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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the QtQml module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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.
+**
+** 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.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquickitemanimation_p.h"
+#include "qquickitemanimation_p_p.h"
+#include "qquickstateoperations_p.h"
+
+#include <private/qqmlproperty_p.h>
+#include <private/qquickpath_p.h>
+
+#include <QtQml/qqmlinfo.h>
+#include <QtCore/qmath.h>
+#include "private/qsequentialanimationgroupjob_p.h"
+#include "private/qparallelanimationgroupjob_p.h"
+#include <QtGui/qtransform.h>
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \qmlclass ParentAnimation QQuickParentAnimation
+ \inqmlmodule QtQuick 2
+ \ingroup qml-animation-transition
+ \since QtQuick 2.0
+ \inherits Animation
+ \brief The ParentAnimation element animates changes in parent values.
+
+ ParentAnimation is used to animate a parent change for an \l Item.
+
+ For example, the following ParentChange changes \c blueRect to become
+ a child of \c redRect when it is clicked. The inclusion of the
+ ParentAnimation, which defines a NumberAnimation to be applied during
+ the transition, ensures the item animates smoothly as it moves to
+ its new parent:
+
+ \snippet doc/src/snippets/qml/parentanimation.qml 0
+
+ A ParentAnimation can contain any number of animations. These animations will
+ be run in parallel; to run them sequentially, define them within a
+ SequentialAnimation.
+
+ In some cases, such as when reparenting between items with clipping enabled, it is useful
+ to animate the parent change via another item that does not have clipping
+ enabled. Such an item can be set using the \l via property.
+
+ For convenience, when a ParentAnimation is used in a \l Transition, it will
+ animate any ParentChange that has occurred during the state change.
+ This can be overridden by setting a specific target item using the
+ \l target property.
+
+ Like any other animation element, a ParentAnimation can be applied in a
+ number of ways, including transitions, behaviors and property value
+ sources. The \l {QML Animation and Transitions} documentation shows a
+ variety of methods for creating animations.
+
+ \sa {QML Animation and Transitions}, {declarative/animation/basics}{Animation basics example}
+*/
+QQuickParentAnimation::QQuickParentAnimation(QObject *parent)
+ : QQuickAnimationGroup(*(new QQuickParentAnimationPrivate), parent)
+{
+}
+
+QQuickParentAnimation::~QQuickParentAnimation()
+{
+}
+
+/*!
+ \qmlproperty Item QtQuick2::ParentAnimation::target
+ The item to reparent.
+
+ When used in a transition, if no target is specified, all
+ ParentChange occurrences are animated by the ParentAnimation.
+*/
+QQuickItem *QQuickParentAnimation::target() const
+{
+ Q_D(const QQuickParentAnimation);
+ return d->target;
+}
+
+void QQuickParentAnimation::setTargetObject(QQuickItem *target)
+{
+ Q_D(QQuickParentAnimation);
+ if (target == d->target)
+ return;
+
+ d->target = target;
+ emit targetChanged();
+}
+
+/*!
+ \qmlproperty Item QtQuick2::ParentAnimation::newParent
+ The new parent to animate to.
+
+ If the ParentAnimation is defined within a \l Transition or \l Behavior,
+ this value defaults to the value defined in the end state of the
+ \l Transition, or the value of the property change that triggered the
+ \l Behavior.
+*/
+QQuickItem *QQuickParentAnimation::newParent() const
+{
+ Q_D(const QQuickParentAnimation);
+ return d->newParent;
+}
+
+void QQuickParentAnimation::setNewParent(QQuickItem *newParent)
+{
+ Q_D(QQuickParentAnimation);
+ if (newParent == d->newParent)
+ return;
+
+ d->newParent = newParent;
+ emit newParentChanged();
+}
+
+/*!
+ \qmlproperty Item QtQuick2::ParentAnimation::via
+ The item to reparent via. This provides a way to do an unclipped animation
+ when both the old parent and new parent are clipped.
+
+ \qml
+ ParentAnimation {
+ target: myItem
+ via: topLevelItem
+ // ...
