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39 | |
40 | #include "qquickanimatedsprite_p.h" |
41 | #include "qquickanimatedsprite_p_p.h" |
42 | #include "qquicksprite_p.h" |
43 | #include "qquickspriteengine_p.h" |
44 | #include <QtQuick/private/qsgcontext_p.h> |
45 | #include <QtQuick/private/qquickitem_p.h> |
46 | #include <private/qsgadaptationlayer_p.h> |
47 | #include <private/qqmlglobal_p.h> |
48 | #include <QtQuick/qsgnode.h> |
49 | #include <QtQuick/qsgtexturematerial.h> |
50 | #include <QtQuick/qsgtexture.h> |
51 | #include <QtQuick/qquickwindow.h> |
52 | #include <QtQml/qqmlinfo.h> |
53 | #include <QFile> |
54 | #include <cmath> |
55 | #include <qmath.h> |
56 | #include <QDebug> |
57 | |
58 | QT_BEGIN_NAMESPACE |
59 | |
60 | /*! |
61 | \qmltype AnimatedSprite |
62 | \instantiates QQuickAnimatedSprite |
63 | \inqmlmodule QtQuick |
64 | \inherits Item |
65 | \ingroup qtquick-visual |
66 | \brief Draws a sprite animation. |
67 | |
68 | AnimatedSprite provides rendering and control over animations which are provided |
69 | as multiple frames in the same image file. You can play it at a fixed speed, at the |
70 | frame rate of your display, or manually advance and control the progress. |
71 | |
72 | Consider the following sprite sheet: |
73 | |
74 | \image animatedsprite-loading.png |
75 | |
76 | It can be divided up into four frames: |
77 | |
78 | \image animatedsprite-loading-frames.png |
79 | |
80 | To play each of these frames at a speed of 500 milliseconds per frame, the |
81 | following code can be used: |
82 | |
83 | \table |
84 | \header |
85 | \li Code |
86 | \li Result |
87 | \row |
88 | \li |
89 | \code |
90 | AnimatedSprite { |
91 | source: "loading.png" |
92 | frameWidth: 64 |
93 | frameHeight: 64 |
94 | frameCount: 4 |
95 | frameDuration: 500 |
96 | } |
97 | \endcode |
98 | \li |
99 | \image animatedsprite-loading-interpolated.gif |
100 | \endtable |
101 | |
102 | By default, the frames are interpolated (blended together) to make the |
103 | animation appear smoother. To disable this, set \l interpolate to \c false: |
104 | |
105 | \table |
106 | \header |
107 | \li Code |
108 | \li Result |
109 | \row |
110 | \li |
111 | \code |
112 | AnimatedSprite { |
113 | source: "loading.png" |
114 | frameWidth: 64 |
115 | frameHeight: 64 |
116 | frameCount: 4 |
117 | frameDuration: 500 |
118 | interpolate: false |
119 | } |
120 | \endcode |
121 | \li |
122 | \image animatedsprite-loading.gif |
123 | \endtable |
124 | |
125 | To control how AnimatedSprite responds to being scaled, use the |
126 | \l {Item::}{smooth} property. |
127 | |
128 | Note that unlike \l SpriteSequence, the AnimatedSprite type does not use |
129 | \l Sprite to define multiple animations, but instead encapsulates a |
130 | single animation itself. |
131 | |
132 | \sa {Sprite Animations} |
133 | */ |
134 | |
135 | /*! |
136 | \qmlproperty bool QtQuick::AnimatedSprite::running |
137 | |
138 | Whether the sprite is animating or not. |
139 | |
140 | Default is true |
141 | */ |
142 | |
143 | /*! |
144 | \qmlproperty bool QtQuick::AnimatedSprite::interpolate |
145 | |
146 | If true, interpolation will occur between sprite frames to make the |
147 | animation appear smoother. |
148 | |
149 | Default is true. |
150 | */ |
151 | |
152 | /*! |
153 | \qmlproperty qreal QtQuick::AnimatedSprite::frameRate |
154 | |
155 | Frames per second to show in the animation. Values less than or equal to \c 0 are invalid. |
156 | |
157 | If \c frameRate is valid, it will be used to calculate the duration of the frames. |
158 | If not, and \l frameDuration is valid, \c frameDuration will be used. |
159 | |
