plasma-framework/phase.cpp

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/*
* Copyright (C) 2007 Aaron Seigo <aseigo@kde.org>
* 2007 Alexis Ménard <darktears31@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Library General Public License version 2 as
* published by the Free Software Foundation
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details
*
* You should have received a copy of the GNU Library General Public
* License along with this program; if not, write to the
* Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "phase.h"
#include <QGraphicsItem>
#include <KConfig>
#include <KConfigGroup>
#include <KService>
#include <KServiceTypeTrader>
#include "animator.h"
namespace Plasma
{
struct AnimationState
{
QGraphicsItem* item;
Phase::Animation animation;
Phase::CurveShape curve;
int interval;
int currentInterval;
int frames;
int currentFrame;
};
struct ElementAnimationState
{
QGraphicsItem* item;
Phase::CurveShape curve;
Phase::ElementAnimation animation;
int interval;
int currentInterval;
int frames;
int currentFrame;
int id;
QPixmap pixmap;
};
struct MovementState
{
QGraphicsItem* item;
Phase::CurveShape curve;
Phase::Movement movement;
int interval;
int currentInterval;
int frames;
int currentFrame;
QPoint destination;
};
class Phase::Private
{
public:
Private()
: animator(0),
animId(0),
timerId(0)
{
}
~Private()
{
qDeleteAll(animatedItems);
qDeleteAll(animatedElements);
// Animator is a QObject
// and we don't own the items
}
void performAnimation(qreal amount, const AnimationState* state)
{
switch (state->animation) {
case Phase::Appear:
animator->appear(amount, state->item);
break;
case Phase::Disappear:
animator->disappear(amount, state->item);
break;
case Phase::Activate:
animator->activate(amount, state->item);
break;
case Phase::FrameAppear:
animator->frameAppear(amount, state->item, QRegion()); //FIXME: what -is- the frame region?
break;
}
}
void performMovement(qreal amount, const MovementState* state)
{
switch (state->movement) {
case Phase::SlideIn:
animator->slideIn(amount, state->item, state->destination);
break;
case Phase::SlideOut:
animator->slideOut(amount, state->item,state->destination);
break;
}
}
Animator* animator;
int animId;
int timerId;
QTime time;
//TODO: eventually perhaps we should allow multiple animations simulataneously
// which would imply changing this to a QMap<QGraphicsItem*, QList<QTimeLine*> >
// and really making the code fun ;)
QMap<QGraphicsItem*, AnimationState*> animatedItems;
QMap<QGraphicsItem*, MovementState*> movingItems;
QMap<Phase::AnimId, ElementAnimationState*> animatedElements;
};
class PhaseSingleton
{
public:
Phase self;
};
K_GLOBAL_STATIC( PhaseSingleton, privateSelf )
Phase* Phase::self()
{
return &privateSelf->self;
}
Phase::Phase(QObject * parent)
: QObject(parent),
d(new Private)
{
init();
}
Phase::~Phase()
{
delete d;
}
void Phase::appletDestroyed(QObject* o)
{
QGraphicsItem* item = dynamic_cast<QGraphicsItem*>(o);
if (!item) {
return;
}
QMap<QGraphicsItem*, AnimationState*>::iterator it = d->animatedItems.find(item);
if (it != d->animatedItems.end()) {
delete it.value();
d->animatedItems.erase(it);
return;
}
QMap<QGraphicsItem*, MovementState*>::iterator it2 = d->movingItems.find(item);
if (it2 != d->movingItems.end()) {
delete it2.value();
d->movingItems.erase(it2);
}
}
void Phase::animateItem(QGraphicsItem* item, Animation animation)
{
//kDebug()<<k_funcinfo<<endl;
// get rid of any existing animations on this item.
//TODO: shoudl we allow multiple anims per item?
