plasma-framework/phase.cpp
Davide Bettio ba4beb2835 API REVIEW: curve(element) -> elementAnimationCurve(element)
svn path=/trunk/KDE/kdebase/workspace/libs/plasma/; revision=800750
2008-04-24 19:28:04 +00:00

646 lines
21 KiB
C++

/*
* Copyright 2007 Aaron Seigo <aseigo@kde.org>
* 2007 Alexis Ménard <darktears31@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Library General Public License as
* published by the Free Software Foundation; either version 2, or
* (at your option) any later version.
*
* This program 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 General Public License for more details
*
* You should have received a copy of the GNU Library General Public
* License along with this program; if not, write to the
* Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "phase.h"
#include <QGraphicsItem>
#include <KConfig>
#include <KConfigGroup>
#include <KService>
#include <KServiceTypeTrader>
#include <KGlobalSettings>
#include "animator.h"
namespace Plasma
{
static const qreal MIN_TICK_RATE = 40;
struct AnimationState
{
QGraphicsItem *item;
QObject *qobj;
Phase::Animation animation;
Phase::CurveShape curve;
int interval;
int currentInterval;
int frames;
int currentFrame;
};
struct ElementAnimationState
{
QGraphicsItem *item;
QObject *qobj;
Phase::CurveShape curve;
Phase::ElementAnimation animation;
int interval;
int currentInterval;
int frames;
int currentFrame;
int id;
QPixmap pixmap;
};
struct MovementState
{
QGraphicsItem *item;
QObject *qobj;
Phase::CurveShape curve;
Phase::Movement movement;
int interval;
int currentInterval;
int frames;
int currentFrame;
QPoint start;
QPoint destination;
};
struct CustomAnimationState
{
Phase::CurveShape curve;
int frames;
int currentFrame;
int interval;
int currentInterval;
Phase::AnimId id;
QObject* receiver;
char* slot;
};
class Phase::Private
{
public:
Private()
: animator(0),
animId(0),
timerId(0)
{
}
~Private()
{
qDeleteAll(animatedItems);
qDeleteAll(animatedElements);
qDeleteAll(movingItems);
QMutableMapIterator<AnimId, CustomAnimationState*> it(customAnims);
while (it.hasNext()) {
delete it.value()->slot;
delete it.value();
it.remove();
}
// Animator is a QObject
// and we don't own the items
}
qreal calculateProgress(int frames, int currentFrame)
{
if (!(KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects)) {
return qreal(1.0);
}
qreal progress = frames;
progress = currentFrame / progress;
progress = qMin(qreal(1.0), qMax(qreal(0.0), progress));
return progress;
}
void performAnimation(qreal amount, const AnimationState* state)
{
switch (state->animation) {
case Phase::Appear:
animator->itemAppear(amount, state->item);
break;
case Phase::Disappear:
animator->itemDisappear(amount, state->item);
if (amount >= 1) {
state->item->hide();
}
break;
case Phase::Activate:
animator->itemActivated(amount, state->item);
break;
}
}
void performMovement(qreal amount, const MovementState* state)
{
switch (state->movement) {
case Phase::SlideIn:
case Phase::FastSlideIn:
//kDebug() << "performMovement, SlideIn";
animator->itemSlideIn(amount, state->item, state->start, state->destination);
break;
case Phase::SlideOut:
case Phase::FastSlideOut:
//kDebug() << "performMovement, SlideOut";
animator->itemSlideOut(amount, state->item, state->start, state->destination);
break;
}
}
Animator* animator;
int animId;
int timerId;
QTime time;
//TODO: eventually perhaps we should allow multiple animations simulataneously
// which would imply changing this to a QMap<QGraphicsItem*, QList<QTimeLine*> >
// and really making the code fun ;)
QMap<QGraphicsItem*, AnimationState*> animatedItems;
QMap<QGraphicsItem*, MovementState*> movingItems;
QMap<AnimId, ElementAnimationState*> animatedElements;
QMap<AnimId, CustomAnimationState*> customAnims;
};
class PhaseSingleton
{
public:
Phase self;
};
K_GLOBAL_STATIC( PhaseSingleton, privateSelf )
Phase* Phase::self()
{
return &privateSelf->self;
}
Phase::Phase(QObject * parent)
: QObject(parent),
d(new Private)
{
init();
}
Phase::~Phase()
{
delete d;
}
void Phase::animatedItemDestroyed(QObject* o)
{
//kDebug() << "testing for" << (void*)o;
QMutableMapIterator<QGraphicsItem*, AnimationState*> it(d->animatedItems);
while (it.hasNext()) {
it.next();
//kDebug() << "comparing against" << it.value()->qobj;
if (it.value()->qobj == o) {
kDebug() << "found deleted animated item";
delete it.value();
it.remove();
}
}
}
void Phase::movingItemDestroyed(QObject* o)
{
QMutableMapIterator<QGraphicsItem*, MovementState*> it(d->movingItems);
while (it.hasNext()) {
it.next();
if (it.value()->qobj == o) {
delete it.value();
it.remove();
}
}
}
void Phase::animatedElementDestroyed(QObject* o)
{
QMutableMapIterator<AnimId, ElementAnimationState*> it(d->animatedElements);
while (it.hasNext()) {
it.next();
if (it.value()->qobj == o) {
delete it.value();
it.remove();
}
}
}
void Phase::customAnimReceiverDestroyed(QObject* o)
{
QMutableMapIterator<AnimId, CustomAnimationState*> it(d->customAnims);
while (it.hasNext()) {
if (it.next().value()->receiver == o) {
delete it.value()->slot;
delete it.value();
it.remove();
}
}
}
void Phase::animateItem(QGraphicsItem* item, Animation animation)
{
//kDebug();
// get rid of any existing animations on this item.
