1433 lines
43 KiB
C++
1433 lines
43 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\class QAbstractAnimation
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\ingroup animation
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\brief The QAbstractAnimation class is the base of all animations.
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\since 4.6
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The class defines the functions for the functionality shared by
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all animations. By inheriting this class, you can create custom
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animations that plug into the rest of the animation framework.
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The progress of an animation is given by its current time
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(currentLoopTime()), which is measured in milliseconds from the start
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of the animation (0) to its end (duration()). The value is updated
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automatically while the animation is running. It can also be set
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directly with setCurrentTime().
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At any point an animation is in one of three states:
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\l{QAbstractAnimation::}{Running},
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\l{QAbstractAnimation::}{Stopped}, or
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\l{QAbstractAnimation::}{Paused}--as defined by the
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\l{QAbstractAnimation::}{State} enum. The current state can be
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changed by calling start(), stop(), pause(), or resume(). An
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animation will always reset its \l{currentTime()}{current time}
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when it is started. If paused, it will continue with the same
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current time when resumed. When an animation is stopped, it cannot
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be resumed, but will keep its current time (until started again).
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QAbstractAnimation will emit stateChanged() whenever its state
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changes.
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An animation can loop any number of times by setting the loopCount
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property. When an animation's current time reaches its duration(),
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it will reset the current time and keep running. A loop count of 1
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(the default value) means that the animation will run one time.
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Note that a duration of -1 means that the animation will run until
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stopped; the current time will increase indefinitely. When the
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current time equals duration() and the animation is in its
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final loop, the \l{QAbstractAnimation::}{Stopped} state is
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entered, and the finished() signal is emitted.
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QAbstractAnimation provides pure virtual functions used by
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subclasses to track the progress of the animation: duration() and
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updateCurrentTime(). The duration() function lets you report a
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duration for the animation (as discussed above). The animation
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framework calls updateCurrentTime() when current time has changed.
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By reimplementing this function, you can track the animation
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progress. Note that neither the interval between calls nor the
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number of calls to this function are defined; though, it will
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normally be 60 updates per second.
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By reimplementing updateState(), you can track the animation's
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state changes, which is particularly useful for animations that
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are not driven by time.
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\sa QVariantAnimation, QPropertyAnimation, QAnimationGroup, {The Animation Framework}
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*/
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/*!
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\enum QAbstractAnimation::DeletionPolicy
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\value KeepWhenStopped The animation will not be deleted when stopped.
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\value DeleteWhenStopped The animation will be automatically deleted when
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stopped.
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*/
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/*!
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\fn QAbstractAnimation::finished()
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QAbstractAnimation emits this signal after the animation has stopped and
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has reached the end.
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This signal is emitted after stateChanged().
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\sa stateChanged()
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*/
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/*!
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\fn QAbstractAnimation::stateChanged(QAbstractAnimation::State newState, QAbstractAnimation::State oldState)
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QAbstractAnimation emits this signal whenever the state of the animation has
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changed from \a oldState to \a newState. This signal is emitted after the virtual
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updateState() function is called.
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\sa updateState()
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*/
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/*!
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\fn QAbstractAnimation::currentLoopChanged(int currentLoop)
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QAbstractAnimation emits this signal whenever the current loop
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changes. \a currentLoop is the current loop.
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\sa currentLoop(), loopCount()
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*/
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/*!
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\fn QAbstractAnimation::directionChanged(QAbstractAnimation::Direction newDirection);
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QAbstractAnimation emits this signal whenever the direction has been
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changed. \a newDirection is the new direction.
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\sa direction
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*/
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#include "qabstractanimation.h"
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#include "qanimationgroup.h"
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#include <QtCore/qdebug.h>
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#include "qabstractanimation_p.h"
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#include <QtCore/qmath.h>
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#include <QtCore/qthreadstorage.h>
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#include <QtCore/qcoreevent.h>
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#include <QtCore/qpointer.h>
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#ifndef QT_NO_ANIMATION
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#define DEFAULT_TIMER_INTERVAL 16
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#define PAUSE_TIMER_COARSE_THRESHOLD 2000
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QT_BEGIN_NAMESPACE
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/*!
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\class QAbstractAnimationTimer
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\brief QAbstractAnimationTimer is the base class for animation timers.
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\internal
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Subclass QAbstractAnimationTimer to provide an animation timer that is run by
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QUnifiedTimer and can in turn be used to run any number of animations.
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Currently two subclasses have been implemented: QAnimationTimer to drive the Qt C++
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animation framework (QAbstractAnimation and subclasses) and QDeclarativeAnimationTimer
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to drive the Qt QML animation framework.
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*/
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/*!
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\fn virtual void QAbstractAnimationTimer::updateAnimationsTime(qint64 delta) = 0;
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\internal
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This pure virtual function is called when the animation timer needs to update
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the current time for all animations it is running.
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*/
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/*!
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\fn virtual void QAbstractAnimationTimer::restartAnimationTimer() = 0;
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\internal
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This pure virtual function restarts the animation timer as needed.
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Classes implementing this function may choose to pause or resume the timer
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as appropriate, or conditionally restart it.
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*/
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/*!
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\fn virtual int QAbstractAnimationTimer::runningAnimationCount() = 0;
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\internal
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This pure virtual function returns the number of animations the timer is running.
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This information is useful for profiling.
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*/
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/*!
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\class QUnifiedTimer
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\brief QUnifiedTimer provides a unified timing mechanism for animations in Qt C++ and QML.
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\internal
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QUnifiedTimer allows animations run by Qt to share a single timer. This keeps animations
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visually in sync, as well as being more efficient than running numerous timers.
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QUnifiedTimer drives animations indirectly, via QAbstractAnimationTimer.
