/**************************************************************************** ** ** 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) 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; } /*! \readonly \qmlpropertygroup QtQuick::Behavior::targetProperty \qmlproperty string QtQuick::Behavior::targetProperty.name \qmlproperty Object QtQuick::Behavior::targetProperty.object \table \header \li Property \li Description \row \li name \li This property holds the name of the property being controlled by this Behavior. \row \li object \li This property holds the object of the property being controlled by this Behavior. \endtable This property can be used to define custom behaviors based on the name or the object of the property being controlled. The following example defines a Behavior fading out and fading in its target object when the property it controls changes: \qml // FadeBehavior.qml import QtQuick 2.15 Behavior { id: root property Item fadeTarget: targetProperty.object SequentialAnimation { NumberAnimation { target: root.fadeTarget property: "opacity" to: 0 easing.type: Easing.InQuad } PropertyAction { } // actually change the controlled property between the 2 other animations NumberAnimation { target: root.fadeTarget property: "opacity" to: 1 easing.type: Easing.OutQuad } } } \endqml This can be used to animate a text when it changes: \qml import QtQuick 2.15 Text { id: root property int counter text: counter FadeBehavior on text {} Timer { running: true repeat: true interval: 1000 onTriggered: ++root.counter } } \endqml \since QtQuick 2.15 */ QQmlProperty QQuickBehavior::targetProperty() const { Q_D(const QQuickBehavior); return d->property; } 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 (QQmlData::wasDeleted(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); Q_EMIT targetPropertyChanged(); } void QQuickBehavior::componentFinalized() { Q_D(QQuickBehavior); d->finalized = true; } QT_END_NAMESPACE #include "moc_qquickbehavior_p.cpp"