//TODO: shoudl we allow multiple anims per item?
QMap<QGraphicsItem*, AnimationState*>::iterator it = d->animatedItems.find(item);
if (it != d->animatedItems.end()) {
delete it.value();
d->animatedItems.erase(it);
}
int frames = d->animator->animationFramesPerSecond(animation);
if (frames < 1) {
// evidently this animator doesn't have an implementation
// for this Animation
return;
}
AnimationState* state = new AnimationState;
state->item = item;
state->animation = animation;
state->curve = d->animator->animationCurve(animation);
//TODO: variance in times based on the value of animation
state->frames = frames / 3;
state->currentFrame = 0;
state->interval = d->animator->animationDuration(animation) / state->frames;
state->interval = (state->interval / MIN_TICK_RATE) * MIN_TICK_RATE;
state->currentInterval = state->interval;
state->qobj = dynamic_cast<QObject*>(item);
if (state->qobj) {
//kDebug() << "!!!!!!!!!!!!!!!!!!!!!!!!! got us an object!";
disconnect(state->qobj, SIGNAL(destroyed(QObject*)), this, SLOT(animatedItemDestroyed(QObject*)));
connect(state->qobj, SIGNAL(destroyed(QObject*)), this, SLOT(animatedItemDestroyed(QObject*)));
}
d->animatedItems[item] = state;
d->performAnimation(0, state);
if (!d->timerId) {
d->timerId = startTimer(MIN_TICK_RATE);
d->time.restart();
}
}
void Phase::moveItem(QGraphicsItem* item, Movement movement, const QPoint &destination)
{
//kDebug();
QMap<QGraphicsItem*, MovementState*>::iterator it = d->movingItems.find(item);
if (it != d->movingItems.end()) {
delete it.value();
d->movingItems.erase(it);
}
int frames = d->animator->movementAnimationFramesPerSecond(movement);
if (frames <= 1) {
// evidently this animator doesn't have an implementation
// for this Animation
return;
}
MovementState* state = new MovementState;
state->destination = destination;
state->start = item->pos().toPoint();
state->item = item;
state->movement = movement;
state->curve = d->animator->movementAnimationCurve(movement);
//TODO: variance in times based on the value of animation
state->frames = frames / 2;
state->currentFrame = 0;
state->interval = d->animator->movementAnimationDuration(movement) / state->frames;
state->interval = (state->interval / MIN_TICK_RATE) * MIN_TICK_RATE;
state->currentInterval = state->interval;
state->qobj = dynamic_cast<QObject*>(item);
if (state->qobj) {
disconnect(state->qobj, SIGNAL(destroyed(QObject*)), this, SLOT(movingItemDestroyed(QObject*)));
connect(state->qobj, SIGNAL(destroyed(QObject*)), this, SLOT(movingItemDestroyed(QObject*)));
}
d->movingItems[item] = state;
d->performMovement(0, state);
if (!d->timerId) {
d->timerId = startTimer(MIN_TICK_RATE);
d->time.restart();
}
}
Phase::AnimId Phase::customAnimation(int frames, int duration, Phase::CurveShape curve,
QObject* receiver, const char* slot)
{
if (frames < 1 || duration < 1 || !receiver || !slot) {
return -1;
}
CustomAnimationState *state = new CustomAnimationState;
state->id = ++d->animId;
state->frames = frames;
state->currentFrame = 0;
state->curve = curve;
state->interval = duration / qreal(state->frames);
state->interval = qMax( 1, state->interval );
state->interval = (state->interval / MIN_TICK_RATE) * MIN_TICK_RATE;
state->currentInterval = state->interval;
state->receiver = receiver;
state->slot = qstrdup(slot);
d->customAnims[state->id] = state;
disconnect(receiver, SIGNAL(destroyed(QObject*)),
this, SLOT(customAnimReceiverDestroyed(QObject*)));
connect(receiver, SIGNAL(destroyed(QObject*)),
this, SLOT(customAnimReceiverDestroyed(QObject*)));
QMetaObject::invokeMethod(receiver, slot, Q_ARG(qreal, 0));
if (!d->timerId) {
d->timerId = startTimer(MIN_TICK_RATE);
d->time.restart();
}
return state->id;
}
void Phase::stopCustomAnimation(AnimId id)
{