+ }
+ \endqml
+*/
+QQuickItem *QQuickParentAnimation::via() const
+{
+ Q_D(const QQuickParentAnimation);
+ return d->via;
+}
+
+void QQuickParentAnimation::setVia(QQuickItem *via)
+{
+ Q_D(QQuickParentAnimation);
+ if (via == d->via)
+ return;
+
+ d->via = via;
+ emit viaChanged();
+}
+
+//### mirrors same-named function in QQuickItem
+QPointF QQuickParentAnimationPrivate::computeTransformOrigin(QQuickItem::TransformOrigin origin, qreal width, qreal height) const
+{
+ switch (origin) {
+ default:
+ case QQuickItem::TopLeft:
+ return QPointF(0, 0);
+ case QQuickItem::Top:
+ return QPointF(width / 2., 0);
+ case QQuickItem::TopRight:
+ return QPointF(width, 0);
+ case QQuickItem::Left:
+ return QPointF(0, height / 2.);
+ case QQuickItem::Center:
+ return QPointF(width / 2., height / 2.);
+ case QQuickItem::Right:
+ return QPointF(width, height / 2.);
+ case QQuickItem::BottomLeft:
+ return QPointF(0, height);
+ case QQuickItem::Bottom:
+ return QPointF(width / 2., height);
+ case QQuickItem::BottomRight:
+ return QPointF(width, height);
+ }
+}
+
+QAbstractAnimationJob* QQuickParentAnimation::transition(QQuickStateActions &actions,
+ QQmlProperties &modified,
+ TransitionDirection direction,
+ QObject *defaultTarget)
+{
+ Q_D(QQuickParentAnimation);
+
+ struct QQuickParentAnimationData : public QAbstractAnimationAction
+ {
+ QQuickParentAnimationData() {}
+ ~QQuickParentAnimationData() { qDeleteAll(pc); }
+
+ QQuickStateActions actions;
+ //### reverse should probably apply on a per-action basis
+ bool reverse;
+ QList<QQuickParentChange *> pc;
+ virtual void doAction()
+ {
+ for (int ii = 0; ii < actions.count(); ++ii) {
+ const QQuickAction &action = actions.at(ii);
+ if (reverse)
+ action.event->reverse();
+ else
+ action.event->execute();
+ }
+ }
+ };
+
+ QQuickParentAnimationData *data = new QQuickParentAnimationData;
+ QQuickParentAnimationData *viaData = new QQuickParentAnimationData;
+
+ bool hasExplicit = false;
+ if (d->target && d->newParent) {
+ data->reverse = false;
+ QQuickAction myAction;
+ QQuickParentChange *pc = new QQuickParentChange;
+ pc->setObject(d->target);
+ pc->setParent(d->newParent);
+ myAction.event = pc;
+ data->pc << pc;
+ data->actions << myAction;
+ hasExplicit = true;
+ if (d->via) {
+ viaData->reverse = false;
+ QQuickAction myVAction;
+ QQuickParentChange *vpc = new QQuickParentChange;
+ vpc->setObject(d->target);
+ vpc->setParent(d->via);
+ myVAction.event = vpc;
+ viaData->pc << vpc;
+ viaData->actions << myVAction;
+ }
+ //### once actions have concept of modified,
+ // loop to match appropriate ParentChanges and mark as modified
+ }
+
+ if (!hasExplicit)
+ for (int i = 0; i < actions.size(); ++i) {
+ QQuickAction &action = actions[i];
+ if (action.event && action.event->type() == QQuickActionEvent::ParentChange
+ && (!d->target || static_cast<QQuickParentChange*>(action.event)->object() == d->target)) {
+
+ QQuickParentChange *pc = static_cast<QQuickParentChange*>(action.event);
+ QQuickAction myAction = action;
+ data->reverse = action.reverseEvent;
+
+ //### this logic differs from PropertyAnimation
+ // (probably a result of modified vs. done)
+ if (d->newParent) {
+ QQuickParentChange *epc = new QQuickParentChange;
+ epc->setObject(static_cast<QQuickParentChange*>(action.event)->object());
+ epc->setParent(d->newParent);
+ myAction.event = epc;
+ data->pc << epc;
+ data->actions << myAction;
+ pc = epc;
+ } else {
+ action.actionDone = true;
+ data->actions << myAction;
+ }
+
+ if (d->via) {
+ viaData->reverse = false;
+ QQuickAction myAction;
+ QQuickParentChange *vpc = new QQuickParentChange;
+ vpc->setObject(pc->object());
+ vpc->setParent(d->via);
+ myAction.event = vpc;
+ viaData->pc << vpc;
+ viaData->actions << myAction;
+ QQuickAction dummyAction;
+ QQuickAction &xAction = pc->xIsSet() && i < actions.size()-1 ? actions[++i] : dummyAction;
+ QQuickAction &yAction = pc->yIsSet() && i < actions.size()-1 ? actions[++i] : dummyAction;
+ QQuickAction &sAction = pc->scaleIsSet() && i < actions.size()-1 ? actions[++i] : dummyAction;
+ QQuickAction &rAction = pc->rotationIsSet() && i < actions.size()-1 ? actions[++i] : dummyAction;
+ QQuickItem *target = pc->object();
+ QQuickItem *targetParent = action.reverseEvent ? pc->originalParent() : pc->parent();
+
+ //### this mirrors the logic in QQuickParentChange.