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*/
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#ifndef QT_NO_THREAD
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Q_GLOBAL_STATIC(QThreadStorage<QUnifiedTimer *>, unifiedTimer)
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#endif
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QUnifiedTimer::QUnifiedTimer() :
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QObject(), defaultDriver(this), lastTick(0), timingInterval(DEFAULT_TIMER_INTERVAL),
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currentAnimationIdx(0), insideTick(false), insideRestart(false), consistentTiming(false), slowMode(false),
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startTimersPending(false), stopTimerPending(false),
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slowdownFactor(5.0f), profilerCallback(0)
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{
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time.invalidate();
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driver = &defaultDriver;
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}
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QUnifiedTimer *QUnifiedTimer::instance(bool create)
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{
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QUnifiedTimer *inst;
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#ifndef QT_NO_THREAD
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if (create && !unifiedTimer()->hasLocalData()) {
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inst = new QUnifiedTimer;
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unifiedTimer()->setLocalData(inst);
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} else {
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inst = unifiedTimer() ? unifiedTimer()->localData() : 0;
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}
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#else
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static QUnifiedTimer unifiedTimer;
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inst = &unifiedTimer;
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#endif
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return inst;
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}
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QUnifiedTimer *QUnifiedTimer::instance()
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{
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return instance(true);
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}
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void QUnifiedTimer::maybeUpdateAnimationsToCurrentTime()
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{
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if (time.elapsed() - lastTick > 50)
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updateAnimationTimers(driver->elapsed());
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}
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void QUnifiedTimer::updateAnimationTimers(qint64 currentTick)
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{
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//setCurrentTime can get this called again while we're the for loop. At least with pauseAnimations
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if(insideTick)
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return;
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qint64 totalElapsed = currentTick >= 0 ? currentTick : time.elapsed();
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// ignore consistentTiming in case the pause timer is active
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qint64 delta = (consistentTiming && !pauseTimer.isActive()) ?
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timingInterval : totalElapsed - lastTick;
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if (slowMode) {
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if (slowdownFactor > 0)
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delta = qRound(delta / slowdownFactor);
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else
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delta = 0;
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}
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lastTick = totalElapsed;
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//we make sure we only call update time if the time has actually changed
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//it might happen in some cases that the time doesn't change because events are delayed
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//when the CPU load is high
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if (delta) {
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insideTick = true;
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if (profilerCallback)
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profilerCallback(delta);
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for (currentAnimationIdx = 0; currentAnimationIdx < animationTimers.count(); ++currentAnimationIdx) {
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QAbstractAnimationTimer *animation = animationTimers.at(currentAnimationIdx);
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animation->updateAnimationsTime(delta);
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}
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insideTick = false;
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currentAnimationIdx = 0;
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}
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}
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int QUnifiedTimer::runningAnimationCount()
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{
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int count = 0;
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for (int i = 0; i < animationTimers.count(); ++i)
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count += animationTimers.at(i)->runningAnimationCount();
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return count;
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}
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void QUnifiedTimer::registerProfilerCallback(void (*cb)(qint64))
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{
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profilerCallback = cb;
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}
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void QUnifiedTimer::localRestart()
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{
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if (insideRestart)
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return;
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if (!pausedAnimationTimers.isEmpty() && (animationTimers.count() + animationTimersToStart.count() == pausedAnimationTimers.count())) {
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driver->stop();
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int closestTimeToFinish = closestPausedAnimationTimerTimeToFinish();
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// use a precise timer if the pause will be short
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Qt::TimerType timerType = closestTimeToFinish < PAUSE_TIMER_COARSE_THRESHOLD ? Qt::PreciseTimer : Qt::CoarseTimer;
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pauseTimer.start(closestTimeToFinish, timerType, this);
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} else if (!driver->isRunning()) {
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if (pauseTimer.isActive())
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pauseTimer.stop();
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driver->setStartTime(time.isValid() ? time.elapsed() : 0);
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driver->start();
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}
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}
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void QUnifiedTimer::restart()
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{
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insideRestart = true;
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for (int i = 0; i < animationTimers.count(); ++i)
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animationTimers.at(i)->restartAnimationTimer();
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insideRestart = false;
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localRestart();
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}
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void QUnifiedTimer::setTimingInterval(int interval)
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{
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timingInterval = interval;
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if (driver->isRunning() && !pauseTimer.isActive()) {
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//we changed the timing interval
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driver->stop();
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driver->setStartTime(time.isValid() ? time.elapsed() : 0);
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driver->start();
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}
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}
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void QUnifiedTimer::startTimers()
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{
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startTimersPending = false;
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if (!animationTimers.isEmpty())
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updateAnimationTimers(-1);
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//we transfer the waiting animations into the "really running" state
