// 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/qsequentialanimationgroupjob_p.h" #include "private/qpauseanimationjob_p.h" #include "private/qanimationjobutil_p.h" QT_BEGIN_NAMESPACE QSequentialAnimationGroupJob::QSequentialAnimationGroupJob() : QAnimationGroupJob() , m_currentAnimation(nullptr) , m_previousLoop(0) { } QSequentialAnimationGroupJob::~QSequentialAnimationGroupJob() { } bool QSequentialAnimationGroupJob::atEnd() const { // we try to detect if we're at the end of the group //this is true if the following conditions are true: // 1. we're in the last loop // 2. the direction is forward // 3. the current animation is the last one // 4. the current animation has reached its end const int animTotalCurrentTime = m_currentAnimation->currentTime(); return (m_currentLoop == m_loopCount - 1 && m_direction == Forward && !m_children.next(m_currentAnimation) && animTotalCurrentTime == animationActualTotalDuration(m_currentAnimation)); } int QSequentialAnimationGroupJob::animationActualTotalDuration( const QAbstractAnimationJob *anim) const { int ret = anim->totalDuration(); if (ret == -1) { int done = uncontrolledAnimationFinishTime(anim); // If the animation has reached the end, use the uncontrolledFinished value. if (done >= 0 && (anim->loopCount() - 1 == anim->currentLoop() || anim->state() == Stopped)) return done; } return ret; } QSequentialAnimationGroupJob::AnimationIndex QSequentialAnimationGroupJob::indexForCurrentTime() const { Q_ASSERT(!m_children.isEmpty()); AnimationIndex ret; int duration = 0; for (const QAbstractAnimationJob *anim : m_children) { duration = animationActualTotalDuration(anim); // 'animation' is the current animation if one of these reasons is true: // 1. it's duration is undefined // 2. it ends after msecs // 3. it is the last animation (this can happen in case there is at least 1 uncontrolled animation) // 4. it ends exactly in msecs and the direction is backwards if (duration == -1 || m_currentTime < (ret.timeOffset + duration) || (m_currentTime == (ret.timeOffset + duration) && m_direction == QAbstractAnimationJob::Backward)) { ret.animation = anim; return ret; } if (anim == m_currentAnimation) { ret.afterCurrent = true; } // 'animation' has a non-null defined duration and is not the one at time 'msecs'. ret.timeOffset += duration; } // this can only happen when one of those conditions is true: // 1. the duration of the group is undefined and we passed its actual duration // 2. there are only 0-duration animations in the group ret.timeOffset -= duration; ret.animation = m_children.last(); return ret; } void QSequentialAnimationGroupJob::restart() { // restarting the group by making the first/last animation the current one if (m_direction == Forward) { m_previousLoop = 0; if (m_currentAnimation == m_children.first()) activateCurrentAnimation(); else setCurrentAnimation(m_children.first()); } else { // direction == Backward m_previousLoop = m_loopCount - 1; if (m_currentAnimation == m_children.last()) activateCurrentAnimation(); else setCurrentAnimation(m_children.last()); } } void QSequentialAnimationGroupJob::advanceForwards(const AnimationIndex &newAnimationIndex) { if (m_previousLoop < m_currentLoop) { // we need to fast forward to the end for (QAbstractAnimationJob *anim = m_currentAnimation; anim; anim = m_children.next(anim)) { RETURN_IF_DELETED(setCurrentAnimation(anim, true)); RETURN_IF_DELETED(anim->setCurrentTime(animationActualTotalDuration(anim))); } // this will make sure the current animation is reset to the beginning if (m_children.count() == 1) { // we need to force activation because setCurrentAnimation will have no effect RETURN_IF_DELETED(activateCurrentAnimation()); } else { RETURN_IF_DELETED(setCurrentAnimation(m_children.first(), true)); } } // and now we need to fast forward from the current position to for (QAbstractAnimationJob *anim = m_currentAnimation; anim && anim != newAnimationIndex.animation; anim = m_children.next(anim)) { //### WRONG, RETURN_IF_DELETED(setCurrentAnimation(anim, true)); RETURN_IF_DELETED(anim->setCurrentTime(animationActualTotalDuration(anim))); } // setting