160 | Changing this parameter will restart the animation. |
161 | */ |
162 | |
163 | /*! |
164 | \qmlproperty int QtQuick::AnimatedSprite::frameDuration |
165 | |
166 | Duration of each frame of the animation in milliseconds. Values less than or equal to \c 0 are invalid. |
167 | |
168 | If frameRate is valid, it will be used to calculate the duration of the frames. |
169 | If not, and \l frameDuration is valid, \c frameDuration will be used. |
170 | |
171 | Changing this parameter will restart the animation. |
172 | */ |
173 | |
174 | /*! |
175 | \qmlproperty int QtQuick::AnimatedSprite::frameCount |
176 | |
177 | Number of frames in this AnimatedSprite. |
178 | */ |
179 | /*! |
180 | \qmlproperty int QtQuick::AnimatedSprite::frameHeight |
181 | |
182 | Height of a single frame in this AnimatedSprite. |
183 | |
184 | May be omitted if it is the only sprite in the file. |
185 | */ |
186 | /*! |
187 | \qmlproperty int QtQuick::AnimatedSprite::frameWidth |
188 | |
189 | Width of a single frame in this AnimatedSprite. |
190 | |
191 | May be omitted if it is the only sprite in the file. |
192 | */ |
193 | /*! |
194 | \qmlproperty int QtQuick::AnimatedSprite::frameX |
195 | |
196 | The X coordinate in the image file of the first frame of the AnimatedSprite. |
197 | |
198 | May be omitted if the first frame starts in the upper left corner of the file. |
199 | */ |
200 | /*! |
201 | \qmlproperty int QtQuick::AnimatedSprite::frameY |
202 | |
203 | The Y coordinate in the image file of the first frame of the AnimatedSprite. |
204 | |
205 | May be omitted if the first frame starts in the upper left corner of the file. |
206 | */ |
207 | /*! |
208 | \qmlproperty url QtQuick::AnimatedSprite::source |
209 | |
210 | The image source for the animation. |
211 | |
212 | If frameHeight and frameWidth are not specified, it is assumed to be a single long row of square frames. |
213 | Otherwise, it can be multiple contiguous rows or rectangluar frames, when one row runs out the next will be used. |
214 | |
215 | If frameX and frameY are specified, the row of frames will be taken with that x/y coordinate as the upper left corner. |
216 | */ |
217 | |
218 | /*! |
219 | \qmlproperty bool QtQuick::AnimatedSprite::reverse |
220 | |
221 | If \c true, the animation will be played in reverse. |
222 | |
223 | Default is \c false. |
224 | */ |
225 | |
226 | /*! |
227 | \qmlproperty bool QtQuick::AnimatedSprite::frameSync |
228 | |
229 | If \c true, the animation will have no duration. Instead, the animation will advance |
230 | one frame each time a frame is rendered to the screen. This synchronizes it with the painting |
231 | rate as opposed to elapsed time. |
232 | |
233 | If frameSync is set to true, it overrides both frameRate and frameDuration. |
234 | |
235 | Default is \c false. |
236 | |
237 | Changing this parameter will restart the animation. |
238 | */ |
239 | |
240 | /*! |
241 | \qmlproperty int QtQuick::AnimatedSprite::loops |
242 | |
243 | After playing the animation this many times, the animation will automatically stop. Negative values are invalid. |
244 | |
245 | If this is set to \c AnimatedSprite.Infinite the animation will not stop playing on its own. |
246 | |
247 | Default is \c AnimatedSprite.Infinite |
248 | */ |
249 | |
250 | /*! |
251 | \qmlproperty bool QtQuick::AnimatedSprite::paused |
252 | |
253 | When paused, the current frame can be advanced manually. |
254 | |
255 | Default is \c false. |
256 | */ |
257 | |
258 | /*! |
259 | \qmlproperty int QtQuick::AnimatedSprite::currentFrame |
260 | |
261 | When paused, the current frame can be advanced manually by setting this property or calling \l advance(). |
