* startElementAnimation -> animateElement
* animate -> animateItem * frames -> framesPerSecond * use the curve shape as provided by the animator * get rid of the use of QTimeLine * this cuts down on the number of objects and timer events dramatically in the case of multiple simultaneous animations * all animations now update on the same tick * simplifies the management code a -lot- though now i need to do a lot more of the math TODO: implement interval updating based on the curve shape; otherwise, works pretty well =) svn path=/trunk/KDE/kdebase/workspace/libs/plasma/; revision=679871
This commit is contained in:
parent
1ba292c158
commit
45ee70aa26
386
phase.cpp
386
phase.cpp
@ -19,7 +19,6 @@
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#include "phase.h"
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#include <QGraphicsItem>
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#include <QTimeLine>
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#include <KConfig>
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#include <KConfigGroup>
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@ -31,18 +30,25 @@
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namespace Plasma
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{
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struct AnimationState
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{
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QGraphicsItem* item;
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Phase::Animation animation;
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Phase::CurveShape curve;
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int interval;
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int currentInterval;
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int frames;
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int currentFrame;
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};
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struct ElementAnimationState
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{
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QGraphicsItem* item;
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QTimeLine* timeline;
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Phase::CurveShape curve;
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Phase::ElementAnimation animation;
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int interval;
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int currentInterval;
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int frames;
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int currentFrame;
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int id;
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@ -55,26 +61,47 @@ class Phase::Private
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Private()
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: animator(0),
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animId(0)
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animId(0),
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timerId(0)
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{
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}
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~Private()
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{
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// delete animator; Animator is a QObject
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// TimeLine's are parented to us, and we don't own the items
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qDeleteAll(animatedItems);
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qDeleteAll(animatedElements);
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// Animator is a QObject
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// and we don't own the items
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}
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void performAnimation(qreal amount, const AnimationState* state)
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{
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switch (state->animation) {
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case Phase::Appear:
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animator->appear(amount, state->item);
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break;
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case Phase::Disappear:
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animator->disappear(amount, state->item);
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break;
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case Phase::Activate:
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animator->activate(amount, state->item);
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break;
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case Phase::FrameAppear:
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animator->frameAppear(amount, state->item, QRegion()); //FIXME: what -is- the frame region?
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break;
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}
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}
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Animator* animator;
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int animId;
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int timerId;
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QTime time;
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//TODO: eventually perhaps we should allow multiple animations simulataneously
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// which would imply changing this to a QMap<QGraphicsItem*, QList<QTimeLine*> >
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// and really making the code fun ;)
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QMap<QGraphicsItem*, QTimeLine*> theAnimated;
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QMap<QTimeLine*, AnimationState> animations;
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QMap<Phase::AnimId, ElementAnimationState> theAnimatedElements;
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QMap<QTimeLine*, Phase::AnimId> elementAnimations;
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QMap<QGraphicsItem*, AnimationState*> animatedItems;
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QMap<Phase::AnimId, ElementAnimationState*> animatedElements;
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};
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class PhaseSingleton
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@ -111,133 +138,49 @@ void Phase::appletDestroyed(QObject* o)
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return;
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}
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QMap<QGraphicsItem*, QTimeLine*>::iterator it = d->theAnimated.find(item);
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if (it == d->theAnimated.end()) {
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return;
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}
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d->animations.erase(d->animations.find(it.value()));
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d->theAnimated.erase(it);
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QMap<QGraphicsItem*, AnimationState*>::iterator it = d->animatedItems.find(item);
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if (it != d->animatedItems.end()) {
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delete it.value();
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d->animatedItems.erase(it);
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}
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}
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void Phase::animate(QGraphicsItem* item, Animation animation)
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void Phase::animateItem(QGraphicsItem* item, Animation animation)
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{
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QMap<QGraphicsItem*, QTimeLine*>::iterator it = d->theAnimated.find(item);
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if (it != d->theAnimated.end()) {
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// get rid of any existing animations on this item.
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//TODO: shoudl we allow multiple anims per item?
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QMap<QGraphicsItem*, AnimationState*>::iterator it = d->animatedItems.find(item);
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if (it != d->animatedItems.end()) {
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delete it.value();
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d->animations.erase(d->animations.find(it.value()));
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d->animatedItems.erase(it);
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}
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//TODO: allow the animator to define this?
