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authorJan Arve Saether <jan-arve.saether@digia.com>2014-09-04 17:11:08 +0200
committerJan Arve Sæther <jan-arve.saether@digia.com>2014-10-06 13:35:44 +0200
commit1670097fa2b0a549a9509ba4c8be13924bd25c4c (patch)
tree6cd5cf65165bdec0583e0b7da698fe298c950cf2 /src/quick/items/qquickanimatedsprite.cpp
parent367fd6dd2860fe8c6a4f1a4f50b04de56450c76c (diff)
Fixed AnimatedSprite to respect 'loops' properly
Previously, AnimatedSprite could stop before it had performed its desired number of loops. Task-number: QTBUG-36338 Change-Id: I9485886681f55d410786f27b4f6afdc72a058202 Reviewed-by: Michael Brasser <michael.brasser@live.com>
Diffstat (limited to 'src/quick/items/qquickanimatedsprite.cpp')
-rw-r--r--src/quick/items/qquickanimatedsprite.cpp32
1 files changed, 19 insertions, 13 deletions
diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp
index 3aaec53c54..e816975827 100644
--- a/src/quick/items/qquickanimatedsprite.cpp
+++ b/src/quick/items/qquickanimatedsprite.cpp
@@ -388,8 +388,8 @@ void QQuickAnimatedSprite::advance(int frames)
//TODO-C: May not work when running - only when paused
m_curFrame += frames;
while (m_curFrame < 0)
- m_curFrame += m_sprite->frames();
- m_curFrame = m_curFrame % m_sprite->frames();
+ m_curFrame += m_spriteEngine->maxFrames();
+ m_curFrame = m_curFrame % m_spriteEngine->maxFrames();
emit currentFrameChanged(m_curFrame);
}
@@ -574,35 +574,41 @@ void QQuickAnimatedSprite::prepareNextFrame()
int timeInt = m_timestamp.elapsed() + m_pauseOffset;
qreal time = timeInt / 1000.;
- double frameAt; //double just for modf
+ int frameAt;
qreal progress = 0.0;
int lastFrame = m_curFrame;
if (m_running && !m_paused) {
+ const int nColumns = int(m_sheetSize.width()) / m_spriteEngine->spriteWidth();
//Advance State (keeps time for psuedostates)
m_spriteEngine->updateSprites(timeInt);
//Advance AnimatedSprite
qreal animT = m_spriteEngine->spriteStart()/1000.0;
- qreal frameCount = m_spriteEngine->spriteFrames();
- qreal frameDuration = m_spriteEngine->spriteDuration()/frameCount;
+ const int frameCountInRow = m_spriteEngine->spriteFrames();
+ const qreal frameDuration = m_spriteEngine->spriteDuration()/frameCountInRow;
if (frameDuration > 0) {
qreal frame = (time - animT)/(frameDuration / 1000.0);
bool lastLoop = m_loops > 0 && m_curLoop == m_loops-1;
//don't visually interpolate for the last frame of the last loop
- qreal max = lastLoop ? frameCount - qreal(1.0) : frameCount;
- frame = qBound(qreal(0.0), frame, max);
- progress = modf(frame,&frameAt);
- if (m_curFrame > frameAt) //went around
+ const int max = lastLoop ? frameCountInRow - 1 : frameCountInRow;
+ frame = qBound(qreal(0.0), frame, qreal(max));
+ double intpart;
+ progress = modf(frame,&intpart);
+ frameAt = (int)intpart;
+ const int rowIndex = m_spriteEngine->spriteY()/frameHeight();
+ const int newFrame = rowIndex * nColumns + frameAt;
+ if (m_curFrame > newFrame) //went around
m_curLoop++;
- m_curFrame = frameAt;
+ m_curFrame = newFrame;
} else {
m_curFrame++;
- if (m_curFrame >= frameCount){
+ if (m_curFrame >= m_spriteEngine->maxFrames()) { // maxFrames: total number of frames including all rows
m_curFrame = 0;
m_curLoop++;
- m_spriteEngine->advance();
}
- frameAt = m_curFrame;
+ frameAt = m_curFrame % nColumns;
+ if (frameAt == 0)
+ m_spriteEngine->advance();
progress = 0;
}
if (m_loops > 0 && m_curLoop >= m_loops) {