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authorGunnar Sletta <gunnar.sletta@digia.com>2013-09-18 20:16:16 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-09-21 22:23:13 +0200
commita0f8be4021caa9bb5055923f0eea3bee0e345235 (patch)
treecf33dd92e8284f5692e65b1a574749d50da4a3f0 /src/quick/util/qquickanimatorjob.cpp
parent0fc040ef70513ccaeb9e96f7ca05a3df4d6c7879 (diff)
Animators - Render thread animation system
This introduces 6 new QML types for animating state in the scene graph when the UI thread is blocked. The QObject property being animated is updated after the animation completes. It works also with the "windows" and "basic" render loops, but offer litte benefit then compared to in the "threaded" case. Change-Id: Ic19e47c898c0b8bd53e457db922b3c9c457c8147 Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Diffstat (limited to 'src/quick/util/qquickanimatorjob.cpp')
-rw-r--r--src/quick/util/qquickanimatorjob.cpp532
1 files changed, 532 insertions, 0 deletions
diff --git a/src/quick/util/qquickanimatorjob.cpp b/src/quick/util/qquickanimatorjob.cpp
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+++ b/src/quick/util/qquickanimatorjob.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** 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, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquickanimatorcontroller_p.h"
+#include "qquickanimatorjob_p.h"
+#include "qquickanimator_p.h"
+#include "qquickanimator_p_p.h"
+#include <private/qquickwindow_p.h>
+#include <private/qquickitem_p.h>
+#include <private/qquickshadereffectnode_p.h>
+
+#include <private/qanimationgroupjob_p.h>
+
+#include <qcoreapplication.h>
+
+QT_BEGIN_NAMESPACE
+
+QQuickAnimatorProxyJob::QQuickAnimatorProxyJob(QAbstractAnimationJob *job, QObject *item)
+ : m_controller(0)
+ , m_job(job)
+ , m_internalState(State_Stopped)
+{
+ m_isRenderThreadProxy = true;
+ m_animation = qobject_cast<QQuickAbstractAnimation *>(item);
+
+ setLoopCount(job->loopCount());
+
+ // Instead of setting duration to job->duration() we need to set it to -1 so that
+ // it runs as long as the job is running on the render thread. If we gave it
+ // an explicit duration, it would be stopped, potentially stopping the RT animation
+ // prematurely.
+ // This means that the animation driver will tick on the GUI thread as long
+ // as the animation is running on the render thread, but this overhead will
+ // be negligiblie compared to animating and re-rendering the scene on the render thread.
+ m_duration = -1;
+
+ job->addAnimationChangeListener(this, QAbstractAnimationJob::Completion);
+
+ QObject *ctx = findAnimationContext(m_animation);
+ if (!ctx) {
+ qWarning("QtQuick: unable to find animation context for RT animation...");
+ return;
+ }
+
+ QQuickWindow *window = qobject_cast<QQuickWindow *>(ctx);
+ if (window) {
+ setWindow(window);
+ } else {
+ QQuickItem *item = qobject_cast<QQuickItem *>(ctx);
+ if (item->window())
+ setWindow(item->window());
+ else
+ connect(item, SIGNAL(windowChanged(QQuickWindow*)), this, SLOT(windowChanged(QQuickWindow*)));
+ }
+}
+
+QQuickAnimatorProxyJob::~QQuickAnimatorProxyJob()
+{
+ deleteJob();
+}
+
+void QQuickAnimatorProxyJob::deleteJob()
+{
+ if (m_job) {
+ if (m_controller && m_internalState != State_Starting)
+ QCoreApplication::postEvent(m_controller, new QQuickAnimatorController::Event(m_job, QQuickAnimatorController::DeleteAnimation));
+ else
+ delete m_job;
+ m_job = 0;
+ }
+}
+
+QObject *QQuickAnimatorProxyJob::findAnimationContext(QQuickAbstractAnimation *a)
