plasma-framework/declarativeimports/plasmacomponents/qml/PageStack.qml
Marco Martin 3777ae67ef very war enable of components
they will still not work due theme not being defined yet
2013-02-06 13:37:56 +01:00

539 lines
22 KiB
QML

/****************************************************************************
**
** Copyright (C) 2011 Marco Martin <mart@kde.org>
**
** 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 2.0
import "." 0.1
import "private/PageStack.js" as Engine
/**
* The PageStack component provides a stack-based navigation model that you can
* use in your application. A stack-based navigation model means that a page of
* content for your application is pushed onto a stack when the user navigates
* deeper into the application page hierarchy. The user can then go back to the
* previous page (or several pages back) by popping a page (or several pages)
* off the top of the stack.
*/
Item {
id: root
width: parent ? parent.width : 0
height: parent ? parent.height : 0
/** The number of pages on the page stack. */
property int depth: Engine.getDepth()
/** The page in the stack that is currently visible. */
property Item currentPage: null
/**
* The toolbar container for the tools associated with each page.
*
* If a toolbar is specified, the tools set for the current page is shown
* to the user.
*
* If toolbar is null, then no tools are shown even if a page does have
* tools.
*/
property ToolBar toolBar
/**
* The page to be automatically loaded when this PageStack component gets
* instantiated.
*/
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.
*
* Note: When the stack is empty, a push() or replace() does not perform a
* transition animation because there is no page to transition from. The
* only time this normally happens is when an application is starting up so
* it is not appropriate to have a transition animation anyway.
*
* @param type:variant page the page to push
* @param type:dict properties optional argument to define a map of
* properties to set on the page.
* @param type:bool immediate set to true to disable transition animations
*
* @return type:Page the page instance.
*/
function push(page, properties, immediate)
{
return Engine.push(page, properties, false, immediate);
}
/**
* Pops a page off the stack.
*
* @param type:Page page if page is specified then the stack is unwound to that
* page, to unwind to the first page specify page as null.
* @param type:bool immediate set to true to disable transition animations
*
* @return type:Page the page instance that was popped off the stack.
*/
function pop(page, immediate)
{
return Engine.pop(page, immediate);
}
/**
* Replaces the top-most page on the stack with page.
*
* As in the push() operation, you can use a component, item or string for
* the page, or even an array of pages. If the page is based on the Item
* element, the page is re-parented. As in the pop() operation, the
* replaced page on the stack is re-parented back to its original parent.
*
* @param type:variant page the page to push
* @param type:dict properties optional argument to define a map of
* properties to set on the page.
* @param type:bool immediate set to true to disable transition animations
*
* @return type:Page The new top page on the stack.
*/
function replace(page, properties, immediate)
{
return Engine.push(page, properties, true, immediate);
}
/** Clears the page stack of all pages. */
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.
*
* @param type:function func the function to call
* @return type:Page the found page or null
*/
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 actual parent of page: page will anchor to that
// in this case is container itself, not the case for PageRow
property Item pageParent: container
// 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();
}
}
}
}