/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUICKANIMATORJOB_P_H #define QQUICKANIMATORJOB_P_H #include #include #include #include #include QT_BEGIN_NAMESPACE class QQuickAnimator; class QQuickWindow; class QQuickItem; class QQuickAbstractAnimation; class QQuickAnimatorController; class QQuickAnimatorProxyJobPrivate; class QQuickShaderEffectNode; class QSGOpacityNode; class Q_QUICK_PRIVATE_EXPORT QQuickAnimatorProxyJob : public QObject, public QAbstractAnimationJob { Q_OBJECT public: QQuickAnimatorProxyJob(QAbstractAnimationJob *job, QObject *item); ~QQuickAnimatorProxyJob(); int duration() const { return m_duration; } QAbstractAnimationJob *job() const { return m_job; } void startedByController(); void controllerWasDeleted(); void markJobManagedByController() { m_jobManagedByController = true; } protected: bool event(QEvent *); void updateCurrentTime(int); void updateState(QAbstractAnimationJob::State newState, QAbstractAnimationJob::State oldState); public Q_SLOTS: void windowChanged(QQuickWindow *window); void sceneGraphInitialized(); private: void deleteJob(); void syncBackCurrentValues(); void readyToAnimate(); void setWindow(QQuickWindow *window); static QObject *findAnimationContext(QQuickAbstractAnimation *); QPointer m_controller; QQuickAbstractAnimation *m_animation; QAbstractAnimationJob *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; bool m_jobManagedByController; }; class Q_QUICK_PRIVATE_EXPORT QQuickAnimatorJob : public QAbstractAnimationJob { public: virtual void setTarget(QQuickItem *target); QQuickItem *target() const { return m_target; } void setFrom(qreal scale) { m_from = scale; } 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 { return m_duration; } QEasingCurve easingCurve() const { return m_easing; } void setEasingCurve(const QEasingCurve &curve) { m_easing = curve; } virtual void targetWasDeleted(); virtual void initialize(QQuickAnimatorController *controller); virtual void writeBack() = 0; virtual void nodeWasDestroyed() = 0; bool isTransform() const { return m_isTransform; } bool isUniform() const { return m_isUniform; } bool hasBeenRunning() const { return m_hasBeenRunning; } void setHasBeenRunning(bool has) { m_hasBeenRunning = has; } qreal value() const; QQuickAnimatorController *controller() const { return m_controller; } protected: QQuickAnimatorJob(); QQuickItem *m_target; QQuickAnimatorController *m_controller; qreal m_from; qreal m_to; qreal m_value; QEasingCurve m_easing; int m_duration; uint m_feedback : 1; uint m_isTransform : 1; uint m_isUniform : 1; uint m_hasBeenRunning : 1; }; class QQuickTransformAnimatorJob : public QQuickAnimatorJob { public: struct Helper { Helper() : ref(1) , node(0) , ox(0) , oy(0) , dx(0) , dy(0) , scale(1) , rotation(0) , wasSynced(false) , wasChanged(false) { } void sync(); void apply(); 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(); Helper *transformHelper() const { return m_helper; } protected: QQuickTransformAnimatorJob(); void initialize(QQuickAnimatorController *controller); void nodeWasDestroyed(); void targetWasDeleted() Q_DECL_OVERRIDE; Helper *m_helper; }; class Q_QUICK_PRIVATE_EXPORT QQuickScaleAnimatorJob : public QQuickTransformAnimatorJob { public: void updateCurrentTime(int time); void writeBack(); }; class Q_QUICK_PRIVATE_EXPORT QQuickXAnimatorJob : public QQuickTransformAnimatorJob { public: void updateCurrentTime(int time); void writeBack(); }; class Q_QUICK_PRIVATE_EXPORT QQuickYAnimatorJob : public QQuickTransformAnimatorJob { public: void updateCurrentTime(int time); void writeBack(); }; class Q_QUICK_PRIVATE_EXPORT QQuickRotationAnimatorJob : public QQuickTransformAnimatorJob { public: QQuickRotationAnimatorJob(); void updateCurrentTime(int time); void writeBack(); 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 initialize(QQuickAnimatorController *controller); void updateCurrentTime(int time); void writeBack(); void nodeWasDestroyed(); private: QSGOpacityNode *m_opacityNode; }; class Q_QUICK_PRIVATE_EXPORT QQuickUniformAnimatorJob : public QQuickAnimatorJob { public: QQuickUniformAnimatorJob(); void setTarget(QQuickItem *target); void setUniform(const QByteArray &uniform) { m_uniform = uniform; } QByteArray uniform() const { return m_uniform; } void afterNodeSync(); void updateCurrentTime(int time); void writeBack(); void nodeWasDestroyed(); private: QByteArray m_uniform; QQuickShaderEffectNode *m_node; int m_uniformIndex : 8; int m_uniformType : 8; }; QT_END_NAMESPACE #endif // QQUICKANIMATORJOB_P_H