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animationTimers += animationTimersToStart;
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animationTimersToStart.clear();
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if (!animationTimers.isEmpty()) {
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localRestart();
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if (!time.isValid()) {
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lastTick = 0;
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time.start();
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}
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}
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}
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void QUnifiedTimer::stopTimer()
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{
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stopTimerPending = false;
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if (animationTimers.isEmpty()) {
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driver->stop();
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pauseTimer.stop();
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// invalidate the start reference time
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time.invalidate();
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}
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}
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void QUnifiedTimer::timerEvent(QTimerEvent *event)
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{
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//in the case of consistent timing we make sure the order in which events come is always the same
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//for that purpose we do as if the startstoptimer would always fire before the animation timer
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if (consistentTiming) {
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if (stopTimerPending)
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stopTimer();
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if (startTimersPending)
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startTimers();
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}
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if (event->timerId() == pauseTimer.timerId()) {
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// update current time on all timers
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updateAnimationTimers(-1);
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restart();
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}
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}
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void QUnifiedTimer::startAnimationTimer(QAbstractAnimationTimer *timer)
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{
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if (timer->isRegistered)
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return;
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timer->isRegistered = true;
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QUnifiedTimer *inst = instance(true); //we create the instance if needed
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inst->animationTimersToStart << timer;
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if (!inst->startTimersPending) {
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inst->startTimersPending = true;
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QMetaObject::invokeMethod(inst, "startTimers", Qt::QueuedConnection);
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}
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}
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void QUnifiedTimer::stopAnimationTimer(QAbstractAnimationTimer *timer)
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{
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QUnifiedTimer *inst = QUnifiedTimer::instance(false);
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if (inst) {
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//at this point the unified timer should have been created
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//but it might also have been already destroyed in case the application is shutting down
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if (!timer->isRegistered)
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return;
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timer->isRegistered = false;
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int idx = inst->animationTimers.indexOf(timer);
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if (idx != -1) {
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inst->animationTimers.removeAt(idx);
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// this is needed if we unregister an animation while its running
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if (idx <= inst->currentAnimationIdx)
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--inst->currentAnimationIdx;
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if (inst->animationTimers.isEmpty() && !inst->stopTimerPending) {
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inst->stopTimerPending = true;
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QMetaObject::invokeMethod(inst, "stopTimer", Qt::QueuedConnection);
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}
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} else {
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inst->animationTimersToStart.removeOne(timer);
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}
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}
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}
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void QUnifiedTimer::pauseAnimationTimer(QAbstractAnimationTimer *timer, int duration)
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{
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QUnifiedTimer *inst = QUnifiedTimer::instance();
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if (!timer->isRegistered)
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inst->startAnimationTimer(timer);
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bool timerWasPaused = timer->isPaused;
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timer->isPaused = true;
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timer->pauseDuration = duration;
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if (!timerWasPaused)
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inst->pausedAnimationTimers << timer;
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inst->localRestart();
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}
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void QUnifiedTimer::resumeAnimationTimer(QAbstractAnimationTimer *timer)
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{
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if (!timer->isPaused)
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return;
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timer->isPaused = false;
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QUnifiedTimer *inst = QUnifiedTimer::instance();
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inst->pausedAnimationTimers.removeOne(timer);
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inst->localRestart();
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}
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int QUnifiedTimer::closestPausedAnimationTimerTimeToFinish()
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{
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int closestTimeToFinish = INT_MAX;
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for (int i = 0; i < pausedAnimationTimers.size(); ++i) {
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int timeToFinish = pausedAnimationTimers.at(i)->pauseDuration;
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if (timeToFinish < closestTimeToFinish)
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closestTimeToFinish = timeToFinish;
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}
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return closestTimeToFinish;
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}
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void QUnifiedTimer::installAnimationDriver(QAnimationDriver *d)
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{
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if (driver != &defaultDriver) {
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qWarning("QUnifiedTimer: animation driver already installed...");
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return;
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}
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if (driver->isRunning()) {
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driver->stop();
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d->setStartTime(time.isValid() ? time.elapsed() : 0);
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d->start();
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}
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driver = d;
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}
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void QUnifiedTimer::uninstallAnimationDriver(QAnimationDriver *d)
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{
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if (driver != d) {
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qWarning("QUnifiedTimer: trying to uninstall a driver that is not installed...");
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return;
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}
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driver = &defaultDriver;