262 | |
263 | */ |
264 | |
265 | /*! |
266 | \qmlproperty enumeration QtQuick::AnimatedSprite::finishBehavior |
267 | |
268 | The behavior when the animation finishes on its own. |
269 | |
270 | \value FinishAtInitialFrame |
271 | When the animation finishes it returns to the initial frame. |
272 | This is the default behavior. |
273 | |
274 | \value FinishAtFinalFrame |
275 | When the animation finishes it stays on the final frame. |
276 | */ |
277 | |
278 | /*! |
279 | \qmlmethod int QtQuick::AnimatedSprite::restart() |
280 | |
281 | Stops, then starts the sprite animation. |
282 | */ |
283 | |
284 | /*! |
285 | \qmlsignal QtQuick::AnimatedSprite::finished() |
286 | \since 5.12 |
287 | |
288 | This signal is emitted when the sprite has finished animating. |
289 | |
290 | It is not emitted when running is set to \c false, nor for sprites whose |
291 | \l loops property is set to \c AnimatedSprite.Infinite. |
292 | */ |
293 | |
294 | QQuickAnimatedSprite::QQuickAnimatedSprite(QQuickItem *parent) : |
295 | QQuickItem(*(new QQuickAnimatedSpritePrivate), parent) |
296 | { |
297 | Q_D(QQuickAnimatedSprite); |
298 | d->m_sprite = new QQuickSprite(this); |
299 | |
300 | setFlag(flag: ItemHasContents); |
301 | connect(sender: this, SIGNAL(widthChanged()), |
302 | receiver: this, SLOT(reset())); |
303 | connect(sender: this, SIGNAL(heightChanged()), |
304 | receiver: this, SLOT(reset())); |
305 | } |
306 | |
307 | bool QQuickAnimatedSprite::running() const |
308 | { |
309 | Q_D(const QQuickAnimatedSprite); |
310 | return d->m_running; |
311 | } |
312 | |
313 | bool QQuickAnimatedSprite::interpolate() const |
314 | { |
315 | Q_D(const QQuickAnimatedSprite); |
316 | return d->m_interpolate; |
317 | } |
318 | |
319 | QUrl QQuickAnimatedSprite::source() const |
320 | { |
321 | Q_D(const QQuickAnimatedSprite); |
322 | return d->m_sprite->source(); |
323 | } |
324 | |
325 | bool QQuickAnimatedSprite::reverse() const |
326 | { |
327 | Q_D(const QQuickAnimatedSprite); |
328 | return d->m_sprite->reverse(); |
329 | } |
330 | |
331 | bool QQuickAnimatedSprite::frameSync() const |
332 | { |
333 | Q_D(const QQuickAnimatedSprite); |
334 | return d->m_sprite->frameSync(); |
335 | } |
336 | |
337 | int QQuickAnimatedSprite::frameCount() const |
338 | { |
339 | Q_D(const QQuickAnimatedSprite); |
340 | return d->m_sprite->frames(); |
341 | } |
342 | |
343 | int QQuickAnimatedSprite::frameHeight() const |
344 | { |
345 | Q_D(const QQuickAnimatedSprite); |
346 | return d->m_sprite->frameHeight(); |
347 | } |
348 | |
349 | int QQuickAnimatedSprite::frameWidth() const |
350 | { |
351 | Q_D(const QQuickAnimatedSprite); |
352 | return d->m_sprite->frameWidth(); |
353 | } |
354 | |
355 | int QQuickAnimatedSprite::frameX() const |
356 | { |
357 | Q_D(const QQuickAnimatedSprite); |
358 | return d->m_sprite->frameX(); |
359 | } |
360 | |
361 | int QQuickAnimatedSprite::frameY() const |
362 | { |
363 | Q_D(const QQuickAnimatedSprite); |
364 | return d->m_sprite->frameY(); |
365 | } |
366 | |
367 | qreal QQuickAnimatedSprite::frameRate() const |
368 | { |
369 | Q_D(const QQuickAnimatedSprite); |
370 | return d->m_sprite->frameRate(); |
371 | } |
372 | |
373 | int QQuickAnimatedSprite::frameDuration() const |
374 | { |
375 | Q_D(const QQuickAnimatedSprite); |
376 | return d->m_sprite->frameDuration(); |
377 | } |
378 | |
379 | int QQuickAnimatedSprite::loops() const |
380 | { |
381 | Q_D(const QQuickAnimatedSprite); |
382 | return d->m_loops; |
383 | } |
384 | |
385 | bool QQuickAnimatedSprite::paused() const |
386 | { |
387 | Q_D(const QQuickAnimatedSprite); |
388 | return d->m_paused; |
389 | } |
390 | |
