/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt Quick Controls 2 module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qquickanimatednode_p.h" #include #include // based on qtdeclarative/examples/quick/scenegraph/threadedanimation QT_BEGIN_NAMESPACE QQuickAnimatedNode::QQuickAnimatedNode(QQuickItem *target) : m_window(target->window()) { } bool QQuickAnimatedNode::isRunning() const { return m_running; } int QQuickAnimatedNode::currentTime() const { int time = m_currentTime; if (m_running) time += m_timer.elapsed(); return time; } void QQuickAnimatedNode::setCurrentTime(int time) { m_currentTime = time; m_timer.restart(); } int QQuickAnimatedNode::duration() const { return m_duration; } void QQuickAnimatedNode::setDuration(int duration) { m_duration = duration; } int QQuickAnimatedNode::loopCount() const { return m_loopCount; } void QQuickAnimatedNode::setLoopCount(int count) { m_loopCount = count; } void QQuickAnimatedNode::sync(QQuickItem *target) { Q_UNUSED(target); } QQuickWindow *QQuickAnimatedNode::window() const { return m_window; } void QQuickAnimatedNode::start(int duration) { if (m_running) return; m_running = true; m_currentLoop = 0; m_timer.restart(); if (duration > 0) m_duration = duration; connect(m_window, &QQuickWindow::beforeRendering, this, &QQuickAnimatedNode::advance, Qt::DirectConnection); connect(m_window, &QQuickWindow::frameSwapped, this, &QQuickAnimatedNode::update, Qt::DirectConnection); // If we're inside a QQuickWidget, this call is necessary to ensure the widget // gets updated for the first time. m_window->update(); emit started(); } void QQuickAnimatedNode::restart() { stop(); start(); } void QQuickAnimatedNode::stop() { if (!m_running) return; m_running = false; disconnect(m_window, &QQuickWindow::beforeRendering, this, &QQuickAnimatedNode::advance); disconnect(m_window, &QQuickWindow::frameSwapped, this, &QQuickAnimatedNode::update); emit stopped(); } void QQuickAnimatedNode::updateCurrentTime(int time) { Q_UNUSED(time); } void QQuickAnimatedNode::advance() { int time = currentTime(); if (time > m_duration) { time = 0; setCurrentTime(0); if (m_loopCount > 0 && ++m_currentLoop >= m_loopCount) { time = m_duration; // complete stop(); } } updateCurrentTime(time); // If we're inside a QQuickWidget, this call is necessary to ensure the widget gets updated. m_window->update(); } void QQuickAnimatedNode::update() { if (m_running) m_window->update(); } QT_END_NAMESPACE