QMap<AnimId, CustomAnimationState*>::iterator it = d->customAnims.find(id);
if (it != d->customAnims.end()) {
delete [] it.value()->slot;
delete it.value();
d->customAnims.erase(it);
}
//kDebug() << "stopCustomAnimation(AnimId " << id << ") done";
}
Phase::AnimId Phase::animateElement(QGraphicsItem *item, ElementAnimation animation)
{
//kDebug() << "startElementAnimation(AnimId " << animation << ")";
ElementAnimationState *state = new ElementAnimationState;
state->item = item;
state->curve = d->animator->elementAnimationCurve(animation);
state->animation = animation;
//TODO: variance in times based on the value of animation
state->frames = d->animator->elementAnimationFramesPerSecond(animation) / 5;
state->currentFrame = 0;
state->interval = d->animator->elementAnimationDuration(animation) / state->frames;
state->interval = (state->interval / MIN_TICK_RATE) * MIN_TICK_RATE;
state->currentInterval = state->interval;
state->id = ++d->animId;
state->qobj = dynamic_cast<QObject*>(item);
if (state->qobj) {
disconnect(state->qobj, SIGNAL(destroyed(QObject*)), this, SLOT(animatedElementDestroyed(QObject*)));
connect(state->qobj, SIGNAL(destroyed(QObject*)), this, SLOT(animatedElementDestroyed(QObject*)));
}
//kDebug() << "animateElement " << animation << ", interval: " << state->interval << ", frames: " << state->frames;
bool needTimer = true;
if (state->frames < 1) {
state->frames = 1;
state->currentFrame = 1;
needTimer = false;
}
d->animatedElements[state->id] = state;
//kDebug() << "startElementAnimation(AnimId " << animation << ") returning " << state->id;
if (needTimer && !d->timerId) {
// start a 20fps timer;
//TODO: should be started at the maximum frame rate needed only?
d->timerId = startTimer(MIN_TICK_RATE);
d->time.restart();
}
return state->id;
}
void Phase::stopElementAnimation(AnimId id)
{
QMap<AnimId, ElementAnimationState*>::iterator it = d->animatedElements.find(id);
if (it != d->animatedElements.end()) {
delete it.value();
d->animatedElements.erase(it);
}
//kDebug() << "stopElementAnimation(AnimId " << id << ") done";
}
void Phase::setAnimationPixmap(AnimId id, const QPixmap &pixmap)
{
QMap<AnimId, ElementAnimationState*>::iterator it = d->animatedElements.find(id);
if (it == d->animatedElements.end()) {
kDebug() << "Phase::setAnimationPixmap(" << id << ") found no entry for it!";
return;
}
it.value()->pixmap = pixmap;
}
QPixmap Phase::animationResult(AnimId id)
{
QMap<AnimId, ElementAnimationState*>::const_iterator it = d->animatedElements.find(id);
if (it == d->animatedElements.constEnd()) {
//kDebug() << "Phase::animationResult(" << id << ") found no entry for it!";
return QPixmap();
}
ElementAnimationState* state = it.value();
qreal progress = state->frames;
//kDebug() << "Phase::animationResult(" << id << " at " << progress;
progress = state->currentFrame / progress;
progress = qMin(qreal(1.0), qMax(qreal(0.0), progress));
//kDebug() << "Phase::animationResult(" << id << " at " << progress;
switch (state->animation) {
case ElementAppear:
return d->animator->elementAppear(progress, state->pixmap);
break;
case ElementDisappear:
return d->animator->elementDisappear(progress, state->pixmap);
break;
}
return state->pixmap;
}
bool Phase::isAnimating() const
{
return (!d->animatedItems.isEmpty() ||
!d->movingItems.isEmpty() ||
!d->animatedElements.isEmpty() ||
!d->customAnims.isEmpty());
}
void Phase::timerEvent(QTimerEvent *event)
{
Q_UNUSED(event)
bool animationsRemain = false;
int elapsed = MIN_TICK_RATE;
if (d->time.elapsed() > elapsed) {
elapsed = d->time.elapsed();
}
d->time.restart();
//kDebug() << "timeEvent, elapsed time: " << elapsed;
foreach (AnimationState* state, d->animatedItems) {
if (state->currentInterval <= elapsed) {
// we need to step forward!