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QTimeLine::CurveShape curveShape = QTimeLine::EaseInOutCurve;
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int frames = d->animator->framesPerSecond(animation);
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if (frames < 1) {
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// evidently this animator doesn't have an implementation
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// for this Animation
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return;
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}
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AnimationState state;
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state.item = item;
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state.animation = animation;
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AnimationState* state = new AnimationState;
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state->item = item;
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state->animation = animation;
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state->curve = d->animator->curve(animation);
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//TODO: variance in times based on the value of animation
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state.frames = frames / 3;
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state->frames = frames / 3;
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state->currentFrame = 0;
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state->interval = 333 / state->frames;
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state->interval = (state->interval / 40) * 40;
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state->currentInterval = state->interval;
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//TODO: variance in times based on the value of animation
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QTimeLine* timeLine = new QTimeLine(333, this);
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timeLine->setFrameRange(0, state.frames);
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timeLine->setCurveShape(curveShape);
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d->animatedItems[item] = state;
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d->performAnimation(0, state);
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d->animations[timeLine] = state;
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d->theAnimated[item] = timeLine;
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connect(timeLine, SIGNAL(frameChanged(int)), this, SLOT(advanceFrame(int)));
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connect(timeLine, SIGNAL(finished()), this, SLOT(animationComplete()));
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timeLine->start();
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advanceFrame(0, timeLine);
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}
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void Phase::advanceFrame(int frame)
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{
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QTimeLine* timeLine = dynamic_cast<QTimeLine*>(sender());
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if (!timeLine) {
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//kDebug() << "Phase::advanceFrame found no timeLine!" << endl;
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return;
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if (!d->timerId) {
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d->timerId = startTimer(40);
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d->time.restart();
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}
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advanceFrame(frame, timeLine);
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}
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void Phase::advanceFrame(int frame, QTimeLine* timeLine)
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{
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QMap<QTimeLine*, AnimationState>::iterator it = d->animations.find(timeLine);
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if (it == d->animations.end()) {
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//kDebug() << "Phase::advanceFrame found no entry in animations!" << endl;
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return;
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}
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AnimationState state = it.value();
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qreal progress = state.frames;
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progress = frame / progress;
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switch (state.animation) {
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case Appear:
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d->animator->appear(progress, state.item);
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break;
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case Disappear:
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d->animator->disappear(progress, state.item);
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break;
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case Activate:
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d->animator->activate(progress, state.item);
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break;
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case FrameAppear:
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d->animator->frameAppear(progress, state.item, QRegion()); //FIXME: what -is- the frame region?
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break;
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}
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}
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void Phase::animationComplete()
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{
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QTimeLine* tl = dynamic_cast<QTimeLine*>(sender());
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if (!tl) {
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return;
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}
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QMap<QTimeLine*, AnimationState>::iterator it = d->animations.find(tl);
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if (it == d->animations.end()) {
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return;
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}
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AnimationState state = it.value();
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switch (state.animation) {
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case Appear:
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d->animator->appear(1, state.item);
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break;
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case Disappear:
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d->animator->disappear(1, state.item);
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break;
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case Activate:
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d->animator->activate(1, state.item);
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break;
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case FrameAppear:
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d->animator->frameAppear(1, state.item, QRegion()); //FIXME: what -is- the frame region?
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break;
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}
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QMap<QGraphicsItem*, QTimeLine*>::iterator animIt = d->theAnimated.find(state.item);
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if (animIt != d->theAnimated.end()) {
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d->theAnimated.erase(animIt);
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}
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d->animations.erase(it);
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tl->deleteLater();
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}
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void Phase::render(QGraphicsItem* item, QImage& image, RenderOp op)
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@ -250,159 +193,166 @@ void Phase::render(QGraphicsItem* item, QImage& image, RenderOp op)
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}
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}
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Phase::AnimId Phase::startElementAnimation(QGraphicsItem *item, ElementAnimation animation)
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Phase::AnimId Phase::animateElement(QGraphicsItem *item, ElementAnimation animation)
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{
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//kDebug() << "startElementAnimation(AnimId " << animation << ")" << endl;
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//TODO: allow the animator to define this?