+ bool ok;
+ const QTransform &transform = targetParent->itemTransform(d->via, &ok);
+ if (transform.type() >= QTransform::TxShear || !ok) {
+ qmlInfo(this) << QQuickParentAnimation::tr("Unable to preserve appearance under complex transform");
+ ok = false;
+ }
+
+ qreal scale = 1;
+ qreal rotation = 0;
+ bool isRotate = (transform.type() == QTransform::TxRotate) || (transform.m11() < 0);
+ if (ok && !isRotate) {
+ if (transform.m11() == transform.m22())
+ scale = transform.m11();
+ else {
+ qmlInfo(this) << QQuickParentAnimation::tr("Unable to preserve appearance under non-uniform scale");
+ ok = false;
+ }
+ } else if (ok && isRotate) {
+ if (transform.m11() == transform.m22())
+ scale = qSqrt(transform.m11()*transform.m11() + transform.m12()*transform.m12());
+ else {
+ qmlInfo(this) << QQuickParentAnimation::tr("Unable to preserve appearance under non-uniform scale");
+ ok = false;
+ }
+
+ if (scale != 0)
+ rotation = atan2(transform.m12()/scale, transform.m11()/scale) * 180/M_PI;
+ else {
+ qmlInfo(this) << QQuickParentAnimation::tr("Unable to preserve appearance under scale of 0");
+ ok = false;
+ }
+ }
+
+ const QPointF &point = transform.map(QPointF(xAction.toValue.toReal(),yAction.toValue.toReal()));
+ qreal x = point.x();
+ qreal y = point.y();
+ if (ok && target->transformOrigin() != QQuickItem::TopLeft) {
+ qreal w = target->width();
+ qreal h = target->height();
+ if (pc->widthIsSet() && i < actions.size() - 1)
+ w = actions[++i].toValue.toReal();
+ if (pc->heightIsSet() && i < actions.size() - 1)
+ h = actions[++i].toValue.toReal();
+ const QPointF &transformOrigin
+ = d->computeTransformOrigin(target->transformOrigin(), w,h);
+ qreal tempxt = transformOrigin.x();
+ qreal tempyt = transformOrigin.y();
+ QTransform t;
+ t.translate(-tempxt, -tempyt);
+ t.rotate(rotation);
+ t.scale(scale, scale);
+ t.translate(tempxt, tempyt);
+ const QPointF &offset = t.map(QPointF(0,0));
+ x += offset.x();
+ y += offset.y();
+ }
+
+ if (ok) {
+ //qDebug() << x << y << rotation << scale;
+ xAction.toValue = x;
+ yAction.toValue = y;
+ sAction.toValue = sAction.toValue.toReal() * scale;
+ rAction.toValue = rAction.toValue.toReal() + rotation;
+ }
+ }
+ }
+ }
+
+ QSequentialAnimationGroupJob *topLevelGroup = new QSequentialAnimationGroupJob;
+ QActionAnimation *viaAction = d->via ? new QActionAnimation : 0;
+ QActionAnimation *targetAction = new QActionAnimation;
+ //we'll assume the common case by far is to have children, and always create ag
+ QParallelAnimationGroupJob *ag = new QParallelAnimationGroupJob;
+
+ if (data->actions.count()) {
+ if (d->via)
+ viaAction->setAnimAction(viaData);
+ targetAction->setAnimAction(data);
+
+ //take care of any child animations
+ bool valid = d->defaultProperty.isValid();
+ QAbstractAnimationJob* anim;
+ for (int ii = 0; ii < d->animations.count(); ++ii) {
+ if (valid)
+ d->animations.at(ii)->setDefaultTarget(d->defaultProperty);
+ anim = d->animations.at(ii)->transition(actions, modified, direction, defaultTarget);
+ ag->appendAnimation(anim);
+ }
+
+ //TODO: simplify/clarify logic
+ bool forwards = direction == QQuickAbstractAnimation::Forward;
+ if (forwards) {
+ topLevelGroup->appendAnimation(d->via ? viaAction : targetAction);
+ topLevelGroup->appendAnimation(ag);
+ if (d->via)
+ topLevelGroup->appendAnimation(targetAction);
+ } else {
+ if (d->via)
+ topLevelGroup->appendAnimation(targetAction);
+ topLevelGroup->appendAnimation(ag);
+ topLevelGroup->appendAnimation(d->via ? viaAction : targetAction);
+ }
+ } else {
+ delete data;
+ delete viaData;
+ }
+
+ return initInstance(topLevelGroup);
+}
+
+/*!