+{
+ QObject *p = a->parent();
+ while (p != 0 && qobject_cast<QQuickWindow *>(p) == 0 && qobject_cast<QQuickItem *>(p) == 0)
+ p = p->parent();
+ return p;
+}
+
+void QQuickAnimatorProxyJob::updateCurrentTime(int)
+{
+}
+
+void QQuickAnimatorProxyJob::updateState(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State)
+{
+ if (m_state == Running) {
+ if (m_controller) {
+ m_internalState = State_Running;
+ startOnRenderThread();
+ } else {
+ m_internalState = State_Starting;
+ }
+ } else if (newState == Stopped) {
+ syncBackCurrentValues();
+ if (m_internalState == State_Starting)
+ m_internalState = State_Stopped;
+ else {
+ QCoreApplication::postEvent(m_controller, new QQuickAnimatorController::Event(m_job, QQuickAnimatorController::StopAnimation));
+ }
+ }
+}
+
+void QQuickAnimatorProxyJob::windowChanged(QQuickWindow *window)
+{
+ setWindow(window);
+}
+
+void QQuickAnimatorProxyJob::setWindow(QQuickWindow *window)
+{
+ if (m_controller) {
+ stop();
+ deleteJob();
+ m_controller = 0;
+ }
+ if (!window)
+ return;
+
+ m_controller = QQuickWindowPrivate::get(window)->animationController;
+
+ if (window->openglContext())
+ readyToAnimate();
+ else
+ connect(window, SIGNAL(sceneGraphInitialized()), this, SLOT(sceneGraphInitialized()));
+}
+
+void QQuickAnimatorProxyJob::sceneGraphInitialized()
+{
+ readyToAnimate();
+ disconnect(this, SLOT(sceneGraphInitialized()));
+}
+
+void QQuickAnimatorProxyJob::readyToAnimate()
+{
+ if (m_internalState == State_Starting) {
+ startOnRenderThread();
+ }
+}
+
+void QQuickAnimatorProxyJob::animationFinished(QAbstractAnimationJob *job)
+{
+ QCoreApplication::postEvent(this, new QQuickAnimatorController::Event(job, QQuickAnimatorController::AnimationFinished));
+}
+
+bool QQuickAnimatorProxyJob::event(QEvent *e)
+{
+ if ((uint) e->type() == QQuickAnimatorController::AnimationFinished) {
+ // Update the duration of this proxy to the current time and stop it so
+ // that parent animations can progress gracefully
+ m_duration = m_currentTime;
+ stop();
+ return true;
+ }
+
+ return QObject::event(e);
+}
+
+void QQuickAnimatorProxyJob::startOnRenderThread()
+{
+ m_internalState = State_Running;
+ // Force a "sync" pass as the newly started animation needs to sync properties from GUI.
+ m_controller->startAnimation(m_job);
+ QQuickWindowPrivate::get(m_controller->window)->dirtyItem(0);
+}
+
+static void qquick_syncback_helper(QAbstractAnimationJob *job)
+{
+ if (job->isRenderThreadJob()) {
+ QQuickAnimatorJob *a = static_cast<QQuickAnimatorJob *>(job);
+ if (a->controller())
+ a->writeBack();
+ } else if (job->isGroup()) {
+ QAnimationGroupJob *g = static_cast<QAnimationGroupJob *>(job);
+ for (QAbstractAnimationJob *a = g->firstChild(); a; a = a->nextSibling())
+ qquick_syncback_helper(a);
+ }
+}
+
+void QQuickAnimatorProxyJob::syncBackCurrentValues()
+{
+ qquick_syncback_helper(m_job);
+}
+
+QQuickAnimatorJob::QQuickAnimatorJob()
+ : m_target(0)
+ , m_controller(0)
+ , m_from(0)
+ , m_to(0)
+ , m_value(0)
+ , m_duration(0)
+ , m_isTransform(false)
+ , m_isUniform(false)
+{
+ m_isRenderThreadJob = true;
+}
+
+qreal QQuickAnimatorJob::value() const
+{
+ qreal v;
+ m_controller->mutex.lock();
+ v = m_value;
+ m_controller->mutex.unlock();
+ return v;
+}
+
+void QQuickAnimatorJob::setTarget(QQuickItem *target)
+{
+ m_target = target;
+}
+
+void QQuickAnimatorJob::initialize(QQuickAnimatorController *controller)
+{
+ m_controller = controller;
+}
+
+void QQuickAnimatorJob::updateState(State newState, State oldState)
