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* Remove unused variable after animator redoGunnar Sletta2016-10-241-2/+0
| | | | | Change-Id: Ib4bbd058dd243e9ab4b6f9908da2b0793a59e11e Reviewed-by: J-P Nurmi <jpnurmi@qt.io>
* Revert "Revert "Redo animator internals""Gunnar Sletta2016-10-201-30/+14
| | | | | | | | | This reverts commit ac765c4eca202e60f3e28d731f7ba3a77401fef5. Fix for problem in next commit. Change-Id: Ie6b0cb09e38e5063d943662be51952dc6da9a533 Reviewed-by: J-P Nurmi <jpnurmi@qt.io>
* Revert "Redo animator internals"Jędrzej Nowacki2016-10-171-14/+30
| | | | | | | | | | The change broke qt/qtquickcontrols2. This reverts commit ae80962806f44fc9f58de14d62229771b836cb93. Change-Id: I2313413d7b145594d434bfabf7426b79aaa98f14 Reviewed-by: J-P Nurmi <jpnurmi@qt.io> Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
* Redo animator internalsGunnar Sletta2016-10-121-30/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | The animators have suffered from crashes at runtime and instability during testing which have led them to not live up to their potential. This change brings some new concepts to try to make the situation a bit better: Firstly, the ownership of the render thread animation job is maintained using a QSharedPointer, greatly simplifying the management of that object. For the most part it will be deleted on the render thread, but if not, then that is ok too. Secondly, the proxy job is no longer tied to the animation controller. It simply starts the job on the render thread and polls to see if it has completed and only then performs the write back into the source item. Thirdly, the transform helper object which unifies x, y, scale and rotation animators into one matrix has been moved out of the controller and is striclty managed by the transform jobs. Finally, the qmlbench testcase indicates this new implementation is almost 10% faster than the old one, so the addition of shared pointers have not caused any significant performance additions. Change-Id: I51bbc43f716f8635fea97a08f2367e10cde95499 Reviewed-by: Michael Brasser <michael.brasser@live.com> Reviewed-by: Anton Kudryavtsev <a.kudryavtsev@netris.ru>
* Quick utils: add missing 'override'Anton Kudryavtsev2016-09-201-2/+2
| | | | | | | ... and drop redundant 'virtual' Change-Id: I348ac87776f39f06640534bccf852a624a3d0cd2 Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
* Updated license headersJani Heikkinen2016-01-191-14/+20
| | | | | | | | | | | From Qt 5.7 -> LGPL v2.1 isn't an option anymore, see http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/ Updated license headers to use new LGPL header instead of LGPL21 one (in those files which will be under LGPL v3) Change-Id: Ic36f1a0a1436fe6ac6eeca8c2375a79857e9cb12 Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
* Add missing "We mean it" comments to private headers.Friedemann Kleint2015-10-061-0/+11
| | | | | | Task-number: QTBUG-48594 Change-Id: Ifc207938de7f0c8995fc712df92665f222612647 Reviewed-by: Alan Alpert <aalpert@blackberry.com>
* Update copyright headersJani Heikkinen2015-02-121-7/+7
| | | | | | | | | Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Change-Id: I61120571787870c0ed17066afb31779b1e6e30e9 Reviewed-by: Iikka Eklund <iikka.eklund@theqtcompany.com>
* Improve performance of animators.v5.4.0-beta1Gunnar Sletta2014-10-101-1/+20
| | | | | | | | | | | | | | | The use of one QCoreApp::postEvent() per completed animation added up to a very large overhead when 1000+ animators were used at the same time. This is very relevant for sprite games and similar and deserves to work at least as good as normal animations. Instead, store the animations to stop and stop then on the gui thread later as a result of frameSwapped. For the benchmark in question this allows for roughly double the amount of animators being started and stopped. Change-Id: Iae3d1ec1502ee1908fdbba708fa9f976aa230064 Reviewed-by: Michael Brasser <michael.brasser@live.com>
* Update license headers and add new licensesJani Heikkinen2014-08-251-19/+11
| | | | | | | | | - Renamed LICENSE.LGPL to LICENSE.LGPLv21 - Added LICENSE.LGPLv3 & LICENSE.GPLv2 - Removed LICENSE.GPL Change-Id: I84a565e2e0caa3b76bf291a7d188a57a4b00e1b0 Reviewed-by: Jani Heikkinen <jani.heikkinen@digia.com>
* Fix crash with running animators on re-shown windows.Gunnar Sletta2014-05-191-0/+4
| | | | | | | | | | | | | | | | | The non-threaded render loops would clean up the nodes for a window when it was hidden, but the animators kept running and had a reference to the deleted nodes. This was not a problem for the threaded render loop as it would wipe the animator controller as well which would clean the jobs. Fix it by triggering a reset of all nodes in the animators when the window is told to clean up. If an animator is ticked when it doesn't have a node, it will simply do nothing. When the window is made visible again, we call initialize on all animators to find the new node. Task-number: QTBUG-37995 Change-Id: Ie5609d95db29f4b2b30ca5bf641dce901e528389 Reviewed-by: Michael Brasser <michael.brasser@live.com>
* Refactored Animator internalsGunnar Sletta2013-11-061-40/+23
| | | | | | | | | | | | Change the design from posting events for starting and stopping to use the scene graph's existing 'sync' point. This gives much higher predictability and makes both ownership and cleanup cleaner and also reduces intermediate states while events are waiting to be delivered. Task-number: QTBUG-34137 Change-Id: I069ac22acbddaa47925b8172ba98ac340fe9bf8d Reviewed-by: Michael Brasser <michael.brasser@live.com>
* Allow animators to work properly with multiple windowsGunnar Sletta2013-09-261-3/+3
| | | | | Change-Id: I5ba663ba0fa089ea786cf43cb4dfa40cbc955342 Reviewed-by: Alan Alpert (Personal) <416365416c@gmail.com>
* Animators - Render thread animation systemGunnar Sletta2013-09-211-0/+116
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>