/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQml 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/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 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #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_currentAnimation->nextSibling() && animTotalCurrentTime == animationActualTotalDuration(m_currentAnimation)); } int QSequentialAnimationGroupJob::animationActualTotalDuration(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(firstChild()); AnimationIndex ret; QAbstractAnimationJob *anim = nullptr; int duration = 0; for (anim = firstChild(); anim; anim = anim->nextSibling()) { 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 = lastChild(); 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 == firstChild()) activateCurrentAnimation(); else setCurrentAnimation(firstChild()); } else { // direction == Backward m_previousLoop = m_loopCount - 1; if (m_currentAnimation == lastChild()) activateCurrentAnimation(); else setCurrentAnimation(lastChild()); } } 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 = anim->nextSibling()) { 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 (firstChild() && !firstChild()->nextSibling()) { //count == 1 // we need to force activation because setCurrentAnimation will have no effect RETURN_IF_DELETED(activateCurrentAnimation()); } else { RETURN_IF_DELETED(setCurrentAnimation(firstChild(), true)); } } // and now we need to fast forward from the current position to for (QAbstractAnimationJob *anim = m_currentAnimation; anim && anim != newAnimationIndex.animation; anim = anim->nextSibling()) { //### 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 = anim->previousSibling()) { 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 (lastChild() && !lastChild()->previousSibling()) { //count == 1 // we need to force activation because setCurrentAnimation will have no effect RETURN_IF_DELETED(activateCurrentAnimation()); } else { RETURN_IF_DELETED(setCurrentAnimation(lastChild(), true)); } } // and now we need to fast rewind from the current position to for (QAbstractAnimationJob *anim = m_currentAnimation; anim && anim != newAnimationIndex.animation; anim = anim->previousSibling()) { 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 (QAbstractAnimationJob *anim = firstChild(); anim; anim = anim->nextSibling()) { const int currentDuration = anim->totalDuration(); if (currentDuration == -1) return -1; // Undetermined length ret += currentDuration; } return ret; } 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(!firstChild()); 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(QAbstractAnimationJob *anim, bool intermediate) { if (!anim) { Q_ASSERT(!firstChild()); m_currentAnimation = nullptr; return; } if (anim == m_currentAnimation) return; // stop the old current animation if (m_currentAnimation) m_currentAnimation->stop(); m_currentAnimation = 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 (m_currentAnimation->nextSibling()) setCurrentAnimation(m_currentAnimation->nextSibling()); for (QAbstractAnimationJob *a = animation->nextSibling(); a; a = a->nextSibling()) { int dur = a->duration(); if (dur == -1) { totalTime = -1; break; } else { totalTime += dur; } } } else { // set the current animation to be the previous one if (m_currentAnimation->previousSibling()) setCurrentAnimation(m_currentAnimation->previousSibling()); for (QAbstractAnimationJob *a = animation->previousSibling(); a; a = a->previousSibling()) { 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) setCurrentAnimation(firstChild()); // initialize the current animation if (m_currentAnimation == anim->nextSibling() && m_currentAnimation->currentTime() == 0 && m_currentAnimation->currentLoop() == 0) { //in this case we simply insert the animation before the current one has actually started 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) setCurrentAnimation(next); //let's try to take the next one else if (prev) setCurrentAnimation(prev); else// case all animations were removed setCurrentAnimation(nullptr); } // duration of the previous animations up to the current animation m_currentTime = 0; for (QAbstractAnimationJob *job = firstChild(); job; job = job->nextSibling()) { 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(" << hex << (const void *) this << dec << ")" << "currentAnimation:" << (void *)m_currentAnimation; debugChildren(d); } QT_END_NAMESPACE