+{
+ if (newState == Running) {
+ m_controller->activeLeafAnimations << this;
+ } else if (oldState == Running) {
+ m_controller->activeLeafAnimations.remove(this);
+ }
+}
+
+QQuickTransformAnimatorJob::QQuickTransformAnimatorJob()
+ : m_helper(0)
+{
+ m_isTransform = true;
+}
+
+QQuickTransformAnimatorJob::~QQuickTransformAnimatorJob()
+{
+ if (m_helper && --m_helper->ref == 0) {
+ m_controller->transforms.remove(m_helper->item);
+ delete m_helper;
+ }
+}
+
+void QQuickTransformAnimatorJob::initialize(QQuickAnimatorController *controller)
+{
+ QQuickAnimatorJob::initialize(controller);
+
+ m_helper = m_controller->transforms.value(m_target);
+ if (!m_helper) {
+ m_helper = new Helper();
+ m_helper->item = m_target;
+ m_controller->transforms.insert(m_target, m_helper);
+ } else {
+ ++m_helper->ref;
+ }
+ m_helper->sync();
+}
+
+
+void QQuickTransformAnimatorJob::Helper::sync()
+{
+ const quint32 mask = QQuickItemPrivate::Position
+ | QQuickItemPrivate::BasicTransform
+ | QQuickItemPrivate::TransformOrigin;
+
+ quint32 dirty = mask & QQuickItemPrivate::get(item)->dirtyAttributes;
+
+ if (!wasSynced) {
+ dirty = 0xffffffffu;
+ wasSynced = true;
+ }
+
+ if (dirty == 0)
+ return;
+
+ node = QQuickItemPrivate::get(item)->itemNode();
+
+ if (dirty & QQuickItemPrivate::Position) {
+ dx = item->x();
+ dy = item->y();
+ }
+
+ if (dirty & QQuickItemPrivate::BasicTransform) {
+ scale = item->scale();
+ rotation = item->rotation();
+ }
+
+ if (dirty & QQuickItemPrivate::TransformOrigin) {
+ QPointF o = item->transformOriginPoint();
+ ox = o.x();
+ oy = o.y();
+ }
+}
+
+void QQuickTransformAnimatorJob::Helper::apply()
+{
+ if (!wasChanged)
+ return;
+
+ QMatrix4x4 m;
+ m.translate(dx, dy);
+ m.translate(ox, oy);
+ m.scale(scale);
+ m.rotate(rotation, 0, 0, 1);
+ m.translate(-ox, -oy);
+ node->setMatrix(m);
+
+ wasChanged = false;
+}
+
+
+
+void QQuickXAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setX(value());
+}
+
+void QQuickXAnimatorJob::updateCurrentTime(int time)
+{
+ Q_ASSERT(m_controller->window->openglContext()->thread() == QThread::currentThread());
+
+ m_value = m_from + (m_to - m_from) * m_easing.valueForProgress(time / (qreal) m_duration);
+ m_helper->dx = m_value;
+ m_helper->wasChanged = true;
+}
+
+void QQuickYAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setY(value());
+}
+
+void QQuickYAnimatorJob::updateCurrentTime(int time)
+{
+ Q_ASSERT(m_controller->window->openglContext()->thread() == QThread::currentThread());
+
+ m_value = m_from + (m_to - m_from) * m_easing.valueForProgress(time / (qreal) m_duration);
+ m_helper->dy = m_value;
+ m_helper->wasChanged = true;
+}
+
+QQuickOpacityAnimatorJob::QQuickOpacityAnimatorJob()
+ : m_opacityNode(0)
+{
+}
+
+void QQuickOpacityAnimatorJob::initialize(QQuickAnimatorController *controller)
+{
+ QQuickAnimatorJob::initialize(controller);
+ QQuickItemPrivate *d = QQuickItemPrivate::get(m_target);
+ m_opacityNode = d->opacityNode();
+ if (!m_opacityNode) {
+ m_opacityNode = new QSGOpacityNode();
+ d->extra.value().opacityNode = m_opacityNode;
+
+ QSGNode *child = d->clipNode();
+ if (!child)
+ child = d->rootNode();
+ if (!child)
+ child = d->groupNode;
+
+ if (child) {
+ if (child->parent())
+ child->parent()->removeChildNode(child);
+ m_opacityNode->appendChildNode(child);
+ }
+
+ d->itemNode()->appendChildNode(m_opacityNode);
+ }
+}
+
+void QQuickOpacityAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setOpacity(value());
+}
+
+void QQuickOpacityAnimatorJob::updateCurrentTime(int time)
