3ac2a8c875
leak--
462 lines
19 KiB
QML
462 lines
19 KiB
QML
/****************************************************************************
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**
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** Copyright (C) 2011 Marco Martin <mart@kde.org>
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the Qt Components project.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** You may use this file under the terms of the BSD license as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
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** the names of its contributors may be used to endorse or promote
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** products derived from this software without specific prior written
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** permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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// The PageStack item defines a container for pages and a stack-based
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// navigation model. Pages can be defined as QML items or components.
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import QtQuick 1.1
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import "." 0.1
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import "PageStack.js" as Engine
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Item {
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id: root
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width: parent ? parent.width : 0
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height: parent ? parent.height : 0
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property int depth: Engine.getDepth()
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property Item currentPage: null
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property ToolBar toolBar
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property variant initialPage
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// Indicates whether there is an ongoing page transition.
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property bool busy: internal.ongoingTransitionCount > 0
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// Pushes a page on the stack.
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// The page can be defined as a component, item or string.
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// If an item is used then the page will get re-parented.
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// If a string is used then it is interpreted as a url that is used to load a page component.
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//
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// The page can also be given as an array of pages. In this case all those pages will be pushed
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// onto the stack. The items in the stack can be components, items or strings just like for single
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// pages. Additionally an object can be used, which specifies a page and an optional properties
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// property. This can be used to push multiple pages while still giving each of them properties.
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// When an array is used the transition animation will only be to the last page.
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//
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// The properties argument is optional and allows defining a map of properties to set on the page.
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// If the immediate argument is true then no transition animation is performed.
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// Returns the page instance.
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function push(page, properties, immediate)
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{
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return Engine.push(page, properties, false, immediate);
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}
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// Pops a page off the stack.
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// If page is specified then the stack is unwound to that page, to unwind to the first page specify
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// page as null. If the immediate argument is true then no transition animation is performed.
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// Returns the page instance that was popped off the stack.
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function pop(page, immediate)
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{
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return Engine.pop(page, immediate);
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}
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// Replaces a page on the stack.
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// See push() for details.
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function replace(page, properties, immediate)
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{
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return Engine.push(page, properties, true, immediate);
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}
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// Clears the page stack.
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function clear()
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{
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return Engine.clear();
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}
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// Iterates through all pages (top to bottom) and invokes the specified function.
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// If the specified function returns true the search stops and the find function
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// returns the page that the iteration stopped at. If the search doesn't result
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// in any page being found then null is returned.
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function find(func)
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{
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return Engine.find(func);
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}
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// Called when the page stack visibility changes.
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onVisibleChanged: {
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if (currentPage) {
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internal.setPageStatus(currentPage, visible ? PageStatus.Active : PageStatus.Inactive);
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if (visible)
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currentPage.visible = currentPage.parent.visible = true;
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}
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}
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onInitialPageChanged: {
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if (initialPage) {
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if (depth == 0)
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push(initialPage, null, true)
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else if (depth == 1)
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replace(initialPage, null, true)
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else
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console.log("Cannot update PageStack.initialPage")
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}
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}
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Component.onCompleted: {
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if (initialPage && depth == 0)
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push(initialPage, null, true)
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}
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QtObject {
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id: internal
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// The number of ongoing transitions.
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property int ongoingTransitionCount: 0
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// Sets the page status.
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function setPageStatus(page, status)
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{
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if (page != null) {
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if (page.status !== undefined) {
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if (status == PageStatus.Active && page.status == PageStatus.Inactive)
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page.status = PageStatus.Activating;
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else if (status == PageStatus.Inactive && page.status == PageStatus.Active)
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page.status = PageStatus.Deactivating;
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page.status = status;
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}
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}
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}
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}
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// Component for page containers.
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Component {
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id: containerComponent
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Item {
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id: container
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width: parent ? parent.width : 0
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height: parent ? parent.height : 0
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// The states correspond to the different possible positions of the container.
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state: "Hidden"
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// The page held by this container.
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property Item page: null
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// The owner of the page.
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property Item owner: null
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// The width of the longer stack dimension
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property int stackWidth: Math.max(root.width, root.height)
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// Duration of transition animation (in ms)
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property int transitionDuration: 250
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// Flag that indicates the container should be cleaned up after the transition has ended.
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property bool cleanupAfterTransition: false
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// Flag that indicates if page transition animation is running
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property bool transitionAnimationRunning: false
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// State to be set after previous state change animation has finished
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property string pendingState: "none"
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// Ensures that transition finish actions are executed
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// in case the object is destroyed before reaching the
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// end state of an ongoing transition
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Component.onDestruction: {
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if (transitionAnimationRunning)
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transitionEnded();
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}
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// Sets pending state as current if state change is delayed
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onTransitionAnimationRunningChanged: {
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if (!transitionAnimationRunning && pendingState != "none") {
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state = pendingState;
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pendingState = "none";
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}
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}
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// Handles state change depening on transition animation status
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function setState(newState)
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{
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if (transitionAnimationRunning)
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pendingState = newState;
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else
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state = newState;
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}
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// Performs a push enter transition.