391 | int QQuickAnimatedSprite::currentFrame() const |
392 | { |
393 | Q_D(const QQuickAnimatedSprite); |
394 | return d->m_curFrame; |
395 | } |
396 | |
397 | QQuickAnimatedSprite::FinishBehavior QQuickAnimatedSprite::finishBehavior() const |
398 | { |
399 | Q_D(const QQuickAnimatedSprite); |
400 | return d->m_finishBehavior; |
401 | } |
402 | |
403 | bool QQuickAnimatedSprite::isCurrentFrameChangedConnected() |
404 | { |
405 | IS_SIGNAL_CONNECTED(this, QQuickAnimatedSprite, currentFrameChanged, (int)); |
406 | } |
407 | |
408 | void QQuickAnimatedSprite::reloadImage() |
409 | { |
410 | if (!isComponentComplete()) |
411 | return; |
412 | createEngine();//### It's not as inefficient as it sounds, but it still sucks having to recreate the engine |
413 | } |
414 | |
415 | void QQuickAnimatedSprite::componentComplete() |
416 | { |
417 | Q_D(QQuickAnimatedSprite); |
418 | createEngine(); |
419 | QQuickItem::componentComplete(); |
420 | if (d->m_running) { |
421 | d->m_running = false; |
422 | start(); |
423 | } |
424 | } |
425 | |
426 | /*! |
427 | \qmlmethod QtQuick::AnimatedSprite::start() |
428 | \since 5.15 |
429 | |
430 | Starts the sprite animation. If the animation is already running, calling |
431 | this method has no effect. |
432 | |
433 | \sa stop() |
434 | */ |
435 | void QQuickAnimatedSprite::start() |
436 | { |
437 | Q_D(QQuickAnimatedSprite); |
438 | if (d->m_running) |
439 | return; |
440 | d->m_running = true; |
441 | if (!isComponentComplete()) |
442 | return; |
443 | d->m_curLoop = 0; |
444 | d->m_curFrame = 0; |
445 | d->m_timestamp.start(); |
446 | if (d->m_spriteEngine) { |
447 | d->m_spriteEngine->stop(index: 0); |
448 | d->m_spriteEngine->updateSprites(time: 0); |
449 | d->m_spriteEngine->start(index: 0); |
450 | } |
451 | emit currentFrameChanged(arg: 0); |
452 | emit runningChanged(arg: true); |
453 | maybeUpdate(); |
454 | } |
455 | |
456 | /*! |
457 | \qmlmethod QtQuick::AnimatedSprite::stop() |
458 | \since 5.15 |
459 | |
460 | Stops the sprite animation. If the animation is not running, calling this |
461 | method has no effect. |
462 | |
463 | \sa start() |
464 | */ |
465 | void QQuickAnimatedSprite::stop() |
466 | { |
467 | Q_D(QQuickAnimatedSprite); |
468 | if (!d->m_running) |
469 | return; |
470 | d->m_running = false; |
471 | if (!isComponentComplete()) |
472 | return; |
473 | d->m_pauseOffset = 0; |
474 | emit runningChanged(arg: false); |
475 | maybeUpdate(); |
476 | } |
477 | |
478 | /*! |
479 | \qmlmethod int QtQuick::AnimatedSprite::advance() |
480 | |
481 | Advances the sprite animation by one frame. |
482 | */ |
483 | void QQuickAnimatedSprite::advance(int frames) |
484 | { |
485 | Q_D(QQuickAnimatedSprite); |
486 | if (!frames) |
487 | return; |
488 | //TODO-C: May not work when running - only when paused |
489 | d->m_curFrame += frames; |
490 | while (d->m_curFrame < 0) |
491 | d->m_curFrame += d->m_spriteEngine->maxFrames(); |
492 | d->m_curFrame = d->m_curFrame % d->m_spriteEngine->maxFrames(); |
493 | emit currentFrameChanged(arg: d->m_curFrame); |
494 | maybeUpdate(); |
495 | } |
496 | |
497 | void QQuickAnimatedSprite::maybeUpdate() |
498 | { |
499 | QQuickItemPrivate *priv = QQuickItemPrivate::get(item: this); |
500 | const QLazilyAllocated<QQuickItemPrivate::ExtraData> & = priv->extra; |
501 | if ((extraData.isAllocated() && extraData->effectRefCount > 0) || priv->effectiveVisible) |
502 | update(); |
503 | } |
504 | |
505 | void QQuickAnimatedSprite::itemChange(ItemChange change, const ItemChangeData &value) |
506 | { |
507 | Q_D(QQuickAnimatedSprite); |
508 | if (change == ItemVisibleHasChanged && d->m_running && !d->m_paused) |
