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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
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**
** This file is part of the QtQuick module of the Qt Toolkit.
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** $QT_BEGIN_LICENSE:LGPL$
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** General Public License version 2.0 or (at your option) the GNU General
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****************************************************************************/
#include "qquickanimationcontroller_p.h"
#include <QtQml/qqmlinfo.h>
#include <private/qqmlengine_p.h>
QT_BEGIN_NAMESPACE
class QQuickAnimationControllerPrivate : public QObjectPrivate, QAnimationJobChangeListener
{
Q_DECLARE_PUBLIC(QQuickAnimationController)
public:
QQuickAnimationControllerPrivate()
: progress(0.0), animation(nullptr), animationInstance(nullptr), finalized(false) {}
void animationFinished(QAbstractAnimationJob *job) override;
void animationCurrentTimeChanged(QAbstractAnimationJob *job, int currentTime) override;
qreal progress;
QQuickAbstractAnimation *animation;
QAbstractAnimationJob *animationInstance;
bool finalized:1;
};
void QQuickAnimationControllerPrivate::animationFinished(QAbstractAnimationJob *job)
{
Q_Q(QQuickAnimationController);
Q_ASSERT(animationInstance && animationInstance == job);
Q_UNUSED(job);
animationInstance->removeAnimationChangeListener(this, QAbstractAnimationJob::Completion | QAbstractAnimationJob::CurrentTime);
if (animationInstance->direction() == QAbstractAnimationJob::Forward && progress != 1) {
progress = 1;
emit q->progressChanged();
} else if (animationInstance->direction() == QAbstractAnimationJob::Backward && progress != 0) {
progress = 0;
emit q->progressChanged();
}
}
void QQuickAnimationControllerPrivate::animationCurrentTimeChanged(QAbstractAnimationJob *job, int currentTime)
{
Q_Q(QQuickAnimationController);
Q_ASSERT(animationInstance && animationInstance == job);
Q_UNUSED(job);
const qreal newProgress = currentTime * 1.0 / animationInstance->duration();
if (progress != newProgress) {
progress = newProgress;
emit q->progressChanged();
}
}
/*!
\qmltype AnimationController
\instantiates QQuickAnimationController
\inqmlmodule QtQuick
\ingroup qtquick-animation-control
\brief Enables manual control of animations.
Normally animations are driven by an internal timer, but the AnimationController
allows the given \a animation to be driven by a \a progress value explicitly.
*/
QQuickAnimationController::QQuickAnimationController(QObject *parent)
: QObject(*(new QQuickAnimationControllerPrivate), parent)
{
}
QQuickAnimationController::~QQuickAnimationController()
{
Q_D(QQuickAnimationController);
delete d->animationInstance;
}
/*!
\qmlproperty real QtQuick::AnimationController::progress
This property holds the animation progress value.
The valid \c progress value is 0.0 to 1.0, setting values less than 0 will be converted to 0,
setting values great than 1 will be converted to 1.
*/
qreal QQuickAnimationController::progress() const
{
Q_D(const QQuickAnimationController);
return d->progress;
}
void QQuickAnimationController::setProgress(qreal progress)
{
Q_D(QQuickAnimationController);
progress = qBound(qreal(0), progress, qreal(1));
if (progress != d->progress) {
d->progress = progress;
updateProgress();
emit progressChanged();
}
}
/*!
\qmlproperty Animation QtQuick::AnimationController::animation
\default
This property holds the animation to be controlled by the AnimationController.
Note:An animation controlled by AnimationController will always have its
\c running and \c paused properties set to true. It can not be manually
started or stopped (much like an animation in a Behavior can not be manually started or stopped).