QMap<QGraphicsItem*, AnimationState*>::iterator it = d->animatedItems.find(item);
if (it != d->animatedItems.end()) {
delete it.value();
d->animatedItems.erase(it);
}
int frames = d->animator->framesPerSecond(animation);
if (frames < 1) {
// evidently this animator doesn't have an implementation
// for this Animation
return;
}
AnimationState* state = new AnimationState;
state->item = item;
state->animation = animation;
state->curve = d->animator->curve(animation);
//TODO: variance in times based on the value of animation
state->frames = frames / 3;
state->currentFrame = 0;
state->interval = 333 / state->frames;
state->interval = (state->interval / 40) * 40;
state->currentInterval = state->interval;
d->animatedItems[item] = state;
d->performAnimation(0, state);
if (!d->timerId) {
d->timerId = startTimer(40);
d->time.restart();
}
}
void Phase::moveItem(QGraphicsItem* item, Movement movement, const QPoint &destination)
{
//kDebug()<<k_funcinfo<<endl;
QMap<QGraphicsItem*, MovementState*>::iterator it = d->movingItems.find(item);
if (it != d->movingItems.end()) {
delete it.value();
d->movingItems.erase(it);
}
int frames = d->animator->framesPerSecond(movement);
if (frames < 1) {
// evidently this animator doesn't have an implementation
// for this Animation
return;
}
MovementState* state = new MovementState;
state->destination=destination;
state->item = item;
state->movement = movement;
state->curve = d->animator->curve(movement);
//TODO: variance in times based on the value of animation
state->frames = frames / 2;
state->currentFrame = 0;
state->interval = 500 / state->frames;
state->interval = (state->interval / 40) * 40;
state->currentInterval = state->interval;
d->movingItems[item] = state;
d->performMovement(0, state);
if (!d->timerId) {
d->timerId = startTimer(40);
d->time.restart();
}
}
void Phase::render(QGraphicsItem* item, QImage& image, RenderOp op)
{
Q_UNUSED(item);
switch (op) {
case RenderBackground:
d->animator->renderBackground(image);
break;
}
}
Phase::AnimId Phase::animateElement(QGraphicsItem *item, ElementAnimation animation)
{
//kDebug() << "startElementAnimation(AnimId " << animation << ")" << endl;
ElementAnimationState *state = new ElementAnimationState;
state->item = item;
state->curve = d->animator->curve(animation);
state->animation = animation;
//TODO: variance in times based on the value of animation
state->frames = d->animator->framesPerSecond(animation) / 5;
state->currentFrame = 0;
state->interval = 200 / state->frames;
state->interval = (state->interval / 40) * 40;
state->currentInterval = state->interval;
state->id = ++d->animId;
//kDebug() << "animateElement " << animation << ", interval: " << state->interval << ", frames: " << state->frames << endl;
bool needTimer = true;
if (state->frames < 1) {
state->frames = 1;
state->currentFrame = 1;
needTimer = false;
}
d->animatedElements[state->id] = state;
state->item->update();
//kDebug() << "startElementAnimation(AnimId " << animation << ") returning " << state->id << endl;
if (needTimer && !d->timerId) {
// start a 20fps timer;
//TODO: should be started at the maximum frame rate needed only?
