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39 | |
40 | #include "qquickspritesequence_p.h" |
41 | #include "qquickspritesequence_p_p.h" |
42 | #include "qquicksprite_p.h" |
43 | #include "qquickspriteengine_p.h" |
44 | #include <QtQuick/private/qsgcontext_p.h> |
45 | #include <private/qsgadaptationlayer_p.h> |
46 | #include <QtQuick/qsgnode.h> |
47 | #include <QtQuick/qsgtexturematerial.h> |
48 | #include <QtQuick/qsgtexture.h> |
49 | #include <QtQuick/qquickwindow.h> |
50 | #include <QtQml/qqmlinfo.h> |
51 | #include <QFile> |
52 | #include <cmath> |
53 | #include <qmath.h> |
54 | #include <QDebug> |
55 | |
56 | QT_BEGIN_NAMESPACE |
57 | |
58 | /*! |
59 | \qmltype SpriteSequence |
60 | \instantiates QQuickSpriteSequence |
61 | \inqmlmodule QtQuick |
62 | \ingroup qtquick-visual-utility |
63 | \inherits Item |
64 | \brief Draws a sprite animation. |
65 | |
66 | SpriteSequence renders and controls a list of animations defined |
67 | by \l Sprite types. |
68 | |
69 | For full details, see the \l{Sprite Animations} overview. |
70 | \sa {Sprite animations with SpriteSequence} |
71 | */ |
72 | /*! |
73 | \qmlproperty bool QtQuick::SpriteSequence::running |
74 | |
75 | Whether the sprite is animating or not. |
76 | |
77 | Default is \c true. |
78 | */ |
79 | /*! |
80 | \qmlproperty bool QtQuick::SpriteSequence::interpolate |
81 | |
82 | If \c true, interpolation will occur between sprite frames to make the |
83 | animation appear smoother. |
84 | |
85 | Default is \c true. |
86 | */ |
87 | /*! |
88 | \qmlproperty string QtQuick::SpriteSequence::currentSprite |
89 | |
90 | The name of the \l Sprite that is currently animating. |
91 | */ |
92 | /*! |
93 | \qmlproperty string QtQuick::SpriteSequence::goalSprite |
94 | |
95 | The name of the \l Sprite that the animation should move to. |
96 | |
97 | Sprite states have defined durations and transitions between them; setting \c goalSprite |
98 | will cause it to disregard any path weightings (including \c 0) and head down the path |
99 | that will reach the \c goalSprite quickest (fewest animations). It will pass through |
100 | intermediate states on that path, and animate them for their duration. |
101 | |
102 | If it is possible to return to the \c goalSprite from the starting point of the \c goalSprite, |
103 | it will continue to do so until \c goalSprite is set to \c "" or an unreachable state. |
104 | */ |
105 | /*! \qmlmethod QtQuick::SpriteSequence::jumpTo(string sprite) |
106 | |
107 | This function causes the SpriteSequence to jump to the specified \a sprite immediately; |
108 | intermediate sprites are not played. |
109 | */ |
110 | /*! |
111 | \qmlproperty list<Sprite> QtQuick::SpriteSequence::sprites |
112 | |
113 | The sprite or sprites to draw. Sprites will be scaled to the size of this item. |
114 | */ |
115 | |
116 | //TODO: Implicitly size element to size of first sprite? |
117 | QQuickSpriteSequence::QQuickSpriteSequence(QQuickItem *parent) : |
118 | QQuickItem(*(new QQuickSpriteSequencePrivate), parent) |
119 | { |
120 | setFlag(flag: ItemHasContents); |
121 | connect(sender: this, SIGNAL(runningChanged(bool)), |
122 | receiver: this, SLOT(update())); |
123 | } |
124 | |
