/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Copyright (C) 2016 Gunnar Sletta ** 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 QQUICKANIMATORJOB_P_H #define QQUICKANIMATORJOB_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 #include #include QT_BEGIN_NAMESPACE class QQuickAnimator; class QQuickWindow; class QQuickItem; class QQuickAbstractAnimation; class QQuickAnimatorController; class QQuickAnimatorProxyJobPrivate; class QSGOpacityNode; class Q_QUICK_PRIVATE_EXPORT QQuickAnimatorProxyJob : public QObject, public QAbstractAnimationJob { Q_OBJECT public: QQuickAnimatorProxyJob(QAbstractAnimationJob *job, QObject *item); ~QQuickAnimatorProxyJob(); int duration() const override { return m_duration; } const QSharedPointer &job() const { return m_job; } protected: void updateCurrentTime(int) override; void updateLoopCount(int) override; void updateState(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State oldState) override; void debugAnimation(QDebug d) const override; public Q_SLOTS: void windowChanged(QQuickWindow *window); void sceneGraphInitialized(); private: void syncBackCurrentValues(); void readyToAnimate(); void setWindow(QQuickWindow *window); static QObject *findAnimationContext(QQuickAbstractAnimation *); QPointer m_controller; QQuickAbstractAnimation *m_animation; QSharedPointer m_job; int m_duration; enum InternalState { State_Starting, // Used when it should be running, but no we're still missing the controller. State_Running, State_Paused, State_Stopped }; InternalState m_internalState; }; class Q_QUICK_PRIVATE_EXPORT QQuickAnimatorJob : public QAbstractAnimationJob { public: virtual void setTarget(QQuickItem *target); QQuickItem *target() const { return m_target; } void setFrom(qreal from) { m_from = from; } qreal from() const { return m_from; } void setTo(qreal to) { m_to = to; } qreal to() const { return m_to; } void setDuration(int duration) { m_duration = duration; } int duration() const override { return m_duration; } QEasingCurve easingCurve() const { return m_easing; } void setEasingCurve(const QEasingCurve &curve) { m_easing = curve; } // Initialize is called on the GUI thread just before it is started // and taken over on the render thread. virtual void initialize(QQuickAnimatorController *controller); // Called on the render thread during SG shutdown. virtual void invalidate() = 0; // Called on the GUI thread after a complete render thread animation job // has been completed to write back a given animator's result to the // source item. virtual void writeBack() = 0; // Called before the SG sync on the render thread. The GUI thread is // locked during this call. virtual void preSync() { } // Called after the SG sync on the render thread. The GUI thread is // locked during this call. virtual void postSync() { } // Called after animations have ticked on the render thread. No locks are // held at this time, so synchronization needs to be taken into account // if applicable. virtual void commit() { } bool isTransform() const { return m_isTransform; } bool isUniform() const { return m_isUniform; } qreal value() const; QQuickAnimatorController *controller() const { return m_controller; } protected: QQuickAnimatorJob(); void debugAnimation(QDebug d) const override; qreal progress(int time) const; QPointer m_target; QQuickAnimatorController *m_controller; qreal m_from; qreal m_to; qreal m_value; QEasingCurve m_easing; int m_duration; uint m_isTransform : 1; uint m_isUniform : 1; }; class QQuickTransformAnimatorJob : public QQuickAnimatorJob { public: struct Helper { Helper() : ref(1) , node(nullptr) , ox(0) , oy(0) , dx(0) , dy(0) , scale(1) , rotation(0) , wasSynced(false) , wasChanged(false) { } void sync(); void commit(); int ref; QQuickItem *item; QSGTransformNode *node; // Origin float ox; float oy; float dx; float dy; float scale; float rotation; uint wasSynced : 1; uint wasChanged : 1; }; ~QQuickTransformAnimatorJob(); void commit() override; void preSync() override; void setTarget(QQuickItem *item) override; protected: QQuickTransformAnimatorJob(); void invalidate() override; Helper *m_helper; }; class Q_QUICK_PRIVATE_EXPORT QQuickScaleAnimatorJob : public QQuickTransformAnimatorJob { public: void updateCurrentTime(int time) override; void writeBack() override; }; class Q_QUICK_PRIVATE_EXPORT QQuickXAnimatorJob : public QQuickTransformAnimatorJob { public: void updateCurrentTime(int time) override; void writeBack() override; }; class Q_QUICK_PRIVATE_EXPORT QQuickYAnimatorJob : public QQuickTransformAnimatorJob { public: void updateCurrentTime(int time) override; void writeBack() override; }; class Q_QUICK_PRIVATE_EXPORT QQuickRotationAnimatorJob : public QQuickTransformAnimatorJob { public: QQuickRotationAnimatorJob(); void updateCurrentTime(int time) override; void writeBack() override; void setDirection(QQuickRotationAnimator::RotationDirection direction) { m_direction = direction; } QQuickRotationAnimator::RotationDirection direction() const { return m_direction; } private: QQuickRotationAnimator::RotationDirection m_direction; }; class Q_QUICK_PRIVATE_EXPORT QQuickOpacityAnimatorJob : public QQuickAnimatorJob { public: QQuickOpacityAnimatorJob(); void invalidate() override; void updateCurrentTime(int time) override; void writeBack() override; void postSync() override; private: QSGOpacityNode *m_opacityNode; }; class QQuickShaderEffect; class Q_QUICK_PRIVATE_EXPORT QQuickUniformAnimatorJob : public QQuickAnimatorJob { public: QQuickUniformAnimatorJob(); void setTarget(QQuickItem *target) override; void setUniform(const QByteArray &uniform) { m_uniform = uniform; } QByteArray uniform() const { return m_uniform; } void updateCurrentTime(int time) override; void writeBack() override; void postSync() override; void invalidate() override; private: QByteArray m_uniform; QQuickShaderEffect *m_effect = nullptr; }; QT_END_NAMESPACE #endif // QQUICKANIMATORJOB_P_H