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function pushEnter(immediate, orientationChanges)
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{
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if (!immediate) {
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if (orientationChanges)
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setState("LandscapeRight");
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else
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setState("Right");
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}
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setState("");
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page.visible = true;
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if (root.visible && immediate)
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internal.setPageStatus(page, PageStatus.Active);
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}
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// Performs a push exit transition.
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function pushExit(replace, immediate, orientationChanges)
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{
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if (orientationChanges)
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setState(immediate ? "Hidden" : "LandscapeLeft");
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else
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setState(immediate ? "Hidden" : "Left");
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if (root.visible && immediate)
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internal.setPageStatus(page, PageStatus.Inactive);
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if (replace) {
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if (immediate)
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cleanup();
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else
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cleanupAfterTransition = true;
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}
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}
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// Performs a pop enter transition.
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function popEnter(immediate, orientationChanges)
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{
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if (!immediate)
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state = orientationChanges ? "LandscapeLeft" : "Left";
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setState("");
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page.visible = true;
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if (root.visible && immediate)
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internal.setPageStatus(page, PageStatus.Active);
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}
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// Performs a pop exit transition.
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function popExit(immediate, orientationChanges)
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{
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if (orientationChanges)
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setState(immediate ? "Hidden" : "LandscapeRight");
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else
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setState(immediate ? "Hidden" : "Right");
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if (root.visible && immediate)
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internal.setPageStatus(page, PageStatus.Inactive);
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if (immediate)
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cleanup();
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else
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cleanupAfterTransition = true;
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}
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// Called when a transition has started.
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function transitionStarted()
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{
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transitionAnimationRunning = true;
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internal.ongoingTransitionCount++;
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if (root.visible)
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internal.setPageStatus(page, (state == "") ? PageStatus.Activating : PageStatus.Deactivating);
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}
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// Called when a transition has ended.
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function transitionEnded()
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{
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if (state != "")
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state = "Hidden";
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if (root.visible)
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internal.setPageStatus(page, (state == "") ? PageStatus.Active : PageStatus.Inactive);
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internal.ongoingTransitionCount--;
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transitionAnimationRunning = false;
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if (cleanupAfterTransition)
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cleanup();
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}
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states: [
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// Explicit properties for default state.
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State {
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name: ""
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PropertyChanges { target: container; visible: true; opacity: 1 }
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},
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// Start state for pop entry, end state for push exit.
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State {
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name: "Left"
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PropertyChanges { target: container; x: -width / 2; opacity: 0 }
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},
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// Start state for pop entry, end state for push exit
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// when exiting portrait and entering landscape.
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State {
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name: "LandscapeLeft"
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PropertyChanges { target: container; x: -stackWidth / 2; opacity: 0 }
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},
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// Start state for push entry, end state for pop exit.
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State {
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name: "Right"
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PropertyChanges { target: container; x: width / 2; opacity: 0 }
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},
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// Start state for push entry, end state for pop exit
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// when exiting portrait and entering landscape.
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State {
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name: "LandscapeRight"
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PropertyChanges { target: container; x: stackWidth / 2; opacity: 0 }
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},
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// Inactive state.
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State {
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name: "Hidden"
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PropertyChanges { target: container; visible: false }
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}
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]
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transitions: [
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// Push exit transition
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Transition {
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from: ""; to: "Left"
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Pop entry transition
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Transition {
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from: "Left"; to: ""
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Push exit transition landscape
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Transition {
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from: ""; to: "LandscapeLeft"
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Pop entry transition landscape
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Transition {
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from: "LandscapeLeft"; to: ""
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Pop exit transition
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Transition {
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from: ""; to: "Right"
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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// Workaround for transition animation bug causing ghost view with page pop transition animation
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// TODO: Root cause still unknown
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PropertyAnimation {}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Push entry transition
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Transition {
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from: "Right"; to: ""
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Pop exit transition landscape
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Transition {
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from: ""; to: "LandscapeRight"
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.InQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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// Workaround for transition animation bug causing ghost view with page pop transition animation
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// TODO: Root cause still unknown
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PropertyAnimation {}
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ScriptAction { script: transitionEnded() }
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}
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},
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// Push entry transition landscape
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Transition {
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from: "LandscapeRight"; to: ""
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SequentialAnimation {
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ScriptAction { script: transitionStarted() }
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ParallelAnimation {
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PropertyAnimation { properties: "x"; easing.type: Easing.OutQuad; duration: transitionDuration }
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PropertyAnimation { properties: "opacity"; easing.type: Easing.Linear; duration: transitionDuration }
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}
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ScriptAction { script: transitionEnded() }
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}
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}
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]
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// Cleans up the container and then destroys it.
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function cleanup()
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{
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if (page != null) {
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if (page.status == PageStatus.Active) {
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internal.setPageStatus(page, PageStatus.Inactive)
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}
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if (owner != container) {
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// container is not the owner of the page - re-parent back to original owner
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page.visible = false;
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page.parent = owner;
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}
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}
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print("KILLING"+container+" "+page+" "+owner)
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container.destroy();
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}
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}
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}
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}
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