509 | maybeUpdate(); |
510 | QQuickItem::itemChange(change, value); |
511 | } |
512 | |
513 | /*! |
514 | \qmlmethod int QtQuick::AnimatedSprite::pause() |
515 | |
516 | Pauses the sprite animation. This does nothing if |
517 | \l paused is \c true. |
518 | |
519 | \sa resume() |
520 | */ |
521 | void QQuickAnimatedSprite::pause() |
522 | { |
523 | Q_D(QQuickAnimatedSprite); |
524 | |
525 | if (d->m_paused) |
526 | return; |
527 | d->m_pauseOffset = d->m_timestamp.elapsed(); |
528 | d->m_paused = true; |
529 | emit pausedChanged(arg: true); |
530 | maybeUpdate(); |
531 | } |
532 | |
533 | /*! |
534 | \qmlmethod int QtQuick::AnimatedSprite::resume() |
535 | |
536 | Resumes the sprite animation if \l paused is \c true; |
537 | otherwise, this does nothing. |
538 | |
539 | \sa pause() |
540 | */ |
541 | void QQuickAnimatedSprite::resume() |
542 | { |
543 | Q_D(QQuickAnimatedSprite); |
544 | |
545 | if (!d->m_paused) |
546 | return; |
547 | d->m_pauseOffset = d->m_pauseOffset - d->m_timestamp.elapsed(); |
548 | d->m_paused = false; |
549 | emit pausedChanged(arg: false); |
550 | maybeUpdate(); |
551 | } |
552 | |
553 | void QQuickAnimatedSprite::setRunning(bool arg) |
554 | { |
555 | Q_D(QQuickAnimatedSprite); |
556 | |
557 | if (d->m_running != arg) { |
558 | if (d->m_running) |
559 | stop(); |
560 | else |
561 | start(); |
562 | } |
563 | } |
564 | |
565 | void QQuickAnimatedSprite::setPaused(bool arg) |
566 | { |
567 | Q_D(const QQuickAnimatedSprite); |
568 | |
569 | if (d->m_paused != arg) { |
570 | if (d->m_paused) |
571 | resume(); |
572 | else |
573 | pause(); |
574 | } |
575 | } |
576 | |
577 | void QQuickAnimatedSprite::setInterpolate(bool arg) |
578 | { |
579 | Q_D(QQuickAnimatedSprite); |
580 | |
581 | if (d->m_interpolate != arg) { |
582 | d->m_interpolate = arg; |
583 | Q_EMIT interpolateChanged(arg); |
584 | } |
585 | } |
586 | |
587 | void QQuickAnimatedSprite::setSource(const QUrl &arg) |
588 | { |
589 | Q_D(QQuickAnimatedSprite); |
590 | |
591 | if (d->m_sprite->m_source != arg) { |
592 | const qreal targetDevicePixelRatio = (window() ? window()->effectiveDevicePixelRatio() : qApp->devicePixelRatio()); |
593 | d->m_sprite->setDevicePixelRatio(targetDevicePixelRatio); |
594 | d->m_sprite->setSource(arg); |
595 | Q_EMIT sourceChanged(arg); |
596 | reloadImage(); |
597 | } |
598 | } |
599 | |
600 | void QQuickAnimatedSprite::setReverse(bool arg) |
601 | { |
602 | Q_D(QQuickAnimatedSprite); |
603 | |
604 | if (d->m_sprite->m_reverse != arg) { |
605 | d->m_sprite->setReverse(arg); |
606 | Q_EMIT reverseChanged(arg); |
607 | } |
608 | } |
609 | |
610 | void QQuickAnimatedSprite::setFrameSync(bool arg) |
611 | { |
612 | Q_D(QQuickAnimatedSprite); |
613 | |
614 | if (d->m_sprite->m_frameSync != arg) { |
615 | d->m_sprite->setFrameSync(arg); |
616 | Q_EMIT frameSyncChanged(arg); |
617 | if (d->m_running) |
618 | restart(); |
619 | } |
620 | } |
621 | |
622 | void QQuickAnimatedSprite::setFrameCount(int arg) |
623 | { |
624 | Q_D(QQuickAnimatedSprite); |
625 | |
626 | if (d->m_sprite->m_frames != arg) { |
627 | d->m_sprite->setFrameCount(arg); |
628 | Q_EMIT frameCountChanged(arg); |
629 | reloadImage(); |
630 | } |
631 | } |
632 | |
633 | void QQuickAnimatedSprite::setFrameHeight(int arg) |
634 | { |
635 | Q_D(QQuickAnimatedSprite); |
636 | |
637 | if (d->m_sprite->m_frameHeight != arg) { |
638 | d->m_sprite->setFrameHeight(arg); |
639 | Q_EMIT frameHeightChanged(arg); |
640 | setImplicitHeight(frameHeight()); |
641 | reloadImage(); |
642 | } |
643 | } |
644 | |
645 | void QQuickAnimatedSprite::setFrameWidth(int arg) |
646 | { |
647 | Q_D(QQuickAnimatedSprite); |
648 | |