state->currentFrame += (KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) ?
qMax(1, elapsed / state->interval) : state->frames - state->currentFrame;
if (state->currentFrame < state->frames) {
qreal progress = d->calculateProgress(state->frames, state->currentFrame);
d->performAnimation(progress, state);
state->currentInterval = state->interval;
//TODO: calculate a proper interval based on the curve
state->interval *= 1 - progress;
animationsRemain = true;
} else {
d->performAnimation(1, state);
d->animatedItems.erase(d->animatedItems.find(state->item));
emit animationComplete(state->item, state->animation);
delete state;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
foreach (MovementState* state, d->movingItems) {
if (state->currentInterval <= elapsed) {
// we need to step forward!
state->currentFrame += (KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) ?
qMax(1, elapsed / state->interval) : state->frames - state->currentFrame;
if (state->currentFrame < state->frames) {
d->performMovement(d->calculateProgress(state->frames, state->currentFrame), state);
//TODO: calculate a proper interval based on the curve
state->currentInterval = state->interval;
animationsRemain = true;
} else {
d->performMovement(1, state);
d->movingItems.erase(d->movingItems.find(state->item));
emit movementComplete(state->item);
delete state;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
foreach (ElementAnimationState* state, d->animatedElements) {
if (state->currentFrame == state->frames) {
//kDebug() << "skipping" << state->id << "as its already at frame" << state->currentFrame << "of" << state->frames;
// since we keep element animations around until they are
// removed, we will end up with finished animations in the queue;
// just skip them
//TODO: should we move them to a separate QMap?
continue;
}
if (state->currentInterval <= elapsed) {
// we need to step forward!
/*kDebug() << "stepping forwards element anim " << state->id << " from " << state->currentFrame
<< " by " << qMax(1, elapsed / state->interval) << " to "
<< state->currentFrame + qMax(1, elapsed / state->interval) << endl;*/
state->currentFrame += (KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) ?
qMax(1, elapsed / state->interval) : state->frames - state->currentFrame;
if (state->currentFrame < state->frames) {
state->currentInterval = state->interval;
//TODO: calculate a proper interval based on the curve
state->interval *= 1 - d->calculateProgress(state->frames, state->currentFrame);
animationsRemain = true;
} else {
d->animatedElements.remove(state->id);
emit elementAnimationComplete(state->id);
delete state;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
foreach (CustomAnimationState *state, d->customAnims) {
if (state->currentInterval <= elapsed) {
// advance the frame
state->currentFrame += (KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) ?
qMax(1, elapsed / state->interval) : state->frames - state->currentFrame;
/*kDebug() << "custom anim for" << state->receiver << "to slot" << state->slot
<< "with interval of" << state->interval << "at frame" << state->currentFrame;*/
if (state->currentFrame < state->frames) {
//kDebug () << "not the final frame";
//TODO: calculate a proper interval based on the curve
state->currentInterval = state->interval;
animationsRemain = true;
// signal the object
QMetaObject::invokeMethod(state->receiver, state->slot,
Q_ARG(qreal,
d->calculateProgress(state->frames, state->currentFrame)));
} else {
QMetaObject::invokeMethod(state->receiver, state->slot, Q_ARG(qreal, 1));
d->customAnims.erase(d->customAnims.find(state->id));
emit customAnimationComplete(state->id);
delete [] state->slot;
delete state;
}
} else {
state->currentInterval -= elapsed;
animationsRemain = true;
}
}
if (!animationsRemain && d->timerId) {
killTimer(d->timerId);
d->timerId = 0;
}
}
void Phase::init()
{
KConfig c("plasmarc");
KConfigGroup cg(&c, "Phase");
QString pluginName = cg.readEntry("animator", "default");
if (!pluginName.isEmpty()) {
QString constraint = QString("[X-KDE-PluginInfo-Name] == '%1'").arg(pluginName);
KService::List offers = KServiceTypeTrader::self()->query("Plasma/Animator", constraint);
if (!offers.isEmpty()) {
QString error;
d->animator = offers.first()->createInstance<Plasma::Animator>(0, QVariantList(), &error);
if (!d->animator) {
kDebug() << "Could not load requested animator " << offers.first() << ". Error given: " << error;
}
}
}
if (!d->animator) {
d->animator = new Animator(this);
}
}
} // namespace Plasma
#include <phase.moc>