/**************************************************************************** ** ** Copyright (C) 2011 Marco Martin ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Qt Components project. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor ** the names of its contributors may be used to endorse or promote ** products derived from this software without specific prior written ** permission. ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** $QT_END_LICENSE$ ** ****************************************************************************/ // The PageStack item defines a container for pages and a stack-based // navigation model. Pages can be defined as QML items or components. import QtQuick 1.1 import "." 0.1 import "PageStack.js" as Engine Item { id: root width: parent ? parent.width : 0 height: parent ? parent.height : 0 property int depth: Engine.getDepth() property Item currentPage: null property ToolBar toolBar property variant initialPage // Indicates whether there is an ongoing page transition. property bool busy: internal.ongoingTransitionCount > 0 // Pushes a page on the stack. // The page can be defined as a component, item or string. // If an item is used then the page will get re-parented. // If a string is used then it is interpreted as a url that is used to load a page component. // // The page can also be given as an array of pages. In this case all those pages will be pushed // onto the stack. The items in the stack can be components, items or strings just like for single // pages. Additionally an object can be used, which specifies a page and an optional properties // property. This can be used to push multiple pages while still giving each of them properties. // When an array is used the transition animation will only be to the last page. // // The properties argument is optional and allows defining a map of properties to set on the page. // If the immediate argument is true then no transition animation is performed. // Returns the page instance. function push(page, properties, immediate) { return Engine.push(page, properties, false, immediate); } // Pops a page off the stack. // If page is specified then the stack is unwound to that page, to unwind to the first page specify // page as null. If the immediate argument is true then no transition animation is performed. // Returns the page instance that was popped off the stack. function pop(page, immediate) { return Engine.pop(page, immediate); } // Replaces a page on the stack. // See push() for details. function replace(page, properties, immediate) { return Engine.push(page, properties, true, immediate); } // Clears the page stack. function clear() { return Engine.clear(); } // Iterates through all pages (top to bottom) and invokes the specified function. // If the specified function returns true the search stops and the find function // returns the page that the iteration stopped at. If the search doesn't result // in any page being found then null is returned. function find(func) { return Engine.find(func); } // Called when the page stack visibility changes. onVisibleChanged: { if (currentPage) { internal.setPageStatus(currentPage, visible ? PageStatus.Active : PageStatus.Inactive); if (visible) currentPage.visible = currentPage.parent.visible = true; } } onInitialPageChanged: { if (!internal.completed) { return } if (initialPage) { if (depth == 0) { push(initialPage, null, true) } else if (depth == 1) { replace(initialPage, null, true) } else { console.log("Cannot update PageStack.initialPage") } } } Component.onCompleted: { internal.completed = true if (initialPage && depth == 0) push(initialPage, null, true) } QtObject { id: internal // The number of ongoing transitions. property int ongoingTransitionCount: 0 //FIXME: there should be a way to access to theh without storing it in an ugly way property bool completed: false // Sets the page status. function setPageStatus(page, status) { if (page != null) { if (page.status !== undefined) { if (status == PageStatus.Active && page.status == PageStatus.Inactive) page.status = PageStatus.Activating; else if (status == PageStatus.Inactive && page.status == PageStatus.Active) page.status = PageStatus.Deactivating; page.status = status; } } } } // Component for page containers. Component { id: containerComponent Item { id: container width: parent ? parent.width : 0 height: parent ? parent.height : 0 // The states correspond to the different possible positions of the container. state: "Hidden" // The page held by this container. property Item page: null // The owner of the page. property Item owner: null // The width of the longer stack dimension property int stackWidth: Math.max(root.width, root.height) // Duration of transition animation (in ms) property int transitionDuration: 250 // Flag that indicates the container should be cleaned up after the transition has ended. property bool cleanupAfterTransition: false // Flag that indicates if page transition animation is running property bool transitionAnimationRunning: false // State to be set after previous state change animation has finished property string pendingState: "none" // Ensures that transition finish actions are executed // in case the object is destroyed before reaching the // end state of an ongoing transition Component.onDestruction: { if (transitionAnimationRunning) transitionEnded(); } // Sets pending state as current if