649 | if (d->m_sprite->m_frameWidth != arg) { |
650 | d->m_sprite->setFrameWidth(arg); |
651 | Q_EMIT frameWidthChanged(arg); |
652 | setImplicitWidth(frameWidth()); |
653 | reloadImage(); |
654 | } |
655 | } |
656 | |
657 | void QQuickAnimatedSprite::setFrameX(int arg) |
658 | { |
659 | Q_D(QQuickAnimatedSprite); |
660 | |
661 | if (d->m_sprite->m_frameX != arg) { |
662 | d->m_sprite->setFrameX(arg); |
663 | Q_EMIT frameXChanged(arg); |
664 | reloadImage(); |
665 | } |
666 | } |
667 | |
668 | void QQuickAnimatedSprite::setFrameY(int arg) |
669 | { |
670 | Q_D(QQuickAnimatedSprite); |
671 | |
672 | if (d->m_sprite->m_frameY != arg) { |
673 | d->m_sprite->setFrameY(arg); |
674 | Q_EMIT frameYChanged(arg); |
675 | reloadImage(); |
676 | } |
677 | } |
678 | |
679 | void QQuickAnimatedSprite::setFrameRate(qreal arg) |
680 | { |
681 | Q_D(QQuickAnimatedSprite); |
682 | |
683 | if (d->m_sprite->m_frameRate != arg) { |
684 | d->m_sprite->setFrameRate(arg); |
685 | Q_EMIT frameRateChanged(arg); |
686 | if (d->m_running) |
687 | restart(); |
688 | } |
689 | } |
690 | |
691 | void QQuickAnimatedSprite::setFrameDuration(int arg) |
692 | { |
693 | Q_D(QQuickAnimatedSprite); |
694 | |
695 | if (d->m_sprite->m_frameDuration != arg) { |
696 | d->m_sprite->setFrameDuration(arg); |
697 | Q_EMIT frameDurationChanged(arg); |
698 | if (d->m_running) |
699 | restart(); |
700 | } |
701 | } |
702 | |
703 | void QQuickAnimatedSprite::resetFrameRate() |
704 | { |
705 | setFrameRate(-1.0); |
706 | } |
707 | |
708 | void QQuickAnimatedSprite::resetFrameDuration() |
709 | { |
710 | setFrameDuration(-1); |
711 | } |
712 | |
713 | void QQuickAnimatedSprite::setLoops(int arg) |
714 | { |
715 | Q_D(QQuickAnimatedSprite); |
716 | |
717 | if (d->m_loops != arg) { |
718 | d->m_loops = arg; |
719 | Q_EMIT loopsChanged(arg); |
720 | } |
721 | } |
722 | |
723 | void QQuickAnimatedSprite::setCurrentFrame(int arg) //TODO-C: Probably only works when paused |
724 | { |
725 | Q_D(QQuickAnimatedSprite); |
726 | |
727 | if (d->m_curFrame != arg) { |
728 | d->m_curFrame = arg; |
729 | Q_EMIT currentFrameChanged(arg); //TODO-C Only emitted on manual advance! |
730 | update(); |
731 | } |
732 | } |
733 | |
734 | void QQuickAnimatedSprite::setFinishBehavior(FinishBehavior arg) |
735 | { |
736 | Q_D(QQuickAnimatedSprite); |
737 | |
738 | if (d->m_finishBehavior != arg) { |
739 | d->m_finishBehavior = arg; |
740 | Q_EMIT finishBehaviorChanged(arg); |
741 | } |
742 | } |
743 | |
744 | void QQuickAnimatedSprite::createEngine() |
745 | { |
746 | Q_D(QQuickAnimatedSprite); |
747 | |
748 | if (d->m_spriteEngine) |
749 | delete d->m_spriteEngine; |
750 | QList<QQuickSprite*> spriteList; |
751 | spriteList << d->m_sprite; |
752 | d->m_spriteEngine = new QQuickSpriteEngine(QList<QQuickSprite*>(spriteList), this); |
753 | d->m_spriteEngine->startAssemblingImage(); |
754 | reset(); |
755 | } |
756 | |
757 | QSGSpriteNode* QQuickAnimatedSprite::initNode() |
758 | { |
759 | Q_D(QQuickAnimatedSprite); |
760 | |
761 | if (!d->m_spriteEngine) { |
762 | qmlWarning(me: this) << "No sprite engine..." ; |
763 | return nullptr; |
764 | } else if (d->m_spriteEngine->status() == QQuickPixmap::Null) { |
765 | d->m_spriteEngine->startAssemblingImage(); |
766 | maybeUpdate();//Schedule another update, where we will check again |
767 | return nullptr; |
768 | } else if (d->m_spriteEngine->status() == QQuickPixmap::Loading) { |
769 | maybeUpdate();//Schedule another update, where we will check again |
770 | return nullptr; |
771 | } |
772 | |
773 | QImage image = d->m_spriteEngine->assembledImage(maxSize: d->sceneGraphRenderContext()->maxTextureSize()); //Engine prints errors if there are any |
