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+/****************************************************************************
+**
+** 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 <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
+#define STARTSTOP_TIMER_DELAY 0
+
+QT_BEGIN_NAMESPACE
+
+#ifndef QT_NO_THREAD
+Q_GLOBAL_STATIC(QThreadStorage<QUnifiedTimer *>, unifiedTimer)
+#endif
+
+QUnifiedTimer::QUnifiedTimer() :
+ QObject(), defaultDriver(this), lastTick(0), timingInterval(DEFAULT_TIMER_INTERVAL),
+ currentAnimationIdx(0), insideTick(false), 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()
+{
+ //setCurrentTime can get this called again while we're the for loop. At least with pauseAnimations
+ if(insideTick)
+ return;
+
+ 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) {
+ insideTick = true;
+ 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);
+ }
+ insideTick = false;
+ 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.
+
+ \internal
+ */
+
+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.
+
+ \internal
+ */
+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.
+
+ \internal
+ */
+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.
+
+ \internal
+ */
+
+/*!
+ \fn QAnimationDriver::stopped()
+
+ This function is called by the animation framework to notify the driver
+ that it should stop running.
+
+ \internal
+ */
+
+/*!
+ 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<QAbstractAnimation> 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