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QTimeLine::CurveShape curveShape = QTimeLine::EaseInOutCurve;
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ElementAnimationState state;
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state.item = item;
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state.animation = animation;
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ElementAnimationState *state = new ElementAnimationState;
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state->item = item;
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state->curve = d->animator->curve(animation);
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state->animation = animation;
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//TODO: variance in times based on the value of animation
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state.frames = d->animator->framesPerSecond(animation) / 3;
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state.currentFrame = 0;
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state.id = ++d->animId;
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state->frames = d->animator->framesPerSecond(animation) / 5;
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state->currentFrame = 0;
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state->interval = 200 / state->frames;
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state->interval = (state->interval / 40) * 40;
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state->currentInterval = state->interval;
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state->id = ++d->animId;
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if (state.frames < 1) {
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state.frames = 1;
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state.currentFrame = 1;
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state.timeline = 0;
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} else {
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//TODO: variance in times based on the value of animation
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state.timeline = new QTimeLine(200, this);
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state.timeline->setFrameRange(0, state.frames);
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state.timeline->setCurveShape(curveShape);
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connect(state.timeline, SIGNAL(frameChanged(int)), this, SLOT(advanceElementFrame(int)));
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connect(state.timeline, SIGNAL(finished()), this, SLOT(elementAnimationComplete()));
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state.timeline->start();
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//kDebug() << "animateElement " << animation << ", interval: " << state->interval << ", frames: " << state->frames << endl;
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bool needTimer = true;
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if (state->frames < 1) {
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state->frames = 1;
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state->currentFrame = 1;
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needTimer = false;
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}
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d->elementAnimations[state.timeline] = state.id;
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d->theAnimatedElements[state.id] = state;
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d->animatedElements[state->id] = state;
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state->item->update();
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//TODO: this is a bit wasteful; perhaps we should pass in state itself?
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advanceElementFrame(0, state.id);
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//kDebug() << "startElementAnimation(AnimId " << animation << ") returning " << state->id << endl;
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if (needTimer && !d->timerId) {
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// start a 20fps timer;
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//TODO: should be started at the maximum frame rate needed only?
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d->timerId = startTimer(40);
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d->time.restart();
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}
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//kDebug() << "startElementAnimation(AnimId " << animation << ") returning " << state.id << endl;
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return state.id;
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return state->id;
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}
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void Phase::stopElementAnimation(AnimId id)
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{
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//kDebug() << "stopElementAnimation(AnimId " << id << ")" << endl;
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QMap<AnimId, ElementAnimationState>::iterator it = d->theAnimatedElements.find(id);
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if (it == d->theAnimatedElements.end()) {
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return;
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QMap<AnimId, ElementAnimationState*>::iterator it = d->animatedElements.find(id);
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if (it != d->animatedElements.end()) {
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delete it.value();
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d->animatedElements.erase(it);
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}
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if (it.value().timeline) {
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d->elementAnimations.erase(d->elementAnimations.find(it.value().timeline));
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//delete it.value().timeline;
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it.value().timeline = 0;
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}
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d->theAnimatedElements.erase(it);
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//kDebug() << "stopElementAnimation(AnimId " << id << ") done" << endl;
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}
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void Phase::setAnimationPixmap(AnimId id, const QPixmap &pixmap)
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{
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QMap<AnimId, ElementAnimationState>::iterator it = d->theAnimatedElements.find(id);
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QMap<AnimId, ElementAnimationState*>::iterator it = d->animatedElements.find(id);
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if (it == d->theAnimatedElements.end()) {
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if (it == d->animatedElements.end()) {
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kDebug() << "Phase::setAnimationPixmap(" << id << ") found no entry for it!" << endl;
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return;
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}
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it.value().pixmap = pixmap;
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it.value()->pixmap = pixmap;
