/* * Copyright (C) 2010 Bruno Abinader * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ #ifndef PLASMA_ANIMATIONS_WATER_P_H #define PLASMA_ANIMATIONS_WATER_P_H #include namespace Plasma { /* * @class Water plasma/animations/water_p.h * @short Water animation using ripple effect * * Simulates a water animation using ripple effect */ class WaterAnimation : public EasingAnimation { Q_OBJECT Q_PROPERTY(qint8 offset READ offset WRITE setOffset) public: /** * Default constructor * @param parent Animation object parent */ explicit WaterAnimation(QObject *parent = 0); /** * Returns the ripple offset. The ripple offset is the distance between neighbour pixels used to * calculate the wave propagation. * @return ripple offset */ qint8 offset() const; public slots: /** * Sets the ripple offset * @param offset ripple offset */ void setOffset(qint8 offset); protected: void updateState(QAbstractAnimation::State newState, QAbstractAnimation::State oldState); void updateEffectiveTime(int currentTime); private: qint8 m_offset; /** Ripple offset (default is 1) */ }; } // namespace Plasma #endif // PLASMA_ANIMATIONS_WATER_P_H