*/
QQuickAbstractAnimation *QQuickAnimationController::animation() const
{
Q_D(const QQuickAnimationController);
return d->animation;
}
void QQuickAnimationController::classBegin()
{
QQmlEnginePrivate *engPriv = QQmlEnginePrivate::get(qmlEngine(this));
engPriv->registerFinalizeCallback(this, this->metaObject()->indexOfSlot("componentFinalized()"));
}
void QQuickAnimationController::setAnimation(QQuickAbstractAnimation *animation)
{
Q_D(QQuickAnimationController);
if (animation != d->animation) {
if (animation) {
if (animation->userControlDisabled()) {
qmlWarning(this) << "QQuickAnimationController::setAnimation: the animation is controlled by others, can't be used in AnimationController.";
return;
}
animation->setDisableUserControl();
}
if (d->animation)
d->animation->setEnableUserControl();
d->animation = animation;
reload();
emit animationChanged();
}
}
/*!
\qmlmethod QtQuick::AnimationController::reload()
\brief Reloads the animation properties
If the animation properties changed, calling this method to reload the animation definations.
*/
void QQuickAnimationController::reload()
{
Q_D(QQuickAnimationController);
if (!d->finalized)
return;
if (!d->animation) {
d->animationInstance = nullptr;
} else {
QQuickStateActions actions;
QQmlProperties properties;
QAbstractAnimationJob *oldInstance = d->animationInstance;
d->animationInstance = d->animation->transition(actions, properties, QQuickAbstractAnimation::Forward);
if (oldInstance && oldInstance != d->animationInstance)
delete oldInstance;
if (d->animationInstance) {
d->animationInstance->setLoopCount(1);
d->animationInstance->setDisableUserControl();
d->animationInstance->start();
d->animationInstance->pause();
updateProgress();
}
}
}
void QQuickAnimationController::updateProgress()
{
Q_D(QQuickAnimationController);
if (!d->animationInstance)
return;
d->animationInstance->setDisableUserControl();
d->animationInstance->start();
QQmlAnimationTimer::instance()->unregisterAnimation(d->animationInstance);
d->animationInstance->setCurrentTime(d->progress * d->animationInstance->duration());
}
void QQuickAnimationController::componentFinalized()
{
Q_D(QQuickAnimationController);
d->finalized = true;
reload();
}
/*!
\qmlmethod QtQuick::AnimationController::completeToBeginning()
\brief Finishes running the controlled animation in a backwards direction.
After calling this method, the animation runs normally from the current progress point
in a backwards direction to the beginning state.
The animation controller's progress value will be automatically updated while the animation is running.
\sa completeToEnd(), progress
*/
void QQuickAnimationController::completeToBeginning()
{
Q_D(QQuickAnimationController);
if (!d->animationInstance)
return;
if (d->progress == 0)
return;
d->animationInstance->addAnimationChangeListener(d, QAbstractAnimationJob::Completion | QAbstractAnimationJob::CurrentTime);
d->animationInstance->setDirection(QAbstractAnimationJob::Backward);
//Disable and then enable user control to trigger the animation instance's state change
d->animationInstance->setDisableUserControl();
d->animationInstance->setEnableUserControl();
d->animationInstance->start();
}
/*!
\qmlmethod QtQuick::AnimationController::completeToEnd()
\brief Finishes running the controlled animation in a forwards direction.
After calling this method, the animation runs normally from the current progress point
in a forwards direction to the end state.
The animation controller's progress value will be automatically updated while the animation is running.
\sa completeToBeginning(), progress
*/
void QQuickAnimationController::completeToEnd()
{
Q_D(QQuickAnimationController);
if (!d->animationInstance)
return;
if (d->progress == 1)
return;
d->animationInstance->addAnimationChangeListener(d, QAbstractAnimationJob::Completion | QAbstractAnimationJob::CurrentTime);
d->animationInstance->setDirection(QAbstractAnimationJob::Forward);
//Disable and then enable user control to trigger the animation instance's state change
d->animationInstance->setDisableUserControl();
d->animationInstance->setEnableUserControl();
d->animationInstance->start();
}
QT_END_NAMESPACE
#include "moc_qquickanimationcontroller_p.cpp"