+ \qmlclass AnchorAnimation QQuickAnchorAnimation
+ \inqmlmodule QtQuick 2
+ \ingroup qml-animation-transition
+ \inherits Animation
+ \brief The AnchorAnimation element animates changes in anchor values.
+
+ AnchorAnimation is used to animate an anchor change.
+
+ In the following snippet we animate the addition of a right anchor to a \l Rectangle:
+
+ \snippet doc/src/snippets/qml/anchoranimation.qml 0
+
+ For convenience, when an AnchorAnimation is used in a \l Transition, it will
+ animate any AnchorChanges that have occurred during the state change.
+ This can be overridden by setting a specific target item using the
+ \l target property.
+
+ Like any other animation element, an AnchorAnimation can be applied in a
+ number of ways, including transitions, behaviors and property value
+ sources. The \l {QML Animation and Transitions} documentation shows a
+ variety of methods for creating animations.
+
+ \sa {QML Animation and Transitions}, AnchorChanges
+*/
+QQuickAnchorAnimation::QQuickAnchorAnimation(QObject *parent)
+: QQuickAbstractAnimation(*(new QQuickAnchorAnimationPrivate), parent)
+{
+}
+
+QQuickAnchorAnimation::~QQuickAnchorAnimation()
+{
+}
+
+/*!
+ \qmlproperty list<Item> QtQuick2::AnchorAnimation::targets
+ The items to reanchor.
+
+ If no targets are specified all AnchorChanges will be
+ animated by the AnchorAnimation.
+*/
+QQmlListProperty<QQuickItem> QQuickAnchorAnimation::targets()
+{
+ Q_D(QQuickAnchorAnimation);
+ return QQmlListProperty<QQuickItem>(this, d->targets);
+}
+
+/*!
+ \qmlproperty int QtQuick2::AnchorAnimation::duration
+ This property holds the duration of the animation, in milliseconds.
+
+ The default value is 250.
+*/
+int QQuickAnchorAnimation::duration() const
+{
+ Q_D(const QQuickAnchorAnimation);
+ return d->duration;
+}
+
+void QQuickAnchorAnimation::setDuration(int duration)
+{
+ if (duration < 0) {
+ qmlInfo(this) << tr("Cannot set a duration of < 0");
+ return;
+ }
+
+ Q_D(QQuickAnchorAnimation);
+ if (d->duration == duration)
+ return;
+ d->duration = duration;
+ emit durationChanged(duration);
+}
+
+/*!
+ \qmlproperty enumeration QtQuick2::AnchorAnimation::easing.type
+ \qmlproperty real QtQuick2::AnchorAnimation::easing.amplitude
+ \qmlproperty real QtQuick2::AnchorAnimation::easing.overshoot
+ \qmlproperty real QtQuick2::AnchorAnimation::easing.period
+ \brief the easing curve used for the animation.
+
+ To specify an easing curve you need to specify at least the type. For some curves you can also specify
+ amplitude, period and/or overshoot. The default easing curve is
+ Linear.
+
+ \qml
+ AnchorAnimation { easing.type: Easing.InOutQuad }
+ \endqml
+
+ See the \l{PropertyAnimation::easing.type} documentation for information
+ about the different types of easing curves.
