animation);
if (isTopLevel) {
Q_ASSERT(!animation->m_hasRegisteredTimer);
animation->m_hasRegisteredTimer = true;
animationsToStart << animation;
if (!startAnimationPending) {
startAnimationPending = true;
QMetaObject::invokeMethod(this, "startAnimations", Qt::QueuedConnection);
}
}
}
void QQmlAnimationTimer::unregisterAnimation(QAbstractAnimationJob *animation)
{
unregisterRunningAnimation(animation);
if (!animation->m_hasRegisteredTimer)
return;
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() && !stopTimerPending) {
stopTimerPending = true;
QMetaObject::invokeMethod(this, "stopTimer", Qt::QueuedConnection);
}
} else {
animationsToStart.removeOne(animation);
}
animation->m_hasRegisteredTimer = false;
}
void QQmlAnimationTimer::registerRunningAnimation(QAbstractAnimationJob *animation)
{
Q_ASSERT(!animation->userControlDisabled());
if (animation->m_isGroup)
return;
if (animation->m_isPause) {
runningPauseAnimations << animation;
} else
runningLeafAnimations++;
}
void QQmlAnimationTimer::unregisterRunningAnimation(QAbstractAnimationJob *animation)
{
if (animation->userControlDisabled())
return;
if (animation->m_isGroup)
return;
if (animation->m_isPause)
runningPauseAnimations.removeOne(animation);
else
runningLeafAnimations--;
Q_ASSERT(runningLeafAnimations >= 0);
}
int QQmlAnimationTimer::closestPauseAnimationTimeToFinish()
{
int closestTimeToFinish = INT_MAX;
for (int i = 0; i < runningPauseAnimations.size(); ++i) {
QAbstractAnimationJob *animation = runningPauseAnimations.at(i);
int timeToFinish;
if (animation->direction() == QAbstractAnimationJob::Forward)
timeToFinish = animation->duration() - animation->currentLoopTime();
else
timeToFinish = animation->currentLoopTime();
if (timeToFinish < closestTimeToFinish)
closestTimeToFinish = timeToFinish;
}
return closestTimeToFinish;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
QAbstractAnimationJob::QAbstractAnimationJob()
: m_loopCount(1)
, m_group(nullptr)
, m_direction(QAbstractAnimationJob::Forward)
, m_state(QAbstractAnimationJob::Stopped)
, m_totalCurrentTime(0)
, m_currentTime(0)
, m_currentLoop(0)
, m_uncontrolledFinishTime(-1)
, m_currentLoopStartTime(0)
, m_nextSibling(nullptr)
, m_previousSibling(nullptr)
, m_hasRegisteredTimer(false)
, m_isPause(false)
, m_isGroup(false)
, m_disableUserControl(false)
, m_hasCurrentTimeChangeListeners(false)
, m_isRenderThreadJob(false)
, m_isRenderThreadProxy(false)
{
}
QAbstractAnimationJob::~QAbstractAnimationJob()
{
//we can't call stop here. Otherwise we get pure virtual calls
if (m_state != Stopped) {
State oldState = m_state;
m_state = Stopped;
stateChanged(oldState, m_state);
Q_ASSERT(m_state == Stopped);
if (oldState == Running) {
Q_ASSERT(QQmlAnimationTimer::instance() == m_timer);
m_timer->unregisterAnimation(this);
}
Q_ASSERT(!m_hasRegisteredTimer);
}
if (m_group)
m_group->removeAnimation(this);
}
void QAbstractAnimationJob::fireTopLevelAnimationLoopChanged()
{
m_uncontrolledFinishTime = -1;
if (m_group)
m_currentLoopStartTime = 0;
topLevelAnimationLoopChanged();
}
void QAbstractAnimationJob::setState(QAbstractAnimationJob::State newState)
{
if (m_state == newState)
return;
if (m_loopCount == 0)
return;
if (!m_timer)
m_timer = QQmlAnimationTimer::instance();
State oldState = m_state;
int oldCurrentTime = m_currentTime;
int oldCurrentLoop = m_currentLoop;
Direction oldDirection = m_direction;
// check if we should Rewind
if ((newState == Paused || newState == Running) && oldState == 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
m_totalCurrentTime = m_currentTime = (m_direction == Forward) ?