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if (d->isRunning()) {
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d->stop();
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driver->setStartTime(time.isValid() ? time.elapsed() : 0);
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driver->start();
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}
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}
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|
|
/*!
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|
Returns true if \a d is the currently installed animation driver
|
|
and is not the default animation driver (which can never be uninstalled).
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|
*/
|
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bool QUnifiedTimer::canUninstallAnimationDriver(QAnimationDriver *d)
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{
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return d == driver && driver != &defaultDriver;
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}
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#ifndef QT_NO_THREAD
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Q_GLOBAL_STATIC(QThreadStorage<QAnimationTimer *>, animationTimer)
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#endif
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|
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QAnimationTimer::QAnimationTimer() :
|
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QAbstractAnimationTimer(), lastTick(0),
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currentAnimationIdx(0), insideTick(false),
|
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startAnimationPending(false), stopTimerPending(false),
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runningLeafAnimations(0)
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{
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|
}
|
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|
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QAnimationTimer *QAnimationTimer::instance(bool create)
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|
{
|
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QAnimationTimer *inst;
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#ifndef QT_NO_THREAD
|
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if (create && !animationTimer()->hasLocalData()) {
|
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inst = new QAnimationTimer;
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animationTimer()->setLocalData(inst);
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} else {
|
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inst = animationTimer() ? animationTimer()->localData() : 0;
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}
|
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#else
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static QAnimationTimer animationTimer;
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inst = &animationTimer;
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#endif
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return inst;
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}
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|
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QAnimationTimer *QAnimationTimer::instance()
|
|
{
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return instance(true);
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}
|
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|
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void QAnimationTimer::ensureTimerUpdate()
|
|
{
|
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QAnimationTimer *inst = QAnimationTimer::instance(false);
|
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QUnifiedTimer *instU = QUnifiedTimer::instance(false);
|
|
if (instU && inst && inst->isPaused)
|
|
instU->updateAnimationTimers(-1);
|
|
}
|
|
|
|
void QAnimationTimer::updateAnimationsTime(qint64 delta)
|
|
{
|
|
//setCurrentTime can get this called again while we're the for loop. At least with pauseAnimations
|
|
if (insideTick)
|
|
return;
|
|
|
|
lastTick += delta;
|
|
|
|
//we make sure we only call update time if the time has actually changed
|
|
//it might happen in some cases that the time doesn't change because events are delayed
|
|
//when the CPU load is high
|
|
if (delta) {
|
|
insideTick = true;
|
|
for (currentAnimationIdx = 0; currentAnimationIdx < animations.count(); ++currentAnimationIdx) {
|
|
QAbstractAnimation *animation = animations.at(currentAnimationIdx);
|
|
int elapsed = QAbstractAnimationPrivate::get(animation)->totalCurrentTime
|
|
+ (animation->direction() == QAbstractAnimation::Forward ? delta : -delta);
|
|
animation->setCurrentTime(elapsed);
|
|
}
|
|
insideTick = false;
|
|
currentAnimationIdx = 0;
|
|
}
|
|
}
|
|
|
|
void QAnimationTimer::updateAnimationTimer()
|
|
{
|
|
QAnimationTimer *inst = QAnimationTimer::instance(false);
|
|
if (inst)
|
|
inst->restartAnimationTimer();
|
|
}
|
|
|
|
void QAnimationTimer::restartAnimationTimer()
|
|
{
|
|
if (runningLeafAnimations == 0 && !runningPauseAnimations.isEmpty())
|
|
QUnifiedTimer::pauseAnimationTimer(this, closestPauseAnimationTimeToFinish());
|
|
else if (isPaused)
|
|
QUnifiedTimer::resumeAnimationTimer(this);
|
|
else if (!isRegistered)
|
|
QUnifiedTimer::startAnimationTimer(this);
|
|
}
|
|
|
|
void QAnimationTimer::startAnimations()
|
|
{
|
|
startAnimationPending = false;
|
|
//force timer to update, which prevents large deltas for our newly added animations
|
|
if (!animations.isEmpty())
|
|
QUnifiedTimer::instance()->maybeUpdateAnimationsToCurrentTime();
|
|
|
|
//we transfer the waiting animations into the "really running" state
|
|
animations += animationsToStart;
|
|
animationsToStart.clear();
|
|
if (!animations.isEmpty())
|
|
restartAnimationTimer();
|
|
}
|
|
|
|
void QAnimationTimer::stopTimer()
|
|
{
|
|
stopTimerPending = false;
|
|
if (animations.isEmpty()) {
|
|
QUnifiedTimer::resumeAnimationTimer(this);
|
|
QUnifiedTimer::stopAnimationTimer(this);
|
|
// invalidate the start reference time
|
|
lastTick = 0;
|
|
}
|
|
}
|
|
|
|
void QAnimationTimer::registerAnimation(QAbstractAnimation *animation, bool isTopLevel)
|
|
{
|
|
QAnimationTimer *inst = instance(true); //we create the instance if needed
|
|
inst->registerRunningAnimation(animation);
|
|
if (isTopLevel) {
|
|
Q_ASSERT(!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer);
|
|
QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = true;
|
|
inst->animationsToStart << animation;
|
|
if (!inst->startAnimationPending) {
|
|
inst->startAnimationPending = true;
|
|
QMetaObject::invokeMethod(inst, "startAnimations", Qt::QueuedConnection);
|
|
}
|
|
}
|
|
}
|
|
|
|
void QAnimationTimer::unregisterAnimation(QAbstractAnimation *animation)
|
|
{
|
|
QAnimationTimer *inst = QAnimationTimer::instance(false);
|
|
if (inst) {
|
|
//at this point the unified timer should have been created
|
|
//but it might also have been already destroyed in case the application is shutting down
|
|
|
|
inst->unregisterRunningAnimation(animation);
|
|
|
|
if (!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer)
|
|
return;
|
|
|
|
int idx = inst->animations.indexOf(animation);
|
|
if (idx != -1) {
|
|
inst->animations.removeAt(idx);
|
|
// this is needed if we unregister an animation while its running
|
|
if (idx <= inst->currentAnimationIdx)
|
|
--inst->currentAnimationIdx;
|
|
|
|
if (inst->animations.isEmpty() && !inst->stopTimerPending) {
|
|
inst->stopTimerPending = true;
|
|
QMetaObject::invokeMethod(inst, "stopTimer", Qt::QueuedConnection);
|
|
}
|
|
} else {
|
|
inst->animationsToStart.removeOne(animation);
|
|
}
|
|
}
|
|
QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = false;
|
|
}
|
|
|
|
void QAnimationTimer::registerRunningAnimation(QAbstractAnimation *animation)
|
|
{
|
|
if (QAbstractAnimationPrivate::get(animation)->isGroup)
|
|
return;
|
|
|
|
if (QAbstractAnimationPrivate::get(animation)->isPause) {
|
|
runningPauseAnimations << animation;
|
|
} else
|
|
runningLeafAnimations++;
|
|
}
|
|
|
|
void QAnimationTimer::unregisterRunningAnimation(QAbstractAnimation *animation)
|
|
{
|
|
if (QAbstractAnimationPrivate::get(animation)->isGroup)
|
|
return;
|
|
|
|
if (QAbstractAnimationPrivate::get(animation)->isPause)
|
|
runningPauseAnimations.removeOne(animation);
|
|
else
|
|
runningLeafAnimations--;
|
|
Q_ASSERT(runningLeafAnimations >= 0);
|
|
}
|
|
|
|
int QAnimationTimer::closestPauseAnimationTimeToFinish()
|
|
{
|
|
int closestTimeToFinish = INT_MAX;
|
|
for (int i = 0; i < runningPauseAnimations.size(); ++i) {
|
|
QAbstractAnimation *animation = runningPauseAnimations.at(i);
|
|
int timeToFinish;
|
|
|
|
if (animation->direction() == QAbstractAnimation::Forward)
|
|
timeToFinish = animation->duration() - animation->currentLoopTime();
|
|
else
|
|
timeToFinish = animation->currentLoopTime();
|
|
|
|
if (timeToFinish < closestTimeToFinish)
|
|
closestTimeToFinish = timeToFinish;
|
|
}
|
|
return closestTimeToFinish;
|
|
}
|
|
|
|
/*!
|
|
\class QAnimationDriver
|
|
|
|
\brief The QAnimationDriver class is used to exchange the mechanism that drives animations.
|
|
|
|
The default animation system is driven by a timer that fires at regular intervals.
|
|
In some scenarios, it is better to drive the animation based on other synchronization
|
|
mechanisms, such as the vertical refresh rate of the screen.
|
|
|
|
\internal
|
|
*/
|
|
|
|
QAnimationDriver::QAnimationDriver(QObject *parent)
|
|
: QObject(*(new QAnimationDriverPrivate), parent)
|
|
{
|
|
}
|
|
|
|
QAnimationDriver::QAnimationDriver(QAnimationDriverPrivate &dd, QObject *parent)
|
|
: QObject(dd, parent)
|
|
{
|
|
}
|
|
|
|
QAnimationDriver::~QAnimationDriver()
|
|
{
|
|
QUnifiedTimer *timer = QUnifiedTimer::instance(false);
|
|
if (timer && timer->canUninstallAnimationDriver(this))
|
|
uninstall();
|
|
}
|
|
|
|
|
|
/*!