+*/
+QEasingCurve QQuickAnchorAnimation::easing() const
+{
+ Q_D(const QQuickAnchorAnimation);
+ return d->easing;
+}
+
+void QQuickAnchorAnimation::setEasing(const QEasingCurve &e)
+{
+ Q_D(QQuickAnchorAnimation);
+ if (d->easing == e)
+ return;
+
+ d->easing = e;
+ emit easingChanged(e);
+}
+
+QAbstractAnimationJob* QQuickAnchorAnimation::transition(QQuickStateActions &actions,
+ QQmlProperties &modified,
+ TransitionDirection direction,
+ QObject *defaultTarget)
+{
+ Q_UNUSED(modified);
+ Q_UNUSED(defaultTarget);
+ Q_D(QQuickAnchorAnimation);
+ QQuickAnimationPropertyUpdater *data = new QQuickAnimationPropertyUpdater;
+ data->interpolatorType = QMetaType::QReal;
+ data->interpolator = d->interpolator;
+ data->reverse = direction == Backward ? true : false;
+ data->fromSourced = false;
+ data->fromDefined = false;
+
+ for (int ii = 0; ii < actions.count(); ++ii) {
+ QQuickAction &action = actions[ii];
+ if (action.event && action.event->type() == QQuickActionEvent::AnchorChanges
+ && (d->targets.isEmpty() || d->targets.contains(static_cast<QQuickAnchorChanges*>(action.event)->object()))) {
+ data->actions << static_cast<QQuickAnchorChanges*>(action.event)->additionalActions();
+ }
+ }
+
+ QQuickBulkValueAnimator *animator = new QQuickBulkValueAnimator;
+ if (data->actions.count()) {
+ animator->setAnimValue(data);
+ animator->setFromSourcedValue(&data->fromSourced);
+ } else {
+ delete data;
+ }
+
+ return initInstance(animator);
+}
+
+/*!
+ \qmlclass PathAnimation QQuickPathAnimation
+ \inqmlmodule QtQuick 2
+ \ingroup qml-animation-transition
+ \inherits Animation
+ \since QtQuick 2.0
+ \brief The PathAnimation element animates an item along a path.
+
+ When used in a transition, the path can be specified without start
+ or end points, for example:
+ \qml
+ PathAnimation {
+ path: Path {
+ //no startX, startY
+ PathCurve { x: 100; y: 100}
+ PathCurve {} //last element is empty with no end point specified
+ }
+ }
+ \endqml
+
+ In the above case, the path start will be the item's current position, and the
+ path end will be the item's target position in the target state.
+
+ \sa {QML Animation and Transitions}, PathInterpolator
+*/
+QQuickPathAnimation::QQuickPathAnimation(QObject *parent)
+: QQuickAbstractAnimation(*(new QQuickPathAnimationPrivate), parent)
+{
+}
+
+QQuickPathAnimation::~QQuickPathAnimation()
+{
+ Q_D(QQuickPathAnimation);
+ QHash<QQuickItem*, QQuickPathAnimationAnimator* >::iterator it;
+ for (it = d->activeAnimations.begin(); it != d->activeAnimations.end(); ++it) {
+ it.value()->clearTemplate();
+ }
+}
+
+/*!
+ \qmlproperty int QtQuick2::PathAnimation::duration
+ This property holds the duration of the animation, in milliseconds.
+
+ The default value is 250.
+*/
+int QQuickPathAnimation::duration() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->duration;
+}
+
+void QQuickPathAnimation::setDuration(int duration)
+{
+ if (duration < 0) {
+ qmlInfo(this) << tr("Cannot set a duration of < 0");
+ return;
+ }
+
+ Q_D(QQuickPathAnimation);
+ if (d->duration == duration)
+ return;
+ d->duration = duration;
+ emit durationChanged(duration);
+}
+
+/*!
+ \qmlproperty enumeration QtQuick2::PathAnimation::easing.type
+ \qmlproperty real QtQuick2::PathAnimation::easing.amplitude
+ \qmlproperty list<real> QtQuick2::PathAnimation::easing.bezierCurve
+ \qmlproperty real QtQuick2::PathAnimation::easing.overshoot
+ \qmlproperty real QtQuick2::PathAnimation::easing.period
+ \brief the easing curve used for the animation.
+
+ To specify an easing curve you need to specify at least the type. For some curves you can also specify
+ amplitude, period, overshoot or custom bezierCurve data. The default easing curve is \c Easing.Linear.
+
+ See the \l{PropertyAnimation::easing.type} documentation for information
+ about the different types of easing curves.
+*/
+QEasingCurve QQuickPathAnimation::easing() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->easingCurve;
+}
+
+void QQuickPathAnimation::setEasing(const QEasingCurve &e)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->easingCurve == e)
+ return;
+
+ d->easingCurve = e;
+ emit easingChanged(e);
+}
+
+/*!
+ \qmlproperty Path QtQuick2::PathAnimation::path
+ This property holds the path to animate along.
+
+ For more information on defining a path see the \l Path documentation.
+*/
+QQuickPath *QQuickPathAnimation::path() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->path;
+}
+
+void QQuickPathAnimation::setPath(QQuickPath *path)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->path == path)
+ return;
+
+ d->path = path;
+ emit pathChanged();
+}
+
+/*!
