/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickbehavior_p.h" #include "qquickanimation_p.h" #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QQuickBehaviorPrivate : public QObjectPrivate, public QAnimationJobChangeListener { Q_DECLARE_PUBLIC(QQuickBehavior) public: QQuickBehaviorPrivate() : animation(nullptr), animationInstance(nullptr), enabled(true), finalized(false) , blockRunningChanged(false) {} void animationStateChanged(QAbstractAnimationJob *, QAbstractAnimationJob::State newState, QAbstractAnimationJob::State oldState) override; QQmlProperty property; QVariant targetValue; QPointer animation; QAbstractAnimationJob *animationInstance; bool enabled; bool finalized; bool blockRunningChanged; }; /*! \qmltype Behavior \instantiates QQuickBehavior \inqmlmodule QtQuick \ingroup qtquick-transitions-animations \ingroup qtquick-interceptors \brief Defines a default animation for a property change. A Behavior defines the default animation to be applied whenever a particular property value changes. For example, the following Behavior defines a NumberAnimation to be run whenever the \l Rectangle's \c width value changes. When the MouseArea is clicked, the \c width is changed, triggering the behavior's animation: \snippet qml/behavior.qml 0 Note that a property cannot have more than one assigned Behavior. To provide multiple animations within a Behavior, use ParallelAnimation or SequentialAnimation. If a \l{Qt Quick States}{state change} has a \l Transition that matches the same property as a Behavior, the \l Transition animation overrides the Behavior for that state change. For general advice on using Behaviors to animate state changes, see \l{Using Qt Quick Behaviors with States}. \sa {Animation and Transitions in Qt Quick}, {Qt Quick Examples - Animation#Behaviors}{Behavior example}, {Qt QML} */ QQuickBehavior::QQuickBehavior(QObject *parent) : QObject(*(new QQuickBehaviorPrivate), parent) { } QQuickBehavior::~QQuickBehavior() { Q_D(QQuickBehavior); delete d->animationInstance; } /*! \qmlproperty Animation QtQuick::Behavior::animation \default This property holds the animation to run when the behavior is triggered. */ QQuickAbstractAnimation *QQuickBehavior::animation() { Q_D(QQuickBehavior); return d->animation; } void QQuickBehavior::setAnimation(QQuickAbstractAnimation *animation) { Q_D(QQuickBehavior); if (d->animation) { qmlWarning(this) << tr("Cannot change the animation assigned to a Behavior."); return; } d->animation = animation; if (d->animation) { d->animation->setDefaultTarget(d->property); d->animation->setDisableUserControl(); } } void QQuickBehaviorPrivate::animationStateChanged(QAbstractAnimationJob *, QAbstractAnimationJob::State newState,QAbstractAnimationJob::State) { if (!blockRunningChanged) animation->notifyRunningChanged(newState == QAbstractAnimationJob::Running); } /*! \qmlproperty bool QtQuick::Behavior::enabled This property holds whether the behavior will be triggered when the tracked property changes value. By default a Behavior is enabled. */ bool QQuickBehavior::enabled() const { Q_D(const QQuickBehavior); return d->enabled; } void QQuickBehavior::setEnabled(bool enabled) { Q_D(QQuickBehavior); if (d->enabled == enabled) return; d->enabled = enabled; emit enabledChanged(); } /*! \qmlproperty Variant QtQuick::Behavior::targetValue This property holds the target value of the property being controlled by the Behavior. This value is set by the Behavior before the animation is started. \since QtQuick 2.13 */ QVariant QQuickBehavior::targetValue() const { Q_D(const QQuickBehavior); return d->targetValue; } void QQuickBehavior::write(const QVariant &value) { Q_D(QQuickBehavior); const bool targetValueHasChanged = d->targetValue != value; if (targetValueHasChanged) { d->targetValue = value; emit targetValueChanged(); // emitting the signal here should allow } // d->enabled to change if scripted by the user. bool bypass = !d->enabled || !d->finalized || QQmlEnginePrivate::designerMode(); if (!bypass) qmlExecuteDeferred(this); if (!d->animation || bypass) { if (d->animationInstance) d->animationInstance->stop(); QQmlPropertyPrivate::write(d->property, value, QQmlPropertyData::BypassInterceptor | QQmlPropertyData::DontRemoveBinding); return; } bool behaviorActive = d->animation->isRunning(); if (behaviorActive && !targetValueHasChanged) return; if (d->animationInstance && (d->animationInstance->duration() != -1 || d->animationInstance->isRenderThreadProxy()) && !d->animationInstance->isStopped()) { d->blockRunningChanged = true; d->animationInstance->stop(); } // Render thread animations use "stop" to synchronize the property back // to the item, so we need to read the value after. const QVariant ¤tValue = d->property.read(); // Don't unnecessarily wake up the animation system if no real animation // is needed (value has not changed). If the Behavior was already // running, let it continue as normal to ensure correct behavior and state. if (!behaviorActive && d->targetValue == currentValue) { QQmlPropertyPrivate::write(d->property, value, QQmlPropertyData::BypassInterceptor | QQmlPropertyData::DontRemoveBinding); return; } QQuickStateOperation::ActionList actions; QQuickStateAction action; action.property = d->property; action.fromValue = currentValue; action.toValue = value; actions << action; QList after; QAbstractAnimationJob *prev = d->animationInstance; d->animationInstance = d->animation->transition(actions, after, QQuickAbstractAnimation::Forward); if (d->animationInstance && d->animation->threadingModel() == QQuickAbstractAnimation::RenderThread) d->animationInstance = new QQuickAnimatorProxyJob(d->animationInstance, d->animation); if (prev && prev != d->animationInstance) delete prev; if (d->animationInstance) { if (d->animationInstance != prev) d->animationInstance->addAnimationChangeListener(d, QAbstractAnimationJob::StateChange); d->animationInstance->start(); d->blockRunningChanged = false; } if (!after.contains(d->property)) QQmlPropertyPrivate::write(d->property, value, QQmlPropertyData::BypassInterceptor | QQmlPropertyData::DontRemoveBinding); } void QQuickBehavior::setTarget(const QQmlProperty &property) { Q_D(QQuickBehavior); d->property = property; if (d->animation) d->animation->setDefaultTarget(property); QQmlEnginePrivate *engPriv = QQmlEnginePrivate::get(qmlEngine(this)); static int finalizedIdx = -1; if (finalizedIdx < 0) finalizedIdx = metaObject()->indexOfSlot("componentFinalized()"); engPriv->registerFinalizeCallback(this, finalizedIdx); } void QQuickBehavior::componentFinalized() { Q_D(QQuickBehavior); d->finalized = true; } QT_END_NAMESPACE #include "moc_qquickbehavior_p.cpp"