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#include "demoitemanimation.h"
#include "demoitem.h"
#include "colors.h"
DemoItemAnimation::DemoItemAnimation(DemoItem *item, INOROUT inOrOut)
{
this->opacityAt0 = 1.0;
this->opacityAt1 = 1.0;
this->startDelay = 0;
this->inOrOut = inOrOut;
this->hideOnFinished = false;
this->forcePlay = false;
this->timeline = new QTimeLine(5000);
this->timeline->setFrameRange(0, 2000);
this->timeline->setUpdateInterval(int(1000.0/Colors::fps));
this->moveOnPlay = false;
setTimeLine(this->timeline);
setItem(item);
}
DemoItemAnimation::~DemoItemAnimation()
{
// Do not delete demoitem. It is not
// owned by an animation
delete this->timeline;
}
void DemoItemAnimation::prepare()
{
this->demoItem()->prepare();
}
void DemoItemAnimation::setStartPos(const QPointF &pos){
this->startPos = pos;
}
void DemoItemAnimation::setDuration(int duration)
{
duration = int(duration * Colors::animSpeed);
this->timeline->setDuration(duration);
this->moveOnPlay = true;
}
void DemoItemAnimation::setCurrentTime(int ms)
{
this->timeline->setCurrentTime(ms);
}
bool DemoItemAnimation::notOwnerOfItem()
{
return this != demoItem()->currentAnimation;
}
void DemoItemAnimation::play(bool fromStart, bool force)
{
this->fromStart = fromStart;
this->forcePlay = force;
QPointF currPos = this->demoItem()->pos();
// If the item that this animation controls in currently under the
// control of another animation, stop that animation first
if (this->demoItem()->currentAnimation)
this->demoItem()->currentAnimation->timeline->stop();
this->demoItem()->currentAnimation = this;
this->timeline->stop();
if (Colors::noAnimations && !this->forcePlay){
this->timeline->setCurrentTime(1);
this->demoItem()->setPos(this->posAt(1));
}
else{
if (this->demoItem()->isVisible())
// If the item is already visible, start the animation from
// the items current position rather than from start.
this->setPosAt(0.0, currPos);
else
this->setPosAt(0.0, this->startPos);
if (this->fromStart){
this->timeline->setCurrentTime(0);
this->demoItem()->setPos(this->posAt(0));
}
}
if (this->inOrOut == ANIM_IN)
this->demoItem()->setRecursiveVisible(true);
if (this->startDelay){
QTimer::singleShot(this->startDelay, this, SLOT(playWithoutDelay()));
return;
}
else
this->playWithoutDelay();
}
void DemoItemAnimation::playWithoutDelay()
{
if (this->moveOnPlay && !(Colors::noAnimations && !this->forcePlay))
this->timeline->start();
this->demoItem()->animationStarted(this->inOrOut);
}
void DemoItemAnimation::stop(bool reset)
{
this->timeline->stop();
if (reset)
this->demoItem()->setPos(this->posAt(0));
if (this->hideOnFinished && !this->moveOnPlay)
this->demoItem()->setRecursiveVisible(false);
this->demoItem()->animationStopped(this->inOrOut);
}
void DemoItemAnimation::setRepeat(int nr)
{
this->timeline->setLoopCount(nr);
}
void DemoItemAnimation::playReverse()
{
}
bool DemoItemAnimation::running()
{
return (this->timeLine()->state() == QTimeLine::Running);
}
bool DemoItemAnimation::runningOrItemLocked()
{
return (this->running() || this->demoItem()->locked);
}
void DemoItemAnimation::lockItem(bool state)
{
this->demoItem()->locked = state;
}
DemoItem *DemoItemAnimation::demoItem()
{
return (DemoItem *) this->item();
}
void DemoItemAnimation::setOpacityAt0(qreal opacity)
{
this->opacityAt0 = opacity;
}
void DemoItemAnimation::setOpacityAt1(qreal opacity)
{
this->opacityAt1 = opacity;
}
void DemoItemAnimation::setOpacity(qreal step)
{
DemoItem *demoItem = (DemoItem *) item();
demoItem->opacity = this->opacityAt0 + step * step * step * (this->opacityAt1 - this->opacityAt0);
}
void DemoItemAnimation::afterAnimationStep(qreal step)
{
if (step == 1.0f){
if (this->timeline->loopCount() > 0){
// animation finished.
if (this->hideOnFinished)
this->demoItem()->setRecursiveVisible(false);
this->demoItem()->animationStopped(this->inOrOut);
}
} else if (Colors::noAnimations && !this->forcePlay){
// The animation is not at end, but
// the animations should not play, so go to end.
this->setStep(1.0f); // will make this method being called recursive.
}
}