+ \qmlproperty Item QtQuick2::PathAnimation::target
+ This property holds the item to animate.
+*/
+QQuickItem *QQuickPathAnimation::target() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->target;
+}
+
+void QQuickPathAnimation::setTargetObject(QQuickItem *target)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->target == target)
+ return;
+
+ d->target = target;
+ emit targetChanged();
+}
+
+/*!
+ \qmlproperty enumeration QtQuick2::PathAnimation::orientation
+ This property controls the rotation of the item as it animates along the path.
+
+ If a value other than \c Fixed is specified, the PathAnimation will rotate the
+ item to achieve the specified orientation as it travels along the path.
+
+ \list
+ \o PathAnimation.Fixed (default) - the PathAnimation will not control
+ the rotation of the item.
+ \o PathAnimation.RightFirst - The right side of the item will lead along the path.
+ \o PathAnimation.LeftFirst - The left side of the item will lead along the path.
+ \o PathAnimation.BottomFirst - The bottom of the item will lead along the path.
+ \o PathAnimation.TopFirst - The top of the item will lead along the path.
+ \endlist
+*/
+QQuickPathAnimation::Orientation QQuickPathAnimation::orientation() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->orientation;
+}
+
+void QQuickPathAnimation::setOrientation(Orientation orientation)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->orientation == orientation)
+ return;
+
+ d->orientation = orientation;
+ emit orientationChanged(d->orientation);
+}
+
+/*!
+ \qmlproperty point QtQuick2::PathAnimation::anchorPoint
+ This property holds the anchor point for the item being animated.
+
+ By default, the upper-left corner of the target (its 0,0 point)
+ will be anchored to (or follow) the path. The anchorPoint property can be used to
+ specify a different point for anchoring. For example, specifying an anchorPoint of
+ 5,5 for a 10x10 item means the center of the item will follow the path.
+*/
+QPointF QQuickPathAnimation::anchorPoint() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->anchorPoint;
+}
+
+void QQuickPathAnimation::setAnchorPoint(const QPointF &point)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->anchorPoint == point)
+ return;
+
+ d->anchorPoint = point;
+ emit anchorPointChanged(point);
+}
+
+/*!
+ \qmlproperty real QtQuick2::PathAnimation::orientationEntryDuration
+ This property holds the duration (in milliseconds) of the transition in to the orientation.
+
+ If an orientation has been specified for the PathAnimation, and the starting
+ rotation of the item does not match that given by the orientation,
+ orientationEntryDuration can be used to smoothly transition from the item's
+ starting rotation to the rotation given by the path orientation.
+*/
+int QQuickPathAnimation::orientationEntryDuration() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->entryDuration;
+}
+
+void QQuickPathAnimation::setOrientationEntryDuration(int duration)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->entryDuration == duration)
+ return;
+ d->entryDuration = duration;
+ emit orientationEntryDurationChanged(duration);
+}
+
+/*!
+ \qmlproperty real QtQuick2::PathAnimation::orientationExitDuration
+ This property holds the duration (in milliseconds) of the transition out of the orientation.
+
+ If an orientation and endRotation have been specified for the PathAnimation,
+ orientationExitDuration can be used to smoothly transition from the rotation given
+ by the path orientation to the specified endRotation.
+*/
+int QQuickPathAnimation::orientationExitDuration() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->exitDuration;
+}
+
+void QQuickPathAnimation::setOrientationExitDuration(int duration)
+{
+ Q_D(QQuickPathAnimation);
+ if (d->exitDuration == duration)
+ return;
+ d->exitDuration = duration;
+ emit orientationExitDurationChanged(duration);
+}
+
+/*!
+ \qmlproperty real QtQuick2::PathAnimation::endRotation
+ This property holds the ending rotation for the target.
+
+ If an orientation has been specified for the PathAnimation,
+ and the path doesn't end with the item at the desired rotation,
+ the endRotation property can be used to manually specify an end
+ rotation.
+
+ This property is typically used with orientationExitDuration, as specifying
+ an endRotation without an orientationExitDuration may cause a jump to
+ the final rotation, rather than a smooth transition.