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}
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QPixmap Phase::animationResult(AnimId id)
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{
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QMap<AnimId, ElementAnimationState>::const_iterator it = d->theAnimatedElements.find(id);
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QMap<AnimId, ElementAnimationState*>::const_iterator it = d->animatedElements.find(id);
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if (it == d->theAnimatedElements.constEnd()) {
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if (it == d->animatedElements.constEnd()) {
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kDebug() << "Phase::animationResult(" << id << ") found no entry for it!" << endl;
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return QPixmap();
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}
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qreal progress = it.value().frames;
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ElementAnimationState* state = it.value();
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qreal progress = state->frames;
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//kDebug() << "Phase::animationResult(" << id << " at " << progress << endl;
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progress = it.value().currentFrame / progress;
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progress = state->currentFrame / progress;
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progress = qMin(1.0, qMax(0.0, progress));
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//kDebug() << "Phase::animationResult(" << id << " at " << progress << endl;
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switch (it.value().animation) {
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switch (state->animation) {
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case ElementAppear:
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return d->animator->elementAppear(progress, it.value().pixmap);
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return d->animator->elementAppear(progress, state->pixmap);
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break;
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case ElementDisappear:
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return d->animator->elementDisappear(progress, it.value().pixmap);
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return d->animator->elementDisappear(progress, state->pixmap);
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break;
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}
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return it.value().pixmap;
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return state->pixmap;
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}
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void Phase::advanceElementFrame(int frame)
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void Phase::timerEvent(QTimerEvent *event)
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{
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QTimeLine* timeline = dynamic_cast<QTimeLine*>(sender());
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Q_UNUSED(event)
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bool animationsRemain = false;
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int elapsed = 40;
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if (d->time.elapsed() > elapsed) {
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elapsed = d->time.elapsed();
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}
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d->time.restart();
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// kDebug() << "timeEvent, elapsed time: " << elapsed << endl;
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if (!timeline) {
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kDebug() << "Phase::advanceElementFrame found no timeLine!" << endl;
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return;
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foreach (AnimationState* state, d->animatedItems) {
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if (state->currentInterval <= elapsed) {
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// we need to step forward!
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qreal progress = state->frames;
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progress = state->currentFrame / progress;
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progress = qMin(1.0, qMax(0.0, progress));
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d->performAnimation(progress, state);
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state->currentFrame += qMax(1, elapsed / state->interval);
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if (state->currentFrame < state->frames) {
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state->currentInterval = state->interval;
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//TODO: calculate a proper interval based on the curve
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state->interval *= 1 - progress;
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animationsRemain = true;
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} else {
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d->performAnimation(1, state);
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d->animatedItems.erase(d->animatedItems.find(state->item));
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delete state;
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}
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} else {
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state->currentInterval -= elapsed;
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animationsRemain = true;
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}
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}
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QMap<QTimeLine*, Phase::AnimId>::const_iterator it = d->elementAnimations.find(timeline);
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if (it == d->elementAnimations.constEnd()) {
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kDebug() << "Phase::advanceElementFrame found no entry in animations!" << endl;
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return;
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foreach (ElementAnimationState* state, d->animatedElements) {
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if (state->currentFrame == state->frames) {
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// since we keep element animations around until they are
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// removed, we will end up with finished animations in the queue;
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// just skip them
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//TODO: should we move them to a separate QMap?
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continue;
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}
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advanceElementFrame(frame, it.value());
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}
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if (state->currentInterval <= elapsed) {
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// we need to step forward!