|
|
Sets the time at which an animation driver should start at.
|
|
|
|
This is to take into account that pauses can occur in running
|
|
animations which will stop the driver, but the time still
|
|
increases.
|
|
*/
|
|
void QAnimationDriver::setStartTime(qint64 startTime)
|
|
{
|
|
Q_D(QAnimationDriver);
|
|
d->startTime = startTime;
|
|
}
|
|
|
|
/*!
|
|
Returns the start time of the animation.
|
|
*/
|
|
qint64 QAnimationDriver::startTime() const
|
|
{
|
|
Q_D(const QAnimationDriver);
|
|
return d->startTime;
|
|
}
|
|
|
|
|
|
/*!
|
|
Advances the animation based to the specified \a timeStep. This function should
|
|
be continuously called by the driver subclasses while the animation is running.
|
|
|
|
If \a timeStep is positive, it will be used as the current time in the
|
|
calculations; otherwise, the current clock time will be used.
|
|
*/
|
|
|
|
void QAnimationDriver::advanceAnimation(qint64 timeStep)
|
|
{
|
|
QUnifiedTimer *instance = QUnifiedTimer::instance();
|
|
|
|
// update current time on all top level animations
|
|
instance->updateAnimationTimers(timeStep);
|
|
instance->restart();
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
Advances the animation. This function should be continously called
|
|
by the driver while the animation is running.
|
|
*/
|
|
|
|
void QAnimationDriver::advance()
|
|
{
|
|
advanceAnimation(-1);
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
Installs this animation driver. The animation driver is thread local and
|
|
will only apply for the thread its installed in.
|
|
*/
|
|
|
|
void QAnimationDriver::install()
|
|
{
|
|
QUnifiedTimer *timer = QUnifiedTimer::instance(true);
|
|
timer->installAnimationDriver(this);
|
|
}
|
|
|
|
|
|
|
|
/*!
|
|
Uninstalls this animation driver.
|
|
*/
|
|
|
|
void QAnimationDriver::uninstall()
|
|
{
|
|
QUnifiedTimer *timer = QUnifiedTimer::instance(true);
|
|
timer->uninstallAnimationDriver(this);
|
|
}
|
|
|
|
bool QAnimationDriver::isRunning() const
|
|
{
|
|
return d_func()->running;
|
|
}
|
|
|
|
|
|
void QAnimationDriver::start()
|
|
{
|
|
Q_D(QAnimationDriver);
|
|
if (!d->running) {
|
|
emit started();
|
|
d->running = true;
|
|
}
|
|
}
|
|
|
|
|
|
void QAnimationDriver::stop()
|
|
{
|
|
Q_D(QAnimationDriver);
|
|
if (d->running) {
|
|
emit stopped();
|
|
d->running = false;
|
|
}
|
|
}
|
|
|
|
|
|
/*!
|
|
\fn qint64 QAnimationDriver::elapsed() const
|
|
|
|
Returns the number of milliseconds since the animations was started.
|
|
*/
|
|
|
|
qint64 QAnimationDriver::elapsed() const
|
|
{
|
|
// The default implementation picks up the elapsed time from the
|
|
// unified timer and can ignore the time offset.
|
|
return QUnifiedTimer::instance()->time.elapsed();
|
|
}
|
|
|
|
/*!
|
|
\fn QAnimationDriver::started()
|
|
|
|
This signal is emitted by the animation framework to notify the driver
|
|
that continuous animation has started.
|
|
|
|
\internal
|
|
*/
|
|
|
|
/*!
|
|
\fn QAnimationDriver::stopped()
|
|
|
|
This signal is emitted by the animation framework to notify the driver
|
|
that continuous animation has stopped.
|
|
|
|
\internal
|
|
*/
|
|
|
|
/*!
|
|
The default animation driver just spins the timer...
|
|
*/
|
|
QDefaultAnimationDriver::QDefaultAnimationDriver(QUnifiedTimer *timer)
|
|
: QAnimationDriver(0), m_unified_timer(timer)
|
|
{
|
|
connect(this, SIGNAL(started()), this, SLOT(startTimer()));
|
|
connect(this, SIGNAL(stopped()), this, SLOT(stopTimer()));
|
|
}
|
|
|
|
void QDefaultAnimationDriver::timerEvent(QTimerEvent *e)
|
|
{
|
|
Q_ASSERT(e->timerId() == m_timer.timerId());
|
|
Q_UNUSED(e); // if the assertions are disabled
|
|
advance();
|
|
}
|
|
|
|
void QDefaultAnimationDriver::startTimer()
|
|
{
|
|
// always use a precise timer to drive animations
|
|
m_timer.start(m_unified_timer->timingInterval, Qt::PreciseTimer, this);
|
|
}
|
|
|
|
void QDefaultAnimationDriver::stopTimer()
|
|
{
|
|
m_timer.stop();
|
|
}
|
|
|
|
|
|
|
|
void QAbstractAnimationPrivate::setState(QAbstractAnimation::State newState)
|
|
{
|
|
Q_Q(QAbstractAnimation);
|
|
if (state == newState)
|
|
return;
|
|
|
|
if (loopCount == 0)
|
|
return;
|
|
|
|
QAbstractAnimation::State oldState = state;
|
|
int oldCurrentTime = currentTime;
|
|
int oldCurrentLoop = currentLoop;
|
|
QAbstractAnimation::Direction oldDirection = direction;
|
|
|
|
// check if we should Rewind
|
|
if ((newState == QAbstractAnimation::Paused || newState == QAbstractAnimation::Running)
|
|
&& oldState == QAbstractAnimation::Stopped) {
|
|
//here we reset the time if needed
|
|
//we don't call setCurrentTime because this might change the way the animation
|
|
//behaves: changing the state or changing the current value
|
|
totalCurrentTime = currentTime = (direction == QAbstractAnimation::Forward) ?