+*/
+qreal QQuickPathAnimation::endRotation() const
+{
+ Q_D(const QQuickPathAnimation);
+ return d->endRotation.isNull ? qreal(0) : d->endRotation.value;
+}
+
+void QQuickPathAnimation::setEndRotation(qreal rotation)
+{
+ Q_D(QQuickPathAnimation);
+ if (!d->endRotation.isNull && d->endRotation == rotation)
+ return;
+
+ d->endRotation = rotation;
+ emit endRotationChanged(d->endRotation);
+}
+
+QAbstractAnimationJob* QQuickPathAnimation::transition(QQuickStateActions &actions,
+ QQmlProperties &modified,
+ TransitionDirection direction,
+ QObject *defaultTarget)
+{
+ Q_D(QQuickPathAnimation);
+
+ QQuickItem *target = d->target ? d->target : qobject_cast<QQuickItem*>(defaultTarget);
+
+ QQuickPathAnimationUpdater prevData;
+ bool havePrevData = false;
+ if (d->activeAnimations.contains(target)) {
+ havePrevData = true;
+ prevData = *d->activeAnimations[target]->pathUpdater();
+ }
+
+ QList<QQuickItem*> keys = d->activeAnimations.keys();
+ foreach (QQuickItem *item, keys) {
+ QQuickPathAnimationAnimator *anim = d->activeAnimations.value(item);
+ if (anim->state() == QAbstractAnimationJob::Stopped) {
+ anim->clearTemplate();
+ d->activeAnimations.remove(item);
+ }
+ }
+
+ QQuickPathAnimationUpdater *data = new QQuickPathAnimationUpdater();
+ QQuickPathAnimationAnimator *pa = new QQuickPathAnimationAnimator(d);
+
+ d->activeAnimations[target] = pa;
+
+ data->orientation = d->orientation;
+ data->anchorPoint = d->anchorPoint;
+ data->entryInterval = d->duration ? qreal(d->entryDuration) / d->duration : qreal(0);
+ data->exitInterval = d->duration ? qreal(d->exitDuration) / d->duration : qreal(0);
+ data->endRotation = d->endRotation;
+ data->reverse = direction == Backward ? true : false;
+ data->fromSourced = false;
+ data->fromDefined = (d->path && d->path->hasStartX() && d->path->hasStartY()) ? true : false;
+ data->toDefined = d->path ? d->path->hasEnd() : false;
+ int origModifiedSize = modified.count();
+
+ for (int i = 0; i < actions.count(); ++i) {
+ QQuickAction &action = actions[i];
+ if (action.event)
+ continue;
+ if (action.specifiedObject == target && action.property.name() == QLatin1String("x")) {
+ data->toX = action.toValue.toReal();
+ modified << action.property;
+ action.fromValue = action.toValue;
+ }
+ if (action.specifiedObject == target && action.property.name() == QLatin1String("y")) {
+ data->toY = action.toValue.toReal();
+ modified << action.property;
+ action.fromValue = action.toValue;
+ }
+ }
+
+ if (target && d->path &&
+ (modified.count() > origModifiedSize || data->toDefined)) {
+ data->target = target;
+ data->path = d->path;
+ data->path->invalidateSequentialHistory();
+
+ if (havePrevData) {
+ // get the original start angle that was used (so we can exactly reverse).
+ data->startRotation = prevData.startRotation;
+
+ // treat interruptions specially, otherwise we end up with strange paths
+ if ((data->reverse || prevData.reverse) && prevData.currentV > 0 && prevData.currentV < 1) {
+ if (!data->fromDefined && !data->toDefined && !prevData.painterPath.isEmpty()) {
+ QPointF pathPos = QQuickPath::sequentialPointAt(prevData.painterPath, prevData.pathLength, prevData.attributePoints, prevData.prevBez, prevData.currentV);
+ if (!prevData.anchorPoint.isNull())
+ pathPos -= prevData.anchorPoint;
+ if (pathPos == data->target->pos()) { //only treat as interruption if we interrupted ourself
+ data->painterPath = prevData.painterPath;
+ data->toDefined = data->fromDefined = data->fromSourced = true;
+ data->prevBez.isValid = false;
+ data->interruptStart = prevData.currentV;
+ data->startRotation = prevData.startRotation;
+ data->pathLength = prevData.pathLength;
+ data->attributePoints = prevData.attributePoints;
+ }
+ }
+ }
+ }
+ pa->setFromSourcedValue(&data->fromSourced);
+ pa->setAnimValue(data);
+ } else {
+ pa->setFromSourcedValue(0);