d->timerId = startTimer(40);
d->time.restart();
}
return state->id;
}
void Phase::stopElementAnimation(AnimId id)
{
QMap<AnimId, ElementAnimationState*>::iterator it = d->animatedElements.find(id);
if (it != d->animatedElements.end()) {
delete it.value();
d->animatedElements.erase(it);
}
//kDebug() << "stopElementAnimation(AnimId " << id << ") done" << endl;
}
void Phase::setAnimationPixmap(AnimId id, const QPixmap &pixmap)
{
QMap<AnimId, ElementAnimationState*>::iterator it = d->animatedElements.find(id);
if (it == d->animatedElements.end()) {
kDebug() << "Phase::setAnimationPixmap(" << id << ") found no entry for it!" << endl;
return;
}
it.value()->pixmap = pixmap;
}
QPixmap Phase::animationResult(AnimId id)
{
QMap<AnimId, ElementAnimationState*>::const_iterator it = d->animatedElements.find(id);
if (it == d->animatedElements.constEnd()) {
//kDebug() << "Phase::animationResult(" << id << ") found no entry for it!" << endl;
return QPixmap();
}
ElementAnimationState* state = it.value();
qreal progress = state->frames;
//kDebug() << "Phase::animationResult(" << id << " at " << progress << endl;
progress = state->currentFrame / progress;
progress = qMin(1.0, qMax(0.0, progress));
//kDebug() << "Phase::animationResult(" << id << " at " << progress << endl;
switch (state->animation) {
case ElementAppear:
return d->animator->elementAppear(progress, state->pixmap);
break;
case ElementDisappear:
return d->animator->elementDisappear(progress, state->pixmap);
break;
}
return state->pixmap;
}
void Phase::timerEvent(QTimerEvent *event)
{
Q_UNUSED(event)
bool animationsRemain = false;
int elapsed = 40;
if (d->time.elapsed() > elapsed) {
elapsed = d->time.elapsed();
}
d->time.restart();
//kDebug() << "timeEvent, elapsed time: " << elapsed << endl;
foreach (AnimationState* state, d->animatedItems) {
if (state->currentInterval <= elapsed) {
// we need to step forward!
state->currentFrame += qMax(1, elapsed / state->interval);
if (state->currentFrame < state->frames) {
qreal progress = state->frames;
progress = state->currentFrame / progress;
progress = qMin(1.0, qMax(0.0, progress));
d->performAnimation(progress, state);
state->currentInterval = state->interval;
//TODO: calculate a proper interval based on the curve
state->interval *= 1 - progress;
animationsRemain = true;
} else {
d->performAnimation(1, state);
d->animatedItems.erase(d->animatedItems.find(state->item));
delete state;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
foreach (MovementState* state, d->movingItems) {
if (state->currentInterval <= elapsed) {
// we need to step forward!
state->currentFrame += qMax(1, elapsed / state->interval);
if (state->currentFrame < state->frames) {
qreal progress = state->frames;
progress = state->currentFrame / progress;
progress = qMin(1.0, qMax(0.0, progress));
//kDebug()<<progress<<endl;
d->performMovement(progress, state);
state->currentInterval = state->interval;
animationsRemain = true;
} else {
d->performMovement(1, state);
d->movingItems.erase(d->movingItems.find(state->item));
emit movementComplete(state->item);
delete state;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
foreach (ElementAnimationState* state, d->animatedElements) {
if (state->currentFrame == state->frames) {
// since we keep element animations around until they are
// removed, we will end up with finished animations in the queue;
// just skip them
//TODO: should we move them to a separate QMap?
continue;
}
if (state->currentInterval <= elapsed) {
// we need to step forward!
/* kDebug() << "stepping forwards element anim " << state->id << " from " << state->currentFrame
<< " by " << qMax(1, elapsed / state->interval) << " to "
<< state->currentFrame + qMax(1, elapsed / state->interval) << endl;*/
state->currentFrame += qMax(1, elapsed / state->interval);
state->item->update();
if (state->currentFrame < state->frames) {
state->currentInterval = state->interval;
//TODO: calculate a proper interval based on the curve
qreal progress = state->frames;
progress = state->currentFrame / progress;
progress = qMin(1.0, qMax(0.0, progress));
state->interval *= 1 - progress;
animationsRemain = true;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
if (!animationsRemain && d->timerId) {
killTimer(d->timerId);
d->timerId = 0;
}
}
void Phase::init()
{
KConfig c("plasmarc");
KConfigGroup cg(&c, "Phase");
QString pluginName = cg.readEntry("animator", "default");
if (!pluginName.isEmpty()) {
QString constraint = QString("[X-KDE-PluginInfo-Name] == '%1'").arg(pluginName);
KService::List offers = KServiceTypeTrader::self()->query("Plasma/Animator", constraint);
if (!offers.isEmpty()) {
d->animator = KService::createInstance<Plasma::Animator>(offers.first(), 0, QStringList());
}
}
if (!d->animator) {
d->animator = new Animator(this);
}
}
} // namespace Plasma
#include <phase.moc>