|
|
0 : (loopCount == -1 ? q->duration() : q->totalDuration());
|
|
}
|
|
|
|
state = newState;
|
|
QPointer<QAbstractAnimation> guard(q);
|
|
|
|
//(un)registration of the animation must always happen before calls to
|
|
//virtual function (updateState) to ensure a correct state of the timer
|
|
bool isTopLevel = !group || group->state() == QAbstractAnimation::Stopped;
|
|
if (oldState == QAbstractAnimation::Running) {
|
|
if (newState == QAbstractAnimation::Paused && hasRegisteredTimer)
|
|
QAnimationTimer::ensureTimerUpdate();
|
|
//the animation, is not running any more
|
|
QAnimationTimer::unregisterAnimation(q);
|
|
} else if (newState == QAbstractAnimation::Running) {
|
|
QAnimationTimer::registerAnimation(q, isTopLevel);
|
|
}
|
|
|
|
q->updateState(newState, oldState);
|
|
if (!guard || newState != state) //this is to be safe if updateState changes the state
|
|
return;
|
|
|
|
// Notify state change
|
|
emit q->stateChanged(newState, oldState);
|
|
if (!guard || newState != state) //this is to be safe if updateState changes the state
|
|
return;
|
|
|
|
switch (state) {
|
|
case QAbstractAnimation::Paused:
|
|
break;
|
|
case QAbstractAnimation::Running:
|
|
{
|
|
|
|
// this ensures that the value is updated now that the animation is running
|
|
if (oldState == QAbstractAnimation::Stopped) {
|
|
if (isTopLevel) {
|
|
// currentTime needs to be updated if pauseTimer is active
|
|
QAnimationTimer::ensureTimerUpdate();
|
|
q->setCurrentTime(totalCurrentTime);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case QAbstractAnimation::Stopped:
|
|
// Leave running state.
|
|
int dura = q->duration();
|
|
|
|
if (deleteWhenStopped)
|
|
q->deleteLater();
|
|
|
|
if (dura == -1 || loopCount < 0
|
|
|| (oldDirection == QAbstractAnimation::Forward && (oldCurrentTime * (oldCurrentLoop + 1)) == (dura * loopCount))
|
|
|| (oldDirection == QAbstractAnimation::Backward && oldCurrentTime == 0)) {
|
|
emit q->finished();
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*!
|
|
Constructs the QAbstractAnimation base class, and passes \a parent to
|
|
QObject's constructor.
|
|
|
|
\sa QVariantAnimation, QAnimationGroup
|
|
*/
|
|
QAbstractAnimation::QAbstractAnimation(QObject *parent)
|
|
: QObject(*new QAbstractAnimationPrivate, 0)
|
|
{
|
|
// Allow auto-add on reparent
|
|
setParent(parent);
|
|
}
|
|
|
|
/*!
|
|
\internal
|
|
*/
|
|
QAbstractAnimation::QAbstractAnimation(QAbstractAnimationPrivate &dd, QObject *parent)
|
|
: QObject(dd, 0)
|
|
{
|
|
// Allow auto-add on reparent
|
|
setParent(parent);
|
|
}
|
|
|
|
/*!
|
|
Stops the animation if it's running, then destroys the
|
|
QAbstractAnimation. If the animation is part of a QAnimationGroup, it is
|
|
automatically removed before it's destroyed.
|
|
*/
|
|
QAbstractAnimation::~QAbstractAnimation()
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
//we can't call stop here. Otherwise we get pure virtual calls
|
|
if (d->state != Stopped) {
|
|
QAbstractAnimation::State oldState = d->state;
|
|
d->state = Stopped;
|
|
emit stateChanged(oldState, d->state);
|
|
if (oldState == QAbstractAnimation::Running)
|
|
QAnimationTimer::unregisterAnimation(this);
|
|
}
|
|
}
|
|
|
|
/*!
|
|
\property QAbstractAnimation::state
|
|
\brief state of the animation.
|
|
|
|
This property describes the current state of the animation. When the
|
|
animation state changes, QAbstractAnimation emits the stateChanged()
|
|
signal.
|
|
*/
|
|
QAbstractAnimation::State QAbstractAnimation::state() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->state;
|
|
}
|
|
|
|
/*!
|
|
If this animation is part of a QAnimationGroup, this function returns a
|
|
pointer to the group; otherwise, it returns 0.
|
|
|
|
\sa QAnimationGroup::addAnimation()
|
|
*/
|
|
QAnimationGroup *QAbstractAnimation::group() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->group;
|
|
}
|
|
|
|
/*!
|
|
\enum QAbstractAnimation::State
|
|
|
|
This enum describes the state of the animation.
|
|
|
|
\value Stopped The animation is not running. This is the initial state
|
|
of QAbstractAnimation, and the state QAbstractAnimation reenters when finished. The current
|
|
time remain unchanged until either setCurrentTime() is
|
|
called, or the animation is started by calling start().
|
|
|
|
\value Paused The animation is paused (i.e., temporarily
|
|
suspended). Calling resume() will resume animation activity.
|
|
|
|
\value Running The animation is running. While control is in the event
|
|
loop, QAbstractAnimation will update its current time at regular intervals,
|
|
calling updateCurrentTime() when appropriate.
|
|
|
|
\sa state(), stateChanged()
|
|
*/
|
|
|
|
/*!
|
|
\enum QAbstractAnimation::Direction
|
|
|
|
This enum describes the direction of the animation when in \l Running state.
|
|
|
|
\value Forward The current time of the animation increases with time (i.e.,
|
|
moves from 0 and towards the end / duration).
|
|
|
|
\value Backward The current time of the animation decreases with time (i.e.,
|
|
moves from the end / duration and towards 0).
