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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 QSequentialAnimationGroup
+ \brief The QSequentialAnimationGroup class provides a sequential group of animations.
+ \since 4.6
+ \ingroup animation
+
+ QSequentialAnimationGroup is a QAnimationGroup that runs its
+ animations in sequence, i.e., it starts one animation after
+ another has finished playing. The animations are played in the
+ order they are added to the group (using
+ \l{QAnimationGroup::}{addAnimation()} or
+ \l{QAnimationGroup::}{insertAnimation()}). The animation group
+ finishes when its last animation has finished.
+
+ At each moment there is at most one animation that is active in
+ the group; it is returned by currentAnimation(). An empty group
+ has no current animation.
+
+ A sequential animation group can be treated as any other
+ animation, i.e., it can be started, stopped, and added to other
+ groups. You can also call addPause() or insertPause() to add a
+ pause to a sequential animation group.
+
+ \code
+ QSequentialAnimationGroup *group = new QSequentialAnimationGroup;
+
+ group->addAnimation(anim1);
+ group->addAnimation(anim2);
+
+ group->start();
+ \endcode
+
+ In this example, \c anim1 and \c anim2 are two already set up
+ \l{QPropertyAnimation}s.
+
+ \sa QAnimationGroup, QAbstractAnimation, {The Animation Framework}
+*/
+
+#include "qsequentialanimationgroup.h"
+#include "qsequentialanimationgroup_p.h"
+
+#include "qpauseanimation.h"
+
+#include <QtCore/qdebug.h>
+
+#ifndef QT_NO_ANIMATION
+
+QT_BEGIN_NAMESPACE
+
+bool QSequentialAnimationGroupPrivate::atEnd() const
+{
+ // we try to detect if we're at the end of the group
+ //this is true if the following conditions are true:
+ // 1. we're in the last loop
+ // 2. the direction is forward
+ // 3. the current animation is the last one
+ // 4. the current animation has reached its end
+ const int animTotalCurrentTime = QAbstractAnimationPrivate::get(currentAnimation)->totalCurrentTime;
+ return (currentLoop == loopCount - 1
+ && direction == QAbstractAnimation::Forward
+ && currentAnimation == animations.last()
+ && animTotalCurrentTime == animationActualTotalDuration(currentAnimationIndex));
+}
+
+int QSequentialAnimationGroupPrivate::animationActualTotalDuration(int index) const
+{
+ QAbstractAnimation *anim = animations.at(index);
+ int ret = anim->totalDuration();
+ if (ret == -1 && actualDuration.size() > index)
+ ret = actualDuration.at(index); //we can try the actual duration there
+ return ret;
+}
+
+QSequentialAnimationGroupPrivate::AnimationIndex QSequentialAnimationGroupPrivate::indexForCurrentTime() const
+{
+ Q_ASSERT(!animations.isEmpty());
+
+ AnimationIndex ret;
+ int duration = 0;
+
+ for (int i = 0; i < animations.size(); ++i) {
+ duration = animationActualTotalDuration(i);
+
+ // 'animation' is the current animation if one of these reasons is true:
+ // 1. it's duration is undefined
+ // 2. it ends after msecs
+ // 3. it is the last animation (this can happen in case there is at least 1 uncontrolled animation)
+ // 4. it ends exactly in msecs and the direction is backwards
+ if (duration == -1 || currentTime < (ret.timeOffset + duration)
+ || (currentTime == (ret.timeOffset + duration) && direction == QAbstractAnimation::Backward)) {
+ ret.index = i;
+ return ret;
+ }
+
+ // 'animation' has a non-null defined duration and is not the one at time 'msecs'.
+ ret.timeOffset += duration;
+ }
+
+ // this can only happen when one of those conditions is true:
+ // 1. the duration of the group is undefined and we passed its actual duration
+ // 2. there are only 0-duration animations in the group
+ ret.timeOffset -= duration;
+ ret.index = animations.size() - 1;
+ return ret;
+}
+
+void QSequentialAnimationGroupPrivate::restart()
+{
+ // restarting the group by making the first/last animation the current one
+ if (direction == QAbstractAnimation::Forward) {
+ lastLoop = 0;
+ if (currentAnimationIndex == 0)
+ activateCurrentAnimation();
+ else
+ setCurrentAnimation(0);
+ } else { // direction == QAbstractAnimation::Backward
+ lastLoop = loopCount - 1;
+ int index = animations.size() - 1;
+ if (currentAnimationIndex == index)
+ activateCurrentAnimation();
+ else
+ setCurrentAnimation(index);
+ }
+}
+
+/*!
+ \internal
+ This manages advancing the execution of a group running forwards (time has gone forward),
+ which is the same behaviour for rewinding the execution of a group running backwards
+ (time has gone backward).