the new current animation will happen later } void QSequentialAnimationGroupJob::rewindForwards(const AnimationIndex &newAnimationIndex) { if (m_previousLoop > m_currentLoop) { // we need to fast rewind to the beginning for (QAbstractAnimationJob *anim = m_currentAnimation; anim; anim = m_children.prev(anim)) { RETURN_IF_DELETED(setCurrentAnimation(anim, true)); RETURN_IF_DELETED(anim->setCurrentTime(0)); } // this will make sure the current animation is reset to the end if (m_children.count() == 1) { //count == 1 // we need to force activation because setCurrentAnimation will have no effect RETURN_IF_DELETED(activateCurrentAnimation()); } else { RETURN_IF_DELETED(setCurrentAnimation(m_children.last(), true)); } } // and now we need to fast rewind from the current position to for (QAbstractAnimationJob *anim = m_currentAnimation; anim && anim != newAnimationIndex.animation; anim = m_children.prev(anim)) { RETURN_IF_DELETED(setCurrentAnimation(anim, true)); RETURN_IF_DELETED(anim->setCurrentTime(0)); } // setting the new current animation will happen later } int QSequentialAnimationGroupJob::duration() const { int ret = 0; for (const QAbstractAnimationJob *anim : m_children) { const int currentDuration = anim->totalDuration(); if (currentDuration == -1) return -1; // Undetermined length ret += currentDuration; } return ret; } void QSequentialAnimationGroupJob::clear() { m_previousLoop = 0; QAnimationGroupJob::clear(); // clear() should call removeAnimation(), which will clear m_currentAnimation, eventually. Q_ASSERT(m_currentAnimation == nullptr); } void QSequentialAnimationGroupJob::updateCurrentTime(int currentTime) { if (!m_currentAnimation) return; const QSequentialAnimationGroupJob::AnimationIndex newAnimationIndex = indexForCurrentTime(); // newAnimationIndex.index is the new current animation if (m_previousLoop < m_currentLoop || (m_previousLoop == m_currentLoop && m_currentAnimation != newAnimationIndex.animation && newAnimationIndex.afterCurrent)) { // advancing with forward direction is the same as rewinding with backwards direction RETURN_IF_DELETED(advanceForwards(newAnimationIndex)); } else if (m_previousLoop > m_currentLoop || (m_previousLoop == m_currentLoop && m_currentAnimation != newAnimationIndex.animation && !newAnimationIndex.afterCurrent)) { // rewinding with forward direction is the same as advancing with backwards direction RETURN_IF_DELETED(rewindForwards(newAnimationIndex)); } RETURN_IF_DELETED(setCurrentAnimation(newAnimationIndex.animation)); const int newCurrentTime = currentTime - newAnimationIndex.timeOffset; if (m_currentAnimation) { RETURN_IF_DELETED(m_currentAnimation->setCurrentTime(newCurrentTime)); if (atEnd()) { //we make sure that we don't exceed the duration here m_currentTime += m_currentAnimation->currentTime() - newCurrentTime; RETURN_IF_DELETED(stop()); } } else { //the only case where currentAnimation could be null //is when all animations have been removed Q_ASSERT(m_children.isEmpty()); m_currentTime = 0; RETURN_IF_DELETED(stop()); } m_previousLoop = m_currentLoop; } void QSequentialAnimationGroupJob::updateState(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State oldState) { QAnimationGroupJob::updateState(newState, oldState); if (!m_currentAnimation) return; switch (newState) { case Stopped: m_currentAnimation->stop(); break; case Paused: if (oldState == m_currentAnimation->state() && oldState == Running) m_currentAnimation->pause(); else restart(); break; case Running: if (oldState == m_currentAnimation->state() && oldState == Paused) m_currentAnimation->start(); else restart(); break; } } void QSequentialAnimationGroupJob::updateDirection(QAbstractAnimationJob::Direction direction) { // we need to update the direction of the current animation if (!isStopped() && m_currentAnimation) m_currentAnimation->setDirection(direction); } void QSequentialAnimationGroupJob::setCurrentAnimation( const QAbstractAnimationJob *anim, bool intermediate) { if (!anim) { Q_ASSERT(m_children.isEmpty()); m_currentAnimation = nullptr; return; } if (anim == m_currentAnimation) return; // stop the old current animation