774 | if (image.isNull()) |
775 | return nullptr; |
776 | |
777 | // If frameWidth or frameHeight are not explicitly set, frameWidth |
778 | // will be set to the width of the image divided by the number of frames, |
779 | // and frameHeight will be set to the height of the image. |
780 | // In this case, QQuickAnimatedSprite currently won't emit frameWidth/HeightChanged |
781 | // at all, so we have to do this here, as it's the only place where assembledImage() |
782 | // is called (which calculates the "implicit" frameWidth/Height. |
783 | // In addition, currently the "implicit" frameWidth/Height are only calculated once, |
784 | // even after changing to a different source. |
785 | setImplicitWidth(frameWidth()); |
786 | setImplicitHeight(frameHeight()); |
787 | |
788 | QSGSpriteNode *node = d->sceneGraphContext()->createSpriteNode(); |
789 | |
790 | d->m_sheetSize = QSize(image.size() / image.devicePixelRatioF()); |
791 | node->setTexture(window()->createTextureFromImage(image)); |
792 | d->m_spriteEngine->start(index: 0); |
793 | node->setTime(0.0f); |
794 | node->setSourceA(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY())); |
795 | node->setSourceB(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY())); |
796 | node->setSpriteSize(QSize(d->m_spriteEngine->spriteWidth(), d->m_spriteEngine->spriteHeight())); |
797 | node->setSheetSize(d->m_sheetSize); |
798 | node->setSize(QSizeF(width(), height())); |
799 | return node; |
800 | } |
801 | |
802 | void QQuickAnimatedSprite::reset() |
803 | { |
804 | Q_D(QQuickAnimatedSprite); |
805 | d->m_pleaseReset = true; |
806 | maybeUpdate(); |
807 | } |
808 | |
809 | QSGNode *QQuickAnimatedSprite::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) |
810 | { |
811 | Q_D(QQuickAnimatedSprite); |
812 | |
813 | if (d->m_pleaseReset) { |
814 | delete oldNode; |
815 | |
816 | oldNode = nullptr; |
817 | d->m_pleaseReset = false; |
818 | } |
819 | |
820 | QSGSpriteNode *node = static_cast<QSGSpriteNode *>(oldNode); |
821 | if (!node) |
822 | node = initNode(); |
823 | |
824 | if (node) |
825 | prepareNextFrame(node); |
826 | |
827 | if (d->m_running && !d->m_paused) |
828 | maybeUpdate(); |
829 | |
830 | return node; |
831 | } |
832 | |
833 | void QQuickAnimatedSprite::prepareNextFrame(QSGSpriteNode *node) |
834 | { |
835 | Q_D(QQuickAnimatedSprite); |
836 | |
837 | int timeInt = d->m_timestamp.elapsed() + d->m_pauseOffset; |
838 | qreal time = timeInt / 1000.; |
839 | |
840 | int frameAt; |
841 | qreal progress = 0.0; |
842 | int lastFrame = d->m_curFrame; |
843 | if (d->m_running && !d->m_paused) { |
844 | const int nColumns = d->m_sheetSize.width() / d->m_spriteEngine->spriteWidth(); |
845 | //Advance State (keeps time for psuedostates) |
846 | d->m_spriteEngine->updateSprites(time: timeInt); |
847 | |
848 | //Advance AnimatedSprite |
849 | qreal animT = d->m_spriteEngine->spriteStart()/1000.0; |
850 | const int frameCountInRow = d->m_spriteEngine->spriteFrames(); |
851 | const qreal frameDuration = d->m_spriteEngine->spriteDuration() / frameCountInRow; |
852 | if (frameDuration > 0) { |
853 | qreal frame = (time - animT)/(frameDuration / 1000.0); |
854 | bool lastLoop = d->m_loops > 0 && d->m_curLoop == d->m_loops-1; |
855 | //don't visually interpolate for the last frame of the last loop |
856 | const int max = lastLoop ? frameCountInRow - 1 : frameCountInRow; |
857 | frame = qBound(min: qreal(0.0), val: frame, max: qreal(max)); |
858 | double intpart; |
859 | progress = std::modf(x: frame,iptr: &intpart); |
860 | frameAt = (int)intpart; |
861 | const int rowIndex = d->m_spriteEngine->spriteY()/frameHeight(); |
