// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "private/qparallelanimationgroupjob_p.h" #include "private/qanimationjobutil_p.h" QT_BEGIN_NAMESPACE QParallelAnimationGroupJob::QParallelAnimationGroupJob() : QAnimationGroupJob() , m_previousLoop(0) , m_previousCurrentTime(0) { } QParallelAnimationGroupJob::~QParallelAnimationGroupJob() { } int QParallelAnimationGroupJob::duration() const { int ret = 0; for (const QAbstractAnimationJob *animation : m_children) { int currentDuration = animation->totalDuration(); if (currentDuration == -1) return -1; // Undetermined length ret = qMax(ret, currentDuration); } return ret; } void QParallelAnimationGroupJob::updateCurrentTime(int /*currentTime*/) { if (m_children.isEmpty()) return; if (m_currentLoop > m_previousLoop) { // simulate completion of the loop int dura = duration(); if (dura < 0) { // For an uncontrolled parallel group, we need to simulate the end of running animations. // As uncontrolled animation finish time is already reset for this next loop, we pick the // longest of the known stop times. for (QAbstractAnimationJob *animation : m_children) { int currentDuration = animation->totalDuration(); if (currentDuration >= 0) dura = qMax(dura, currentDuration); } } if (dura > 0) { for (QAbstractAnimationJob *animation : m_children) { if (!animation->isStopped()) RETURN_IF_DELETED(animation->setCurrentTime(dura)); // will stop } } } else if (m_currentLoop < m_previousLoop) { // simulate completion of the loop seeking backwards for (QAbstractAnimationJob *animation : m_children) { //we need to make sure the animation is in the right state //and then rewind it applyGroupState(animation); RETURN_IF_DELETED(animation->setCurrentTime(0)); animation->stop(); } } // finally move into the actual time of the current loop for (QAbstractAnimationJob *animation : m_children) { const int dura = animation->totalDuration(); //if the loopcount is bigger we should always start all animations if (m_currentLoop > m_previousLoop //if we're at the end of the animation, we need to start it if it wasn't already started in this loop //this happens in Backward direction where not all animations are started at the same time || shouldAnimationStart(animation, m_previousCurrentTime > dura /*startIfAtEnd*/)) { applyGroupState(animation); } if (animation->state() == state()) { RETURN_IF_DELETED(animation->setCurrentTime(m_currentTime)); if (dura > 0 && m_currentTime > dura) animation->stop(); } } m_previousLoop = m_currentLoop; m_previousCurrentTime = m_currentTime; } void QParallelAnimationGroupJob::updateState(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State oldState) { QAnimationGroupJob::updateState(newState, oldState); switch (newState) { case Stopped: for (QAbstractAnimationJob *animation : m_children) animation->stop(); break; case Paused: for (QAbstractAnimationJob *animation : m_children) if (animation->isRunning()) animation->pause(); break; case Running: for (QAbstractAnimationJob *animation : m_children) { if (oldState == Stopped) { animation->stop(); m_previousLoop = m_direction == Forward ? 0 : m_loopCount - 1; } RETURN_IF_DELETED(resetUncontrolledAnimationFinishTime(animation)); animation->setDirection(m_direction); if (shouldAnimationStart(animation, oldState == Stopped)) RETURN_IF_DELETED(animation->start()); } break; } } bool QParallelAnimationGroupJob::shouldAnimationStart(QAbstractAnimationJob *animation, bool startIfAtEnd) const { const int dura = animation->totalDuration(); if (dura == -1) return uncontrolledAnimationFinishTime(animation) == -1; if (startIfAtEnd) return m_currentTime <= dura; if (m_direction == Forward) return m_currentTime < dura; else //direction == Backward return m_currentTime && m_currentTime <= dura; } void QParallelAnimationGroupJob::applyGroupState(QAbstractAnimationJob *animation) { switch (m_state) { case Running: animation->start(); break; case Paused: animation->pause(); break; case Stopped: default: break; } } void QParallelAnimationGroupJob::updateDirection(QAbstractAnimationJob::Direction direction) { //we need to update the direction of the current animation if (!isStopped()) { for (QAbstractAnimationJob *animation : m_children) { animation->setDirection(direction); } } else { if (direction == Forward) { m_previousLoop = 0; m_previousCurrentTime = 0; } else { // Looping backwards with loopCount == -1 does not really work well... m_previousLoop = (m_loopCount == -1 ? 0 : m_loopCount - 1); m_previousCurrentTime = duration(); } } } void QParallelAnimationGroupJob::uncontrolledAnimationFinished(QAbstractAnimationJob *animation) { Q_ASSERT(animation && (animation->duration() == -1 || animation->loopCount() < 0)); int uncontrolledRunningCount = 0; for (QAbstractAnimationJob *child : m_children) { if (child == animation) { setUncontrolledAnimationFinishTime(animation, animation->currentTime()); } else if (child->duration() == -1 || child->loopCount() < 0) { if (uncontrolledAnimationFinishTime(child) == -1) ++uncontrolledRunningCount; } } if (uncontrolledRunningCount > 0) return; int maxDuration = 0; bool running = false; for (QAbstractAnimationJob *job : m_children) { if (job->state() == Running) running = true; maxDuration = qMax(maxDuration, job->totalDuration()); } setUncontrolledAnimationFinishTime(this, qMax(maxDuration + m_currentLoopStartTime, currentTime())); if (!running && ((m_direction == Forward && m_currentLoop == m_loopCount -1) || (m_direction == Backward && m_currentLoop == 0))) { stop(); } } void QParallelAnimationGroupJob::debugAnimation(QDebug d) const { d << "ParallelAnimationGroupJob(" << Qt::hex << (const void *) this << Qt::dec << ")"; debugChildren(d); } QT_END_NAMESPACE