+*/
+void QSequentialAnimationGroupPrivate::advanceForwards(const AnimationIndex &newAnimationIndex)
+{
+ if (lastLoop < currentLoop) {
+ // we need to fast forward to the end
+ for (int i = currentAnimationIndex; i < animations.size(); ++i) {
+ QAbstractAnimation *anim = animations.at(i);
+ setCurrentAnimation(i, true);
+ anim->setCurrentTime(animationActualTotalDuration(i));
+ }
+ // this will make sure the current animation is reset to the beginning
+ if (animations.size() == 1)
+ // we need to force activation because setCurrentAnimation will have no effect
+ activateCurrentAnimation();
+ else
+ setCurrentAnimation(0, true);
+ }
+
+ // and now we need to fast forward from the current position to
+ for (int i = currentAnimationIndex; i < newAnimationIndex.index; ++i) { //### WRONG,
+ QAbstractAnimation *anim = animations.at(i);
+ setCurrentAnimation(i, true);
+ anim->setCurrentTime(animationActualTotalDuration(i));
+ }
+ // setting the new current animation will happen later
+}
+
+/*!
+ \internal
+ This manages rewinding the execution of a group running forwards (time has gone forward),
+ which is the same behaviour for advancing the execution of a group running backwards
+ (time has gone backward).
+*/
+void QSequentialAnimationGroupPrivate::rewindForwards(const AnimationIndex &newAnimationIndex)
+{
+ if (lastLoop > currentLoop) {
+ // we need to fast rewind to the beginning
+ for (int i = currentAnimationIndex; i >= 0 ; --i) {
+ QAbstractAnimation *anim = animations.at(i);
+ setCurrentAnimation(i, true);
+ anim->setCurrentTime(0);
+ }
+ // this will make sure the current animation is reset to the end
+ if (animations.size() == 1)
+ // we need to force activation because setCurrentAnimation will have no effect
+ activateCurrentAnimation();
+ else
+ setCurrentAnimation(animations.count() - 1, true);
+ }
+
+ // and now we need to fast rewind from the current position to
+ for (int i = currentAnimationIndex; i > newAnimationIndex.index; --i) {
+ QAbstractAnimation *anim = animations.at(i);
+ setCurrentAnimation(i, true);
+ anim->setCurrentTime(0);
+ }
+ // setting the new current animation will happen later
+}
+
+/*!
+ \fn QSequentialAnimationGroup::currentAnimationChanged(QAbstractAnimation *current)
+
+ QSequentialAnimationGroup emits this signal when currentAnimation
+ has been changed. \a current is the current animation.
+
+ \sa currentAnimation()
+*/
+
+
+/*!
+ Constructs a QSequentialAnimationGroup.
+ \a parent is passed to QObject's constructor.
+*/
+QSequentialAnimationGroup::QSequentialAnimationGroup(QObject *parent)
+ : QAnimationGroup(*new QSequentialAnimationGroupPrivate, parent)
+{
+}
+
+/*!
+ \internal
+*/
+QSequentialAnimationGroup::QSequentialAnimationGroup(QSequentialAnimationGroupPrivate &dd,
+ QObject *parent)
+ : QAnimationGroup(dd, parent)
+{
+}
+
+/*!
+ Destroys the animation group. It will also destroy all its animations.
+*/
+QSequentialAnimationGroup::~QSequentialAnimationGroup()
+{
+}
+
+/*!
+ Adds a pause of \a msecs to this animation group.
+ The pause is considered as a special type of animation, thus
+ \l{QAnimationGroup::animationCount()}{animationCount} will be
+ increased by one.
+
+ \sa insertPause(), QAnimationGroup::addAnimation()
+*/
+QPauseAnimation *QSequentialAnimationGroup::addPause(int msecs)
+{
+ QPauseAnimation *pause = new QPauseAnimation(msecs);
+ addAnimation(pause);
+ return pause;
+}
+
+/*!
+ Inserts a pause of \a msecs milliseconds at \a index in this animation
+ group.
+
+ \sa addPause(), QAnimationGroup::insertAnimation()
+*/
+QPauseAnimation *QSequentialAnimationGroup::insertPause(int index, int msecs)
+{
+ Q_D(const QSequentialAnimationGroup);
+
+ if (index < 0 || index > d->animations.size()) {
+ qWarning("QSequentialAnimationGroup::insertPause: index is out of bounds");
+ return 0;
+ }
+
+ QPauseAnimation *pause = new QPauseAnimation(msecs);
+ insertAnimation(index, pause);
+ return pause;
+}
+
+
+/*!
+ \property QSequentialAnimationGroup::currentAnimation
+ Returns the animation in the current time.