0 : (m_loopCount == -1 ? duration() : totalDuration());
// Reset uncontrolled finish time and currentLoopStartTime for this run.
m_uncontrolledFinishTime = -1;
if (!m_group)
m_currentLoopStartTime = m_totalCurrentTime;
}
m_state = newState;
//(un)registration of the animation must always happen before calls to
//virtual function (updateState) to ensure a correct state of the timer
bool isTopLevel = !m_group || m_group->isStopped();
if (oldState == Running) {
if (newState == Paused && m_hasRegisteredTimer)
m_timer->ensureTimerUpdate();
//the animation, is not running any more
m_timer->unregisterAnimation(this);
} else if (newState == Running) {
m_timer->registerAnimation(this, isTopLevel);
}
//starting an animation qualifies as a top level loop change
if (newState == Running && oldState == Stopped && !m_group)
fireTopLevelAnimationLoopChanged();
RETURN_IF_DELETED(updateState(newState, oldState));
if (newState != m_state) //this is to be safe if updateState changes the state
return;
// Notify state change
RETURN_IF_DELETED(stateChanged(newState, oldState));
if (newState != m_state) //this is to be safe if updateState changes the state
return;
switch (m_state) {
case Paused:
break;
case Running:
{
// this ensures that the value is updated now that the animation is running
if (oldState == Stopped) {
m_currentLoop = 0;
if (isTopLevel) {
// currentTime needs to be updated if pauseTimer is active
RETURN_IF_DELETED(m_timer->ensureTimerUpdate());
RETURN_IF_DELETED(setCurrentTime(m_totalCurrentTime));
}
}
}
break;
case Stopped:
// Leave running state.
int dura = duration();
if (dura == -1 || m_loopCount < 0
|| (oldDirection == Forward && (oldCurrentTime * (oldCurrentLoop + 1)) == (dura * m_loopCount))
|| (oldDirection == Backward && oldCurrentTime == 0)) {
finished();
}
break;
}
}
void QAbstractAnimationJob::setDirection(Direction direction)
{
if (m_direction == direction)
return;
if (m_state == Stopped) {
if (m_direction == Backward) {
m_currentTime = duration();
m_currentLoop = m_loopCount - 1;
} else {
m_currentTime = 0;
m_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 (m_hasRegisteredTimer)
m_timer->ensureTimerUpdate();
m_direction = direction;
updateDirection(direction);
if (m_hasRegisteredTimer)
// needed to update the timer interval in case of a pause animation
m_timer->updateAnimationTimer();
}
void QAbstractAnimationJob::setLoopCount(int loopCount)
{
m_loopCount = loopCount;
}
int QAbstractAnimationJob::totalDuration() const
{
int dura = duration();
if (dura <= 0)
return dura;
int loopcount = loopCount();
if (loopcount < 0)
return -1;
return dura * loopcount;
}
void QAbstractAnimationJob::setCurrentTime(int msecs)
{
msecs = qMax(msecs, 0);
// Calculate new time and loop.
int dura = duration();
int totalDura;
int oldLoop = m_currentLoop;
if (dura < 0 && m_direction == Forward) {
totalDura = -1;
if (m_uncontrolledFinishTime >= 0 && msecs >= m_uncontrolledFinishTime) {
msecs = m_uncontrolledFinishTime;
if (m_currentLoop == m_loopCount - 1) {
totalDura = m_uncontrolledFinishTime;
} else {
++m_currentLoop;
m_currentLoopStartTime = msecs;
m_uncontrolledFinishTime = -1;
}
}
m_totalCurrentTime = msecs;
m_currentTime = msecs - m_currentLoopStartTime;
} else {
totalDura = dura <= 0 ? dura : ((m_loopCount < 0) ? -1 : dura * m_loopCount);
if (totalDura != -1)
msecs = qMin(totalDura, msecs);
m_totalCurrentTime = msecs;
// Update new values.
m_currentLoop = ((dura <= 0) ? 0 : (msecs / dura));
if (m_currentLoop == m_loopCount) {
//we're at the end
m_currentTime = qMax(0, dura);
m_currentLoop = qMax(0, m_loopCount - 1);
} else {
if (m_direction == Forward) {
m_currentTime = (dura <= 0) ? msecs : (msecs % dura);
} else {
m_currentTime = (dura <= 0) ? msecs : ((msecs - 1) % dura) + 1;
if (m_currentTime == dura)
--m_currentLoop;
}
}
}
if (m_currentLoop != oldLoop && !m_group) //### verify Running as well?