|
|
|
|
\sa direction
|
|
*/
|
|
|
|
/*!
|
|
\property QAbstractAnimation::direction
|
|
\brief the direction of the animation when it is in \l Running
|
|
state.
|
|
|
|
This direction indicates whether the time moves from 0 towards the
|
|
animation duration, or from the value of the duration and towards 0 after
|
|
start() has been called.
|
|
|
|
By default, this property is set to \l Forward.
|
|
*/
|
|
QAbstractAnimation::Direction QAbstractAnimation::direction() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->direction;
|
|
}
|
|
void QAbstractAnimation::setDirection(Direction direction)
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
if (d->direction == direction)
|
|
return;
|
|
|
|
if (state() == Stopped) {
|
|
if (direction == Backward) {
|
|
d->currentTime = duration();
|
|
d->currentLoop = d->loopCount - 1;
|
|
} else {
|
|
d->currentTime = 0;
|
|
d->currentLoop = 0;
|
|
}
|
|
}
|
|
|
|
// the commands order below is important: first we need to setCurrentTime with the old direction,
|
|
// then update the direction on this and all children and finally restart the pauseTimer if needed
|
|
if (d->hasRegisteredTimer)
|
|
QAnimationTimer::ensureTimerUpdate();
|
|
|
|
d->direction = direction;
|
|
updateDirection(direction);
|
|
|
|
if (d->hasRegisteredTimer)
|
|
// needed to update the timer interval in case of a pause animation
|
|
QAnimationTimer::updateAnimationTimer();
|
|
|
|
emit directionChanged(direction);
|
|
}
|
|
|
|
/*!
|
|
\property QAbstractAnimation::duration
|
|
\brief the duration of the animation.
|
|
|
|
If the duration is -1, it means that the duration is undefined.
|
|
In this case, loopCount is ignored.
|
|
*/
|
|
|
|
/*!
|
|
\property QAbstractAnimation::loopCount
|
|
\brief the loop count of the animation
|
|
|
|
This property describes the loop count of the animation as an integer.
|
|
By default this value is 1, indicating that the animation
|
|
should run once only, and then stop. By changing it you can let the
|
|
animation loop several times. With a value of 0, the animation will not
|
|
run at all, and with a value of -1, the animation will loop forever
|
|
until stopped.
|
|
It is not supported to have loop on an animation that has an undefined
|
|
duration. It will only run once.
|
|
*/
|
|
int QAbstractAnimation::loopCount() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->loopCount;
|
|
}
|
|
void QAbstractAnimation::setLoopCount(int loopCount)
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
d->loopCount = loopCount;
|
|
}
|
|
|
|
/*!
|
|
\property QAbstractAnimation::currentLoop
|
|
\brief the current loop of the animation
|
|
|
|
This property describes the current loop of the animation. By default,
|
|
the animation's loop count is 1, and so the current loop will
|
|
always be 0. If the loop count is 2 and the animation runs past its
|
|
duration, it will automatically rewind and restart at current time 0, and
|
|
current loop 1, and so on.
|
|
|
|
When the current loop changes, QAbstractAnimation emits the
|
|
currentLoopChanged() signal.
|
|
*/
|
|
int QAbstractAnimation::currentLoop() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->currentLoop;
|
|
}
|
|
|
|
/*!
|
|
\fn virtual int QAbstractAnimation::duration() const = 0
|
|
|
|
This pure virtual function returns the duration of the animation, and
|
|
defines for how long QAbstractAnimation should update the current
|
|
time. This duration is local, and does not include the loop count.
|
|
|
|
A return value of -1 indicates that the animation has no defined duration;
|
|
the animation should run forever until stopped. This is useful for
|
|
animations that are not time driven, or where you cannot easily predict
|
|
its duration (e.g., event driven audio playback in a game).
|
|
|
|
If the animation is a parallel QAnimationGroup, the duration will be the longest
|
|
duration of all its animations. If the animation is a sequential QAnimationGroup,
|
|
the duration will be the sum of the duration of all its animations.
|
|
\sa loopCount
|
|
*/
|
|
|
|
/*!
|
|
Returns the total and effective duration of the animation, including the
|
|
loop count.
|
|
|
|
\sa duration(), currentTime
|
|
*/
|
|
int QAbstractAnimation::totalDuration() const
|
|
{
|
|
int dura = duration();
|
|
if (dura <= 0)
|
|
return dura;
|
|
int loopcount = loopCount();
|
|
if (loopcount < 0)
|
|
return -1;
|
|
return dura * loopcount;
|
|
}
|
|
|
|
/*!
|
|
Returns the current time inside the current loop. It can go from 0 to duration().
|
|
|
|
\sa duration(), currentTime
|
|
*/
|
|
|
|
int QAbstractAnimation::currentLoopTime() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->currentTime;
|
|
}
|
|
|
|
/*!
|
|
\property QAbstractAnimation::currentTime
|
|
\brief the current time and progress of the animation
|
|
|
|
This property describes the animation's current time. You can change the
|
|
current time by calling setCurrentTime, or you can call start() and let
|
|
the animation run, setting the current time automatically as the animation
|
|
progresses.
|
|
|
|
The animation's current time starts at 0, and ends at totalDuration().
|
|
|
|
\sa loopCount, currentLoopTime()
|
|
*/
|
|
int QAbstractAnimation::currentTime() const
|
|
{
|
|
Q_D(const QAbstractAnimation);
|
|
return d->totalCurrentTime;
|
|
}
|
|
void QAbstractAnimation::setCurrentTime(int msecs)
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
msecs = qMax(msecs, 0);
|
|
|
|
// Calculate new time and loop.
|
|
int dura = duration();
|
|
int totalDura = dura <= 0 ? dura : ((d->loopCount < 0) ? -1 : dura * d->loopCount);
|
|
if (totalDura != -1)
|
|
msecs = qMin(totalDura, msecs);
|
|
d->totalCurrentTime = msecs;
|
|
|
|
// Update new values.