862 | const int newFrame = rowIndex * nColumns + frameAt; |
863 | if (d->m_curFrame > newFrame) //went around |
864 | d->m_curLoop++; |
865 | d->m_curFrame = newFrame; |
866 | } else { |
867 | d->m_curFrame++; |
868 | if (d->m_curFrame >= d->m_spriteEngine->maxFrames()) { // maxFrames: total number of frames including all rows |
869 | d->m_curFrame = 0; |
870 | d->m_curLoop++; |
871 | } |
872 | frameAt = d->m_curFrame % nColumns; |
873 | if (frameAt == 0) |
874 | d->m_spriteEngine->advance(); |
875 | progress = 0; |
876 | } |
877 | if (d->m_loops > 0 && d->m_curLoop >= d->m_loops) { |
878 | if (d->m_finishBehavior == FinishAtInitialFrame) |
879 | frameAt = 0; |
880 | else |
881 | frameAt = frameCount() - 1; |
882 | d->m_curFrame = frameAt; |
883 | d->m_running = false; |
884 | emit runningChanged(arg: false); |
885 | emit finished(); |
886 | maybeUpdate(); |
887 | } |
888 | } else { |
889 | frameAt = d->m_curFrame; |
890 | } |
891 | if (d->m_curFrame != lastFrame) { |
892 | if (isCurrentFrameChangedConnected()) |
893 | emit currentFrameChanged(arg: d->m_curFrame); |
894 | maybeUpdate(); |
895 | } |
896 | |
897 | int frameCount = d->m_spriteEngine->spriteFrames(); |
898 | bool reverse = d->m_spriteEngine->sprite()->reverse(); |
899 | if (reverse) |
900 | frameAt = (frameCount - 1) - frameAt; |
901 | |
902 | int w = d->m_spriteEngine->spriteWidth(); |
903 | int h = d->m_spriteEngine->spriteHeight(); |
904 | int x1; |
905 | int y1; |
906 | if (d->m_paused) { |
907 | int spriteY = d->m_spriteEngine->spriteY(); |
908 | if (reverse) { |
909 | int rows = d->m_spriteEngine->maxFrames() * d->m_spriteEngine->spriteWidth() / d->m_sheetSize.width(); |
910 | spriteY -= rows * d->m_spriteEngine->spriteHeight(); |
911 | frameAt = (frameCount - 1) - frameAt; |
912 | } |
913 | |
914 | int position = frameAt * d->m_spriteEngine->spriteWidth() + d->m_spriteEngine->spriteX(); |
915 | int row = position / d->m_sheetSize.width(); |
916 | |
917 | x1 = (position - (row * d->m_sheetSize.width())); |
918 | y1 = (row * d->m_spriteEngine->spriteHeight() + spriteY); |
919 | } else { |
920 | x1 = d->m_spriteEngine->spriteX() + frameAt * w; |
921 | y1 = d->m_spriteEngine->spriteY(); |
922 | } |
923 | |
924 | //### hard-coded 0/1 work because we are the only |
925 | // images in the sprite sheet (without this we cannot assume |
926 | // where in the sheet we begin/end). |
927 | int x2; |
928 | int y2; |
929 | if (reverse) { |
930 | if (frameAt > 0) { |
931 | x2 = x1 - w; |
932 | y2 = y1; |
933 | } else { |
934 | x2 = d->m_sheetSize.width() - w; |
935 | y2 = y1 - h; |
936 | if (y2 < 0) { |
937 | //the last row may not fill the entire width |
938 | int maxRowFrames = d->m_sheetSize.width() / d->m_spriteEngine->spriteWidth(); |
939 | if (d->m_spriteEngine->maxFrames() % maxRowFrames) |
940 | x2 = ((d->m_spriteEngine->maxFrames() % maxRowFrames) - 1) * w; |
941 | |
942 | y2 = d->m_sheetSize.height() - h; |
943 | } |
944 | } |
945 | } else { |
946 | if (frameAt < (frameCount-1)) { |
947 | x2 = x1 + w; |
948 | y2 = y1; |
949 | } else { |
950 | x2 = 0; |
951 | y2 = y1 + h; |
952 | if (y2 >= d->m_sheetSize.height()) |
953 | y2 = 0; |
954 | } |
955 | } |
956 | |
957 | node->setSourceA(QPoint(x1, y1)); |
958 | node->setSourceB(QPoint(x2, y2)); |
959 | node->setSpriteSize(QSize(w, h)); |
960 | node->setTime(d->m_interpolate ? progress : 0.0); |
961 | node->setSize(QSizeF(width(), height())); |
962 | node->setFiltering(smooth() ? QSGTexture::Linear : QSGTexture::Nearest); |
963 | node->update(); |
964 | } |
965 | |
966 | QT_END_NAMESPACE |
967 | |
968 | #include "moc_qquickanimatedsprite_p.cpp" |
969 | |