+ pa->setAnimValue(0);
+ delete pa;
+ delete data;
+ }
+
+ pa->setDuration(d->duration);
+ pa->setEasingCurve(d->easingCurve);
+ return initInstance(pa);
+}
+
+void QQuickPathAnimationUpdater::setValue(qreal v)
+{
+ if (interruptStart.isValid()) {
+ if (reverse)
+ v = 1 - v;
+ qreal end = reverse ? 0.0 : 1.0;
+ v = interruptStart + v * (end-interruptStart);
+ }
+ currentV = v;
+ bool atStart = ((reverse && v == 1.0) || (!reverse && v == 0.0));
+ if (!fromSourced && (!fromDefined || !toDefined)) {
+ qreal startX = reverse ? toX + anchorPoint.x() : target->x() + anchorPoint.x();
+ qreal startY = reverse ? toY + anchorPoint.y() : target->y() + anchorPoint.y();
+ qreal endX = reverse ? target->x() + anchorPoint.x() : toX + anchorPoint.x();
+ qreal endY = reverse ? target->y() + anchorPoint.y() : toY + anchorPoint.y();
+
+ prevBez.isValid = false;
+ painterPath = path->createPath(QPointF(startX, startY), QPointF(endX, endY), QStringList(), pathLength, attributePoints);
+ fromSourced = true;
+ }
+
+ qreal angle;
+ bool fixed = orientation == QQuickPathAnimation::Fixed;
+ QPointF currentPos = !painterPath.isEmpty() ? path->sequentialPointAt(painterPath, pathLength, attributePoints, prevBez, v, fixed ? 0 : &angle) : path->sequentialPointAt(v, fixed ? 0 : &angle);
+
+ //adjust position according to anchor point
+ if (!anchorPoint.isNull()) {
+ currentPos -= anchorPoint;
+ if (atStart) {
+ if (!anchorPoint.isNull() && !fixed)
+ target->setTransformOriginPoint(anchorPoint);
+ }
+ }
+
+ target->setPos(currentPos);
+
+ //adjust angle according to orientation
+ if (!fixed) {
+ switch (orientation) {
+ case QQuickPathAnimation::RightFirst:
+ angle = -angle;
+ break;
+ case QQuickPathAnimation::TopFirst:
+ angle = -angle + 90;
+ break;
+ case QQuickPathAnimation::LeftFirst:
+ angle = -angle + 180;
+ break;
+ case QQuickPathAnimation::BottomFirst:
+ angle = -angle + 270;
+ break;
+ default:
+ angle = 0;
+ break;
+ }
+
+ if (atStart && !reverse) {
+ startRotation = target->rotation();
+
+ //shortest distance to correct orientation
+ qreal diff = angle - startRotation;
+ while (diff > 180.0) {
+ startRotation.value += 360.0;
+ diff -= 360.0;
+ }
+ while (diff < -180.0) {
+ startRotation.value -= 360.0;
+ diff += 360.0;
+ }
+ }
+
+ //smoothly transition to the desired orientation
+ //TODO: shortest distance calculations
+ if (startRotation.isValid()) {
+ if (reverse && v == 0.0)
+ angle = startRotation;
+ else if (v < entryInterval)
+ angle = angle * v / entryInterval + startRotation * (entryInterval - v) / entryInterval;
+ }
+ if (endRotation.isValid()) {
+ qreal exitStart = 1 - entryInterval;
+ if (!reverse && v == 1.0)
+ angle = endRotation;
+ else if (v > exitStart)
+ angle = endRotation * (v - exitStart) / exitInterval + angle * (exitInterval - (v - exitStart)) / exitInterval;
+ }
+ target->setRotation(angle);
+ }
+
+ /*
+ NOTE: we don't always reset the transform origin, as it can cause a
+ visual jump if ending on an angle. This means that in some cases
+ (anchor point and orientation both specified, and ending at an angle)
+ the transform origin will always be set after running the path animation.
+ */
+ if ((reverse && v == 0.0) || (!reverse && v == 1.0)) {
+ if (!anchorPoint.isNull() && !fixed && qFuzzyIsNull(angle))
+ target->setTransformOriginPoint(QPointF());
+ }
+}
+
+QQuickPathAnimationAnimator::QQuickPathAnimationAnimator(QQuickPathAnimationPrivate *priv)
+ : animationTemplate(priv)
+{
+}
+
+QQuickPathAnimationAnimator::~QQuickPathAnimationAnimator()
+{
+ if (animationTemplate && pathUpdater()) {
+ QHash<QQuickItem*, QQuickPathAnimationAnimator* >::iterator it =
+ animationTemplate->activeAnimations.find(pathUpdater()->target);
+ if (it != animationTemplate->activeAnimations.end() && it.value() == this)
+ animationTemplate->activeAnimations.erase(it);
+ }
+}
+
+QT_END_NAMESPACE