if (m_currentAnimation) m_currentAnimation->stop(); // Assert that the animation passed as argument is actually part of this group ... Q_ASSERT(m_children.contains(anim)); // ... as then this const_cast is just a shortcut for looking up the non-const // pointer in the linked list of jobs. m_currentAnimation = const_cast(anim); activateCurrentAnimation(intermediate); } void QSequentialAnimationGroupJob::activateCurrentAnimation(bool intermediate) { if (!m_currentAnimation || isStopped()) return; m_currentAnimation->stop(); // we ensure the direction is consistent with the group's direction m_currentAnimation->setDirection(m_direction); // reset the finish time of the animation if it is uncontrolled if (m_currentAnimation->totalDuration() == -1) resetUncontrolledAnimationFinishTime(m_currentAnimation); RETURN_IF_DELETED(m_currentAnimation->start()); if (!intermediate && isPaused()) m_currentAnimation->pause(); } void QSequentialAnimationGroupJob::uncontrolledAnimationFinished(QAbstractAnimationJob *animation) { Q_UNUSED(animation); Q_ASSERT(animation == m_currentAnimation); setUncontrolledAnimationFinishTime(m_currentAnimation, m_currentAnimation->currentTime()); int totalTime = currentTime(); if (m_direction == Forward) { // set the current animation to be the next one if (auto *anim = m_children.next(m_currentAnimation)) RETURN_IF_DELETED(setCurrentAnimation(anim)); for (QAbstractAnimationJob *a = m_children.next(animation); a; a = m_children.next(a)) { int dur = a->duration(); if (dur == -1) { totalTime = -1; break; } else { totalTime += dur; } } } else { // set the current animation to be the previous one if (auto *anim = m_children.prev(m_currentAnimation)) RETURN_IF_DELETED(setCurrentAnimation(anim)); for (QAbstractAnimationJob *a = m_children.prev(animation); a; a = m_children.prev(a)) { int dur = a->duration(); if (dur == -1) { totalTime = -1; break; } else { totalTime += dur; } } } if (totalTime >= 0) setUncontrolledAnimationFinishTime(this, totalTime); if (atEnd()) stop(); } void QSequentialAnimationGroupJob::animationInserted(QAbstractAnimationJob *anim) { if (m_currentAnimation == nullptr) RETURN_IF_DELETED(setCurrentAnimation(m_children.first())); // initialize the current animation if (m_currentAnimation == m_children.next(anim) && m_currentAnimation->currentTime() == 0 && m_currentAnimation->currentLoop() == 0) { //in this case we simply insert the animation before the current one has actually started RETURN_IF_DELETED(setCurrentAnimation(anim)); } // TODO // if (index < m_currentAnimationIndex || m_currentLoop != 0) { // qWarning("QSequentialGroup::insertAnimation only supports to add animations after the current one."); // return; //we're not affected because it is added after the current one // } } void QSequentialAnimationGroupJob::animationRemoved(QAbstractAnimationJob *anim, QAbstractAnimationJob *prev, QAbstractAnimationJob *next) { QAnimationGroupJob::animationRemoved(anim, prev, next); Q_ASSERT(m_currentAnimation); // currentAnimation should always be set bool removingCurrent = anim == m_currentAnimation; if (removingCurrent) { if (next) RETURN_IF_DELETED(setCurrentAnimation(next)); //let's try to take the next one else if (prev) RETURN_IF_DELETED(setCurrentAnimation(prev)); else// case all animations were removed RETURN_IF_DELETED(setCurrentAnimation(nullptr)); } // duration of the previous animations up to the current animation m_currentTime = 0; for (QAbstractAnimationJob *job : m_children) { if (job == m_currentAnimation) break; m_currentTime += animationActualTotalDuration(job); } if (!removingCurrent) { //the current animation is not the one being removed //so we add its current time to the current time of this group m_currentTime += m_currentAnimation->currentTime(); } //let's also update the total current time m_totalCurrentTime = m_currentTime + m_loopCount * duration(); } void QSequentialAnimationGroupJob::debugAnimation(QDebug d) const { d << "SequentialAnimationGroupJob(" << Qt::hex << (const void *) this << Qt::dec << ")" << "currentAnimation:" << (void *)m_currentAnimation; debugChildren(d); } QT_END_NAMESPACE