/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUICKANIMATEDSPRITE_P_H #define QQUICKANIMATEDSPRITE_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include QT_BEGIN_NAMESPACE class QSGContext; class QQuickSprite; class QQuickSpriteEngine; class QSGGeometryNode; class QQuickAnimatedSpriteMaterial; class Q_AUTOTEST_EXPORT QQuickAnimatedSprite : public QQuickItem { Q_OBJECT Q_PROPERTY(bool running READ running WRITE setRunning NOTIFY runningChanged) Q_PROPERTY(bool interpolate READ interpolate WRITE setInterpolate NOTIFY interpolateChanged) //###try to share similar spriteEngines for less overhead? //These properties come out of QQuickSprite, since an AnimatedSprite is a renderer for a single sprite Q_PROPERTY(QUrl source READ source WRITE setSource NOTIFY sourceChanged) Q_PROPERTY(bool reverse READ reverse WRITE setReverse NOTIFY reverseChanged) Q_PROPERTY(bool frameSync READ frameSync WRITE setFrameSync NOTIFY frameSyncChanged) Q_PROPERTY(int frameCount READ frameCount WRITE setFrameCount NOTIFY frameCountChanged) //If frame height or width is not specified, it is assumed to be a single long row of square frames. //Otherwise, it can be multiple contiguous rows, when one row runs out the next will be used. Q_PROPERTY(int frameHeight READ frameHeight WRITE setFrameHeight NOTIFY frameHeightChanged) Q_PROPERTY(int frameWidth READ frameWidth WRITE setFrameWidth NOTIFY frameWidthChanged) Q_PROPERTY(int frameX READ frameX WRITE setFrameX NOTIFY frameXChanged) Q_PROPERTY(int frameY READ frameY WRITE setFrameY NOTIFY frameYChanged) //Precedence order: frameRate, frameDuration Q_PROPERTY(qreal frameRate READ frameRate WRITE setFrameRate NOTIFY frameRateChanged RESET resetFrameRate) Q_PROPERTY(int frameDuration READ frameDuration WRITE setFrameDuration NOTIFY frameDurationChanged RESET resetFrameDuration) //Extra Simple Sprite Stuff Q_PROPERTY(int loops READ loops WRITE setLoops NOTIFY loopsChanged) Q_PROPERTY(bool paused READ paused WRITE setPaused NOTIFY pausedChanged) Q_PROPERTY(int currentFrame READ currentFrame WRITE setCurrentFrame NOTIFY currentFrameChanged) public: explicit QQuickAnimatedSprite(QQuickItem *parent = 0); enum LoopParameters { Infinite = -1 }; Q_ENUM(LoopParameters) bool running() const { return m_running; } bool interpolate() const { return m_interpolate; } QUrl source() const { return m_sprite->source(); } bool reverse() const { return m_sprite->reverse(); } bool frameSync() const { return m_sprite->frameSync(); } int frameCount() const { return m_sprite->frames(); } int frameHeight() const { return m_sprite->frameHeight(); } int frameWidth() const { return m_sprite->frameWidth(); } int frameX() const { return m_sprite->frameX(); } int frameY() const { return m_sprite->frameY(); } qreal frameRate() const { return m_sprite->frameRate(); } int frameDuration() const { return m_sprite->frameDuration(); } int loops() const { return m_loops; } bool paused() const { return m_paused; } int currentFrame() const { return m_curFrame; } Q_SIGNALS: void pausedChanged(bool arg); void runningChanged(bool arg); void interpolateChanged(bool arg); void sourceChanged(QUrl arg); void reverseChanged(bool arg); void frameSyncChanged(bool arg); void frameCountChanged(int arg); void frameHeightChanged(int arg); void frameWidthChanged(int arg); void frameXChanged(int arg); void frameYChanged(int arg); void frameRateChanged(qreal arg); void frameDurationChanged(int arg); void loopsChanged(int arg); void currentFrameChanged(int arg); public Q_SLOTS: void start(); void stop(); void restart() {stop(); start();} void advance(int frames=1); void pause(); void resume(); void setRunning(bool arg) { if (m_running != arg) { if (m_running) stop(); else start(); } } void setPaused(bool arg) { if (m_paused != arg) { if (m_paused) resume(); else pause(); } } void setInterpolate(bool arg) { if (m_interpolate != arg) { m_interpolate = arg; Q_EMIT interpolateChanged(arg); } } void setSource(QUrl arg) { if (m_sprite->m_source != arg) { m_sprite->setSource(arg); Q_EMIT sourceChanged(arg); reloadImage(); } } void setReverse(bool arg) { if (m_sprite->m_reverse != arg) { m_sprite->setReverse(arg); Q_EMIT reverseChanged(arg); } } void setFrameSync(bool arg) { if (m_sprite->m_frameSync != arg) { m_sprite->setFrameSync(arg); Q_EMIT frameSyncChanged(arg); if (m_running) restart(); } } void setFrameCount(int arg) { if (m_sprite->m_frames != arg) { m_sprite->setFrameCount(arg); Q_EMIT frameCountChanged(arg); reloadImage(); } } void setFrameHeight(int arg) { if (m_sprite->m_frameHeight != arg) { m_sprite->setFrameHeight(arg); Q_EMIT frameHeightChanged(arg); reloadImage(); } } void setFrameWidth(int arg) { if (m_sprite->m_frameWidth != arg) { m_sprite->setFrameWidth(arg); Q_EMIT frameWidthChanged(arg); reloadImage(); } } void setFrameX(int arg) { if (m_sprite->m_frameX != arg) { m_sprite->setFrameX(arg); Q_EMIT frameXChanged(arg); reloadImage(); } } void setFrameY(int arg) { if (m_sprite->m_frameY != arg) { m_sprite->setFrameY(arg); Q_EMIT frameYChanged(arg); reloadImage(); } } void setFrameRate(qreal arg) { if (m_sprite->m_frameRate != arg) { m_sprite->setFrameRate(arg); Q_EMIT frameRateChanged(arg); if (m_running) restart(); } } void setFrameDuration(int arg) { if (m_sprite->m_frameDuration != arg) { m_sprite->setFrameDuration(arg); Q_EMIT frameDurationChanged(arg); if (m_running) restart(); } } void resetFrameRate() { setFrameRate(-1.0); } void resetFrameDuration() { setFrameDuration(-1); } void setLoops(int arg) { if (m_loops != arg) { m_loops = arg; Q_EMIT loopsChanged(arg); } } void setCurrentFrame(int arg) //TODO-C: Probably only works when paused { if (m_curFrame != arg) { m_curFrame = arg; Q_EMIT currentFrameChanged(arg); //TODO-C Only emitted on manual advance! update(); } } private Q_SLOTS: void createEngine(); void sizeVertices(); protected: void reset(); void componentComplete() Q_DECL_OVERRIDE; QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *) Q_DECL_OVERRIDE; private: bool isCurrentFrameChangedConnected(); void prepareNextFrame(); void reloadImage(); QSGGeometryNode* buildNode(); QSGGeometryNode *m_node; QQuickAnimatedSpriteMaterial *m_material; QQuickSprite* m_sprite; QQuickSpriteEngine* m_spriteEngine; QTime m_timestamp; int m_curFrame; bool m_pleaseReset; bool m_running; bool m_paused; bool m_interpolate; QSizeF m_sheetSize; int m_loops; int m_curLoop; int m_pauseOffset; }; QT_END_NAMESPACE #endif // QQUICKANIMATEDSPRITE_P_H