+
+ \sa currentAnimationChanged()
+*/
+QAbstractAnimation *QSequentialAnimationGroup::currentAnimation() const
+{
+ Q_D(const QSequentialAnimationGroup);
+ return d->currentAnimation;
+}
+
+/*!
+ \reimp
+*/
+int QSequentialAnimationGroup::duration() const
+{
+ Q_D(const QSequentialAnimationGroup);
+ int ret = 0;
+
+ for (int i = 0; i < d->animations.size(); ++i) {
+ QAbstractAnimation *animation = d->animations.at(i);
+ const int currentDuration = animation->totalDuration();
+ if (currentDuration == -1)
+ return -1; // Undetermined length
+
+ ret += currentDuration;
+ }
+
+ return ret;
+}
+
+/*!
+ \reimp
+*/
+void QSequentialAnimationGroup::updateCurrentTime(int currentTime)
+{
+ Q_D(QSequentialAnimationGroup);
+ if (!d->currentAnimation)
+ return;
+
+ const QSequentialAnimationGroupPrivate::AnimationIndex newAnimationIndex = d->indexForCurrentTime();
+
+ // remove unneeded animations from actualDuration list
+ while (newAnimationIndex.index < d->actualDuration.size())
+ d->actualDuration.removeLast();
+
+ // newAnimationIndex.index is the new current animation
+ if (d->lastLoop < d->currentLoop
+ || (d->lastLoop == d->currentLoop && d->currentAnimationIndex < newAnimationIndex.index)) {
+ // advancing with forward direction is the same as rewinding with backwards direction
+ d->advanceForwards(newAnimationIndex);
+ } else if (d->lastLoop > d->currentLoop
+ || (d->lastLoop == d->currentLoop && d->currentAnimationIndex > newAnimationIndex.index)) {
+ // rewinding with forward direction is the same as advancing with backwards direction
+ d->rewindForwards(newAnimationIndex);
+ }
+
+ d->setCurrentAnimation(newAnimationIndex.index);
+
+ const int newCurrentTime = currentTime - newAnimationIndex.timeOffset;
+
+ if (d->currentAnimation) {
+ d->currentAnimation->setCurrentTime(newCurrentTime);
+ if (d->atEnd()) {
+ //we make sure that we don't exceed the duration here
+ d->currentTime += QAbstractAnimationPrivate::get(d->currentAnimation)->totalCurrentTime - newCurrentTime;
+ stop();
+ }
+ } else {
+ //the only case where currentAnimation could be null
+ //is when all animations have been removed
+ Q_ASSERT(d->animations.isEmpty());
+ d->currentTime = 0;
+ stop();
+ }
+
+ d->lastLoop = d->currentLoop;
+}
+
+/*!
+ \reimp
+*/
+void QSequentialAnimationGroup::updateState(QAbstractAnimation::State newState,
+ QAbstractAnimation::State oldState)
+{
+ Q_D(QSequentialAnimationGroup);
+ QAnimationGroup::updateState(newState, oldState);
+
+ if (!d->currentAnimation)
+ return;
+
+ switch (newState) {
+ case Stopped:
+ d->currentAnimation->stop();
+ break;
+ case Paused:
+ if (oldState == d->currentAnimation->state()
+ && oldState == QSequentialAnimationGroup::Running) {
+ d->currentAnimation->pause();
+ }
+ else
+ d->restart();
+ break;
+ case Running:
+ if (oldState == d->currentAnimation->state()
+ && oldState == QSequentialAnimationGroup::Paused)
+ d->currentAnimation->start();
+ else
+ d->restart();
+ break;
+ }
+}
+
+/*!
+ \reimp
+*/
+void QSequentialAnimationGroup::updateDirection(QAbstractAnimation::Direction direction)
+{
+ Q_D(QSequentialAnimationGroup);
+ // we need to update the direction of the current animation
+ if (state() != Stopped && d->currentAnimation)
+ d->currentAnimation->setDirection(direction);
+}
+
+/*!