|
|
int oldLoop = d->currentLoop;
|
|
d->currentLoop = ((dura <= 0) ? 0 : (msecs / dura));
|
|
if (d->currentLoop == d->loopCount) {
|
|
//we're at the end
|
|
d->currentTime = qMax(0, dura);
|
|
d->currentLoop = qMax(0, d->loopCount - 1);
|
|
} else {
|
|
if (d->direction == Forward) {
|
|
d->currentTime = (dura <= 0) ? msecs : (msecs % dura);
|
|
} else {
|
|
d->currentTime = (dura <= 0) ? msecs : ((msecs - 1) % dura) + 1;
|
|
if (d->currentTime == dura)
|
|
--d->currentLoop;
|
|
}
|
|
}
|
|
|
|
updateCurrentTime(d->currentTime);
|
|
if (d->currentLoop != oldLoop)
|
|
emit currentLoopChanged(d->currentLoop);
|
|
|
|
// All animations are responsible for stopping the animation when their
|
|
// own end state is reached; in this case the animation is time driven,
|
|
// and has reached the end.
|
|
if ((d->direction == Forward && d->totalCurrentTime == totalDura)
|
|
|| (d->direction == Backward && d->totalCurrentTime == 0)) {
|
|
stop();
|
|
}
|
|
}
|
|
|
|
/*!
|
|
Starts the animation. The \a policy argument says whether or not the
|
|
animation should be deleted when it's done. When the animation starts, the
|
|
stateChanged() signal is emitted, and state() returns Running. When control
|
|
reaches the event loop, the animation will run by itself, periodically
|
|
calling updateCurrentTime() as the animation progresses.
|
|
|
|
If the animation is currently stopped or has already reached the end,
|
|
calling start() will rewind the animation and start again from the beginning.
|
|
When the animation reaches the end, the animation will either stop, or
|
|
if the loop level is more than 1, it will rewind and continue from the beginning.
|
|
|
|
If the animation is already running, this function does nothing.
|
|
|
|
\sa stop(), state()
|
|
*/
|
|
void QAbstractAnimation::start(DeletionPolicy policy)
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
if (d->state == Running)
|
|
return;
|
|
d->deleteWhenStopped = policy;
|
|
d->setState(Running);
|
|
}
|
|
|
|
/*!
|
|
Stops the animation. When the animation is stopped, it emits the stateChanged()
|
|
signal, and state() returns Stopped. The current time is not changed.
|
|
|
|
If the animation stops by itself after reaching the end (i.e.,
|
|
currentLoopTime() == duration() and currentLoop() > loopCount() - 1), the
|
|
finished() signal is emitted.
|
|
|
|
\sa start(), state()
|
|
*/
|
|
void QAbstractAnimation::stop()
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
|
|
if (d->state == Stopped)
|
|
return;
|
|
|
|
d->setState(Stopped);
|
|
}
|
|
|
|
/*!
|
|
Pauses the animation. When the animation is paused, state() returns Paused.
|
|
The value of currentTime will remain unchanged until resume() or start()
|
|
is called. If you want to continue from the current time, call resume().
|
|
|
|
\sa start(), state(), resume()
|
|
*/
|
|
void QAbstractAnimation::pause()
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
if (d->state == Stopped) {
|
|
qWarning("QAbstractAnimation::pause: Cannot pause a stopped animation");
|
|
return;
|
|
}
|
|
|
|
d->setState(Paused);
|
|
}
|
|
|
|
/*!
|
|
Resumes the animation after it was paused. When the animation is resumed,
|
|
it emits the resumed() and stateChanged() signals. The currenttime is not
|
|
changed.
|
|
|
|
\sa start(), pause(), state()
|
|
*/
|
|
void QAbstractAnimation::resume()
|
|
{
|
|
Q_D(QAbstractAnimation);
|
|
if (d->state != Paused) {
|
|
qWarning("QAbstractAnimation::resume: "
|
|
"Cannot resume an animation that is not paused");
|
|
return;
|
|
}
|
|
|
|
d->setState(Running);
|
|
}
|
|
|
|
/*!
|
|
If \a paused is true, the animation is paused.
|
|
If \a paused is false, the animation is resumed.
|
|
|
|
\sa state(), pause(), resume()
|
|
*/
|
|
void QAbstractAnimation::setPaused(bool paused)
|
|
{
|
|
if (paused)
|
|
pause();
|
|
else
|
|
resume();
|
|
}
|
|
|
|
|
|
/*!
|
|
\reimp
|
|
*/
|
|
bool QAbstractAnimation::event(QEvent *event)
|
|
{
|
|
return QObject::event(event);
|
|
}
|
|
|
|
/*!
|
|
\fn virtual void QAbstractAnimation::updateCurrentTime(int currentTime) = 0;
|
|
|
|
This pure virtual function is called every time the animation's
|
|
\a currentTime changes.
|
|
|
|
\sa updateState()
|
|
*/
|
|
|
|
/*!
|
|
This virtual function is called by QAbstractAnimation when the state
|
|
of the animation is changed from \a oldState to \a newState.
|
|
|
|
\sa start(), stop(), pause(), resume()
|
|
*/
|
|
void QAbstractAnimation::updateState(QAbstractAnimation::State newState,
|
|
QAbstractAnimation::State oldState)
|
|
{
|
|
Q_UNUSED(oldState);
|
|
Q_UNUSED(newState);
|
|
}
|
|
|
|
/*!
|
|
This virtual function is called by QAbstractAnimation when the direction
|
|
of the animation is changed. The \a direction argument is the new direction.
|
|
|
|
\sa setDirection(), direction()
|
|
*/
|
|
void QAbstractAnimation::updateDirection(QAbstractAnimation::Direction direction)
|
|
{
|
|
Q_UNUSED(direction);
|
|
}
|
|
|
|
|
|
QT_END_NAMESPACE
|
|
|
|
#include "moc_qabstractanimation.cpp"
|
|
|
|
#endif //QT_NO_ANIMATION
|