fireTopLevelAnimationLoopChanged();
RETURN_IF_DELETED(updateCurrentTime(m_currentTime));
if (m_currentLoop != oldLoop)
currentLoopChanged();
// 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 ((m_direction == Forward && m_totalCurrentTime == totalDura)
|| (m_direction == Backward && m_totalCurrentTime == 0)) {
RETURN_IF_DELETED(stop());
}
if (m_hasCurrentTimeChangeListeners)
currentTimeChanged(m_currentTime);
}
void QAbstractAnimationJob::start()
{
if (m_state == Running)
return;
if (QQmlEnginePrivate::designerMode()) {
if (state() != Stopped) {
m_currentTime = duration();
m_totalCurrentTime = totalDuration();
setState(Running);
setState(Stopped);
}
} else {
setState(Running);
}
}
void QAbstractAnimationJob::stop()
{
if (m_state == Stopped)
return;
setState(Stopped);
}
void QAbstractAnimationJob::pause()
{
if (m_state == Stopped) {
qWarning("QAbstractAnimationJob::pause: Cannot pause a stopped animation");
return;
}
setState(Paused);
}
void QAbstractAnimationJob::resume()
{
if (m_state != Paused) {
qWarning("QAbstractAnimationJob::resume: "
"Cannot resume an animation that is not paused");
return;
}
setState(Running);
}
void QAbstractAnimationJob::setEnableUserControl()
{
m_disableUserControl = false;
}
bool QAbstractAnimationJob::userControlDisabled() const
{
return m_disableUserControl;
}
void QAbstractAnimationJob::setDisableUserControl()
{
m_disableUserControl = true;
start();
pause();
}
void QAbstractAnimationJob::updateState(QAbstractAnimationJob::State newState,
QAbstractAnimationJob::State oldState)
{
Q_UNUSED(oldState);
Q_UNUSED(newState);
}
void QAbstractAnimationJob::updateDirection(QAbstractAnimationJob::Direction direction)
{
Q_UNUSED(direction);
}
void QAbstractAnimationJob::finished()
{
//TODO: update this code so it is valid to delete the animation in animationFinished
for (const auto &change : changeListeners) {
if (change.types & QAbstractAnimationJob::Completion) {
RETURN_IF_DELETED(change.listener->animationFinished(this));
}
}
if (m_group && (duration() == -1 || loopCount() < 0)) {
//this is an uncontrolled animation, need to notify the group animation we are finished
m_group->uncontrolledAnimationFinished(this);
}
}
void QAbstractAnimationJob::stateChanged(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State oldState)
{
for (const auto &change : changeListeners) {
if (change.types & QAbstractAnimationJob::StateChange) {
RETURN_IF_DELETED(change.listener->animationStateChanged(this, newState, oldState));
}
}
}
void QAbstractAnimationJob::currentLoopChanged()
{
for (const auto &change : changeListeners) {
if (change.types & QAbstractAnimationJob::CurrentLoop) {
RETURN_IF_DELETED(change.listener->animationCurrentLoopChanged(this));
}
}
}
void QAbstractAnimationJob::currentTimeChanged(int currentTime)
{
Q_ASSERT(m_hasCurrentTimeChangeListeners);
for (const auto &change : changeListeners) {
if (change.types & QAbstractAnimationJob::CurrentTime) {
RETURN_IF_DELETED(change.listener->animationCurrentTimeChanged(this, currentTime));
}
}
}
void QAbstractAnimationJob::addAnimationChangeListener(QAnimationJobChangeListener *listener, QAbstractAnimationJob::ChangeTypes changes)
{
if (changes & QAbstractAnimationJob::CurrentTime)
m_hasCurrentTimeChangeListeners = true;
changeListeners.push_back(ChangeListener(listener, changes));
}
void QAbstractAnimationJob::removeAnimationChangeListener(QAnimationJobChangeListener *listener, QAbstractAnimationJob::ChangeTypes changes)
{
m_hasCurrentTimeChangeListeners = false;
const auto it = std::find(changeListeners.begin(), changeListeners.end(), ChangeListener(listener, changes));
if (it != changeListeners.end())
changeListeners.erase(it);
for (const auto &change: changeListeners) {
if (change.types & QAbstractAnimationJob::CurrentTime) {
m_hasCurrentTimeChangeListeners = true;
break;
}
}
}
void QAbstractAnimationJob::debugAnimation(QDebug d) const
{
d << "AbstractAnimationJob(" << hex << (const void *) this << dec << ") state:"
<< m_state << "duration:" << duration();
}
QDebug operator<<(QDebug d, const QAbstractAnimationJob *job)
{
if (!job) {
d << "AbstractAnimationJob(null)";
return d;
}
job->debugAnimation(d);
return d;
}
QT_END_NAMESPACE
//#include "moc_qabstractanimation2_p.cpp"
#include "moc_qabstractanimationjob_p.cpp"