+ \reimp
+*/
+bool QSequentialAnimationGroup::event(QEvent *event)
+{
+ return QAnimationGroup::event(event);
+}
+
+void QSequentialAnimationGroupPrivate::setCurrentAnimation(int index, bool intermediate)
+{
+ Q_Q(QSequentialAnimationGroup);
+
+ index = qMin(index, animations.count() - 1);
+
+ if (index == -1) {
+ Q_ASSERT(animations.isEmpty());
+ currentAnimationIndex = -1;
+ currentAnimation = 0;
+ return;
+ }
+
+ // need these two checks below because this func can be called after the current animation
+ // has been removed
+ if (index == currentAnimationIndex && animations.at(index) == currentAnimation)
+ return;
+
+ // stop the old current animation
+ if (currentAnimation)
+ currentAnimation->stop();
+
+ currentAnimation = animations.at(index);
+ currentAnimationIndex = index;
+
+ emit q->currentAnimationChanged(currentAnimation);
+
+ activateCurrentAnimation(intermediate);
+}
+
+void QSequentialAnimationGroupPrivate::activateCurrentAnimation(bool intermediate)
+{
+ if (!currentAnimation || state == QSequentialAnimationGroup::Stopped)
+ return;
+
+ currentAnimation->stop();
+
+ // we ensure the direction is consistent with the group's direction
+ currentAnimation->setDirection(direction);
+
+ // connects to the finish signal of uncontrolled animations
+ if (currentAnimation->totalDuration() == -1)
+ connectUncontrolledAnimation(currentAnimation);
+
+ currentAnimation->start();
+ if (!intermediate && state == QSequentialAnimationGroup::Paused)
+ currentAnimation->pause();
+}
+
+void QSequentialAnimationGroupPrivate::_q_uncontrolledAnimationFinished()
+{
+ Q_Q(QSequentialAnimationGroup);
+ Q_ASSERT(qobject_cast<QAbstractAnimation *>(q->sender()) == currentAnimation);
+
+ // we trust the duration returned by the animation
+ while (actualDuration.size() < (currentAnimationIndex + 1))
+ actualDuration.append(-1);
+ actualDuration[currentAnimationIndex] = currentAnimation->currentTime();
+
+ disconnectUncontrolledAnimation(currentAnimation);
+
+ if ((direction == QAbstractAnimation::Forward && currentAnimation == animations.last())
+ || (direction == QAbstractAnimation::Backward && currentAnimationIndex == 0)) {
+ // we don't handle looping of a group with undefined duration
+ q->stop();
+ } else if (direction == QAbstractAnimation::Forward) {
+ // set the current animation to be the next one
+ setCurrentAnimation(currentAnimationIndex + 1);
+ } else {
+ // set the current animation to be the previous one
+ setCurrentAnimation(currentAnimationIndex - 1);
+ }
+}
+
+/*!
+ \internal
+ This method is called whenever an animation is added to
+ the group at index \a index.
+ Note: We only support insertion after the current animation
+*/
+void QSequentialAnimationGroupPrivate::animationInsertedAt(int index)
+{
+ if (currentAnimation == 0)
+ setCurrentAnimation(0); // initialize the current animation
+
+ if (currentAnimationIndex == index
+ && currentAnimation->currentTime() == 0 && currentAnimation->currentLoop() == 0) {
+ //in this case we simply insert an animation before the current one has actually started
+ setCurrentAnimation(index);
+ }
+
+ //we update currentAnimationIndex in case it has changed (the animation pointer is still valid)
+ currentAnimationIndex = animations.indexOf(currentAnimation);
+
+ if (index < currentAnimationIndex || currentLoop != 0) {
+ qWarning("QSequentialGroup::insertAnimation only supports to add animations after the current one.");
+ return; //we're not affected because it is added after the current one
+ }
+}
+
+/*!
+ \internal
+ This method is called whenever an animation is removed from
+ the group at index \a index. The animation is no more listed when this
+ method is called.
+*/
+void QSequentialAnimationGroupPrivate::animationRemoved(int index, QAbstractAnimation *anim)
+{
+ Q_Q(QSequentialAnimationGroup);
+ QAnimationGroupPrivate::animationRemoved(index, anim);
+
+ Q_ASSERT(currentAnimation); // currentAnimation should always be set
+
+ if (actualDuration.size() > index)
+ actualDuration.removeAt(index);
+
+ const int currentIndex = animations.indexOf(currentAnimation);
+ if (currentIndex == -1) {
+ //we're removing the current animation
+
+ disconnectUncontrolledAnimation(currentAnimation);
+
+ if (index < animations.count())
+ setCurrentAnimation(index); //let's try to take the next one
+ else if (index > 0)
+ setCurrentAnimation(index - 1);
+ else// case all animations were removed
+ setCurrentAnimation(-1);
+ } else if (currentAnimationIndex > index) {
+ currentAnimationIndex--;
+ }
+
+ // duration of the previous animations up to the current animation
+ currentTime = 0;
+ for (int i = 0; i < currentAnimationIndex; ++i) {
+ const int current = animationActualTotalDuration(i);
+ currentTime += current;
+ }
+
+ if (currentIndex != -1) {
+ //the current animation is not the one being removed
+ //so we add its current time to the current time of this group
+ currentTime += QAbstractAnimationPrivate::get(currentAnimation)->totalCurrentTime;
+ }
+
+ //let's also update the total current time
+ totalCurrentTime = currentTime + loopCount * q->duration();
+}
+
+QT_END_NAMESPACE
+
+#include "moc_qsequentialanimationgroup.cpp"
+
+#endif //QT_NO_ANIMATION