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/* kDebug() << "stepping forwards element anim " << state->id << " from " << state->currentFrame
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<< " by " << qMax(1, elapsed / state->interval) << " to "
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<< state->currentFrame + qMax(1, elapsed / state->interval) << endl;*/
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state->currentFrame += qMax(1, elapsed / state->interval);
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state->item->update();
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void Phase::advanceElementFrame(int frame, AnimId id)
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{
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QMap<Phase::AnimId, ElementAnimationState>::iterator it2 = d->theAnimatedElements.find(id);
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if (it2 == d->theAnimatedElements.end()) {
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kDebug() << "Phase::advanceElementFrame found no entry in animations!" << endl;
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return;
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if (state->currentFrame < state->frames) {
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state->currentInterval = state->interval;
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//TODO: calculate a proper interval based on the curve
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qreal progress = state->frames;
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progress = state->currentFrame / progress;
|
||||
progress = qMin(1.0, qMax(0.0, progress));
|
||||
state->interval *= 1 - progress;
|
||||
animationsRemain = true;
|
||||
}
|
||||
} else {
|
||||
state->currentInterval -= elapsed;
|
||||
animationsRemain = true;
|
||||
}
|
||||
}
|
||||
|
||||
it2.value().currentFrame = frame;
|
||||
it2.value().item->update();
|
||||
}
|
||||
|
||||
void Phase::elementAnimationComplete()
|
||||
{
|
||||
QTimeLine* tl = dynamic_cast<QTimeLine*>(sender());
|
||||
|
||||
if (!tl) {
|
||||
return;
|
||||
if (!animationsRemain && d->timerId) {
|
||||
killTimer(d->timerId);
|
||||
d->timerId = 0;
|
||||
}
|
||||
|
||||
QMap<QTimeLine*, Phase::AnimId>::iterator it = d->elementAnimations.find(tl);
|
||||
|
||||
if (it == d->elementAnimations.end()) {
|
||||
return;
|
||||
}
|
||||
//kDebug() << "elementAnimationComplete() " << it.value() << endl;
|
||||
|
||||
QMap<Phase::AnimId, ElementAnimationState>::iterator it2 = d->theAnimatedElements.find(it.value());
|
||||
if (it2 != d->theAnimatedElements.end()) {
|
||||
it2.value().timeline = 0;
|
||||
it2.value().currentFrame = it2.value().frames;
|
||||
it2.value().item->update();
|
||||
}
|
||||
|
||||
d->elementAnimations.erase(it);
|
||||
tl->deleteLater();
|
||||
}
|
||||
|
||||
void Phase::init()
|
||||
|
41
phase.h
41
phase.h
@ -48,8 +48,8 @@ public:
|
||||
|
||||
enum ElementAnimation
|
||||
{
|
||||
ElementAppear = 0,
|
||||
ElementDisappear
|
||||
ElementAppear = 0 /*<< Animate the appearance of an element */,
|
||||
ElementDisappear /*<< Animate the disappearance of an element */
|
||||
};
|
||||
|
||||
enum RenderOp
|
||||
@ -57,6 +57,14 @@ public:
|
||||
RenderBackground = 0 /*<< Render the background of an item */
|
||||
};
|
||||
|
||||
enum CurveShape
|
||||
{
|
||||
EaseInCurve = 0,
|
||||
EaseOutCurve,
|
||||
EaseInOutCurve,
|
||||
LinearCurve
|
||||
};
|
||||
|
||||
typedef int AnimId;
|
||||
|
||||
/**
|
||||
@ -67,7 +75,10 @@ public:
|
||||
explicit Phase(QObject * parent = 0);
|
||||
~Phase();
|
||||
|
||||
AnimId startElementAnimation(QGraphicsItem *obj, ElementAnimation);
|
||||
void animateItem(QGraphicsItem* item, Animation anim);
|
||||
void render(QGraphicsItem* item, QImage& image, RenderOp op);
|
||||
|
||||
AnimId animateElement(QGraphicsItem *obj, ElementAnimation);
|
||||
void stopElementAnimation(AnimId id);
|
||||
void setAnimationPixmap(AnimId id, const QPixmap &pixmap);
|
||||
QPixmap animationResult(AnimId id);
|
||||
@ -75,32 +86,12 @@ public:
|
||||
Q_SIGNALS:
|
||||
void animationComplete(QGraphicsItem *item, Animation anim);
|
||||
|
||||
public Q_SLOTS:
|
||||
void animate(QGraphicsItem* item, Animation anim);
|
||||
void render(QGraphicsItem* item, QImage& image, RenderOp op);
|
||||
protected:
|
||||
void timerEvent(QTimerEvent *event);
|
||||
|
||||
protected Q_SLOTS:
|
||||
void appletDestroyed(QObject*);
|
||||
|
||||
void advanceFrame(int frame, QTimeLine* timeLine);
|
||||
void advanceElementFrame(int frame);
|
||||
void advanceElementFrame(int frame, AnimId id);
|
||||
|
||||
/**
|
||||
* NEVER call this method directly, as it relies on sender()
|
||||
*/
|
||||
void advanceFrame(int frame);
|
||||
|
||||
/**
|
||||
* NEVER call this method directly, as it relies on sender()
|
||||
*/
|
||||
void animationComplete();
|
||||
|
||||
/**
|
||||
* NEVER call this method directly, as it relies on sender()
|
||||
*/
|
||||
void elementAnimationComplete();
|
||||
|
||||
private:
|
||||
void init();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user