+{
+ Q_ASSERT(m_controller->window->openglContext()->thread() == QThread::currentThread());
+
+ m_value = m_from + (m_to - m_from) * m_easing.valueForProgress(time / (qreal) m_duration);
+ m_opacityNode->setOpacity(m_value);
+}
+
+void QQuickScaleAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setScale(value());
+}
+
+void QQuickScaleAnimatorJob::updateCurrentTime(int time)
+{
+ Q_ASSERT(m_controller->window->openglContext()->thread() == QThread::currentThread());
+
+ m_value = m_from + (m_to - m_from) * m_easing.valueForProgress(time / (qreal) m_duration);
+ m_helper->scale = m_value;
+ m_helper->wasChanged = true;
+}
+
+QQuickRotationAnimatorJob::QQuickRotationAnimatorJob()
+ : m_direction(QQuickRotationAnimator::Numerical)
+{
+}
+
+extern QVariant _q_interpolateShortestRotation(qreal &f, qreal &t, qreal progress);
+extern QVariant _q_interpolateClockwiseRotation(qreal &f, qreal &t, qreal progress);
+extern QVariant _q_interpolateCounterclockwiseRotation(qreal &f, qreal &t, qreal progress);
+
+void QQuickRotationAnimatorJob::updateCurrentTime(int time)
+{
+ Q_ASSERT(m_controller->window->openglContext()->thread() == QThread::currentThread());
+
+ float t = m_easing.valueForProgress(time / (qreal) m_duration);
+ switch (m_direction) {
+ case QQuickRotationAnimator::Clockwise:
+ m_value = _q_interpolateClockwiseRotation(m_from, m_to, t).toFloat();
+ break;
+ case QQuickRotationAnimator::Counterclockwise:
+ m_value = _q_interpolateCounterclockwiseRotation(m_from, m_to, t).toFloat();
+ break;
+ case QQuickRotationAnimator::Shortest:
+ m_value = _q_interpolateShortestRotation(m_from, m_to, t).toFloat();
+ break;
+ case QQuickRotationAnimator::Numerical:
+ m_value = m_from + (m_to - m_from) * t;
+ break;
+ }
+ m_helper->rotation = m_value;
+ m_helper->wasChanged = true;
+}
+
+void QQuickRotationAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setRotation(value());
+}
+
+QQuickUniformAnimatorJob::QQuickUniformAnimatorJob()
+ : m_node(0)
+ , m_uniformIndex(-1)
+ , m_uniformType(-1)
+{
+ m_isUniform = true;
+}
+
+void QQuickUniformAnimatorJob::setTarget(QQuickItem *target)
+{
+ if (qobject_cast<QQuickShaderEffect *>(target) != 0)
+ m_target = target;
+}
+
+void QQuickUniformAnimatorJob::afterNodeSync()
+{
+ m_node = static_cast<QQuickShaderEffectNode *>(QQuickItemPrivate::get(m_target)->paintNode);
+
+ if (m_node) {
+ m_uniformIndex = -1;
+ m_uniformType = -1;
+ QQuickShaderEffectMaterial *material =
+ static_cast<QQuickShaderEffectMaterial *>(m_node->material());
+ bool found = false;
+ for (int t=0; !found && t<QQuickShaderEffectMaterialKey::ShaderTypeCount; ++t) {
+ const QVector<QQuickShaderEffectMaterial::UniformData> &uniforms = material->uniforms[t];
+ for (int i=0; i<uniforms.size(); ++i) {
+ if (uniforms.at(i).name == m_uniform) {
+ m_uniformIndex = i;
+ m_uniformType = t;
+ found = true;
+ break;
+ }
+ }
+ }
+ }
+
+}
+
+void QQuickUniformAnimatorJob::updateCurrentTime(int time)
+{
+ Q_ASSERT(m_controller->window->openglContext()->thread() == QThread::currentThread());
+
+ if (!m_node || m_uniformIndex == -1 || m_uniformType == -1)
+ return;
+
+ m_value = m_from + (m_to - m_from) * m_easing.valueForProgress(time / (qreal) m_duration);
+
+ QQuickShaderEffectMaterial *material =
+ static_cast<QQuickShaderEffectMaterial *>(m_node->material());
+ material->uniforms[m_uniformType][m_uniformIndex].value = m_value;
+}
+
+void QQuickUniformAnimatorJob::writeBack()
+{
+ if (m_target)
+ m_target->setProperty(m_uniform, value());
+}
+
+QT_END_NAMESPACE