state change is delayed onTransitionAnimationRunningChanged: { if (!transitionAnimationRunning && pendingState != "none") { state = pendingState; pendingState = "none"; } } // Handles state change depening on transition animation status function setState(newState) { if (transitionAnimationRunning) pendingState = newState; else state = newState; } // Performs a push enter transition. function pushEnter(immediate, orientationChanges) { if (!immediate) { if (orientationChanges) setState("LandscapeRight"); else setState("Right"); } setState(""); page.visible = true; if (root.visible && immediate) internal.setPageStatus(page, PageStatus.Active); } // Performs a push exit transition. function pushExit(replace, immediate, orientationChanges) { if (orientationChanges) setState(immediate ? "Hidden" : "LandscapeLeft"); else setState(immediate ? "Hidden" : "Left"); if (root.visible && immediate) internal.setPageStatus(page, PageStatus.Inactive); if (replace) { if (immediate) cleanup(); else cleanupAfterTransition = true; } } // Performs a pop enter transition. function popEnter(immediate, orientationChanges) { if (!immediate) state = orientationChanges ? "LandscapeLeft" : "Left"; setState(""); page.visible = true; if (root.visible && immediate) internal.setPageStatus(page, PageStatus.Active); } // Performs a pop exit transition. function popExit(immediate, orientationChanges) { if (orientationChanges) setState(immediate ? "Hidden" : "LandscapeRight"); else setState(immediate ? "Hidden" : "Right"); if (root.visible && immediate) internal.setPageStatus(page, PageStatus.Inactive); if (immediate) cleanup(); else cleanupAfterTransition = true; } // Called when a transition has started. function transitionStarted() { transitionAnimationRunning = true; internal.ongoingTransitionCount++; if (root.visible) { internal.setPageStatus(page, (state == "") ? PageStatus.Activating : PageStatus.Deactivating); } } // Called when a transition has ended. function transitionEnded() { if (state != "") state = "Hidden"; if (root.visible) internal.setPageStatus(page, (state == "") ? PageStatus.Active : PageStatus.Inactive); internal.ongoingTransitionCount--; transitionAnimationRunning = false; if (cleanupAfterTransition) cleanup(); } states: [ // Explicit properties for default state. State { name: "" PropertyChanges { target: container; visible: true; opacity: 1 } }, // Start state for pop entry, end state for push exit. State { name: "Left" PropertyChanges { target: container; x: -width / 2; opacity: 0 } }, // Start state for pop entry, end state for push exit // when exiting portrait and entering landscape. State { name: "LandscapeLeft" PropertyChanges { target: container; x: -stackWidth / 2; opacity: 0 } }, // Start state for push entry, end state for pop exit. State { name: "Right" PropertyChanges { target: container; x: width / 2; opacity: 0 } }, // Start state for push entry, end state for pop exit // when exiting portrait and entering landscape. State { name: "LandscapeRight" PropertyChanges { target: container; x: stackWidth / 2; opacity: 0 } }, // Inactive state. State { name: "Hidden" PropertyChanges { target: container; visible: false } } ] transitions: [ // Push exit transition Transition { from: ""; to: "Left" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } ScriptAction { script: transitionEnded() } } }, // Pop entry transition Transition { from: "Left"; to: "" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } ScriptAction { script: transitionEnded() } } }, // Push exit transition landscape Transition { from: ""; to: "LandscapeLeft" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } ScriptAction { script: transitionEnded() } } }, // Pop entry transition landscape Transition { from: "LandscapeLeft"; to: "" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } ScriptAction { script: transitionEnded() } } }, // Pop exit transition Transition { from: ""; to: "Right" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } // Workaround for transition animation bug causing ghost view with page pop transition animation // TODO: Root cause still unknown PropertyAnimation {} ScriptAction { script: transitionEnded() } } }, // Push entry transition Transition { from: "Right"; to: "" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } ScriptAction { script: transitionEnded() } } }, // Pop exit transition landscape Transition { from: ""; to: "LandscapeRight" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } // Workaround for transition animation bug causing ghost view with page pop transition animation // TODO: Root cause still unknown PropertyAnimation {} ScriptAction { script: transitionEnded() } } }, // Push entry transition landscape Transition { from: "LandscapeRight"; to: "" SequentialAnimation { ScriptAction { script: transitionStarted() } ParallelAnimation { PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration } PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration } } ScriptAction { script: transitionEnded() } } } ] // Cleans up the container and then destroys it. function cleanup() { if (page != null) { if (page.status == PageStatus.Active) { internal.setPageStatus(page, PageStatus.Inactive) } if (owner != container) { // container is not the owner of the page - re-parent back to original owner page.visible = false; page.anchors.fill = undefined page.parent = owner; } } container.destroy(); } } } }