125 | void QQuickSpriteSequence::jumpTo(const QString &sprite) |
126 | { |
127 | Q_D(QQuickSpriteSequence); |
128 | if (!d->m_spriteEngine) |
129 | return; |
130 | d->m_spriteEngine->setGoal(state: d->m_spriteEngine->stateIndex(s: sprite), sprite: 0, jump: true); |
131 | } |
132 | |
133 | void QQuickSpriteSequence::setGoalSprite(const QString &sprite) |
134 | { |
135 | Q_D(QQuickSpriteSequence); |
136 | if (d->m_goalState != sprite){ |
137 | d->m_goalState = sprite; |
138 | emit goalSpriteChanged(arg: sprite); |
139 | if (d->m_spriteEngine) |
140 | d->m_spriteEngine->setGoal(state: d->m_spriteEngine->stateIndex(s: sprite)); |
141 | } |
142 | } |
143 | |
144 | void QQuickSpriteSequence::setRunning(bool arg) |
145 | { |
146 | Q_D(QQuickSpriteSequence); |
147 | if (d->m_running != arg) { |
148 | d->m_running = arg; |
149 | Q_EMIT runningChanged(arg); |
150 | } |
151 | } |
152 | |
153 | void QQuickSpriteSequence::setInterpolate(bool arg) |
154 | { |
155 | Q_D(QQuickSpriteSequence); |
156 | if (d->m_interpolate != arg) { |
157 | d->m_interpolate = arg; |
158 | Q_EMIT interpolateChanged(arg); |
159 | } |
160 | } |
161 | |
162 | QQmlListProperty<QQuickSprite> QQuickSpriteSequence::sprites() |
163 | { |
164 | Q_D(QQuickSpriteSequence); |
165 | return QQmlListProperty<QQuickSprite>(this, &d->m_sprites, |
166 | spriteAppend, spriteCount, spriteAt, |
167 | spriteClear, spriteReplace, spriteRemoveLast); |
168 | } |
169 | |
170 | bool QQuickSpriteSequence::running() const |
171 | { |
172 | Q_D(const QQuickSpriteSequence); |
173 | return d->m_running; |
174 | } |
175 | |
176 | bool QQuickSpriteSequence::interpolate() const |
177 | { |
178 | Q_D(const QQuickSpriteSequence); |
179 | return d->m_interpolate; |
180 | } |
181 | |
182 | QString QQuickSpriteSequence::goalSprite() const |
183 | { |
184 | Q_D(const QQuickSpriteSequence); |
185 | return d->m_goalState; |
186 | } |
187 | |
188 | QString QQuickSpriteSequence::currentSprite() const |
189 | { |
190 | Q_D(const QQuickSpriteSequence); |
191 | return d->m_curState; |
192 | } |
193 | |
194 | void QQuickSpriteSequence::createEngine() |
195 | { |
196 | Q_D(QQuickSpriteSequence); |
197 | //TODO: delay until component complete |
198 | if (d->m_spriteEngine) |
199 | delete d->m_spriteEngine; |
200 | if (d->m_sprites.count()) { |
201 | d->m_spriteEngine = new QQuickSpriteEngine(d->m_sprites, this); |
202 | if (!d->m_goalState.isEmpty()) |
203 | d->m_spriteEngine->setGoal(state: d->m_spriteEngine->stateIndex(s: d->m_goalState)); |
204 | } else { |
205 | d->m_spriteEngine = nullptr; |
206 | } |
207 | reset(); |
208 | } |
209 | |
210 | QSGSpriteNode *QQuickSpriteSequence::initNode() |
211 | { |
212 | Q_D(QQuickSpriteSequence); |
213 | |
214 | if (!d->m_spriteEngine) { |
215 | qmlWarning(me: this) << "No sprite engine..." ; |
216 | return nullptr; |
217 | } else if (d->m_spriteEngine->status() == QQuickPixmap::Null) { |
218 | d->m_spriteEngine->startAssemblingImage(); |
219 | update();//Schedule another update, where we will check again |
220 | return nullptr; |
221 | } else if (d->m_spriteEngine->status() == QQuickPixmap::Loading) { |
222 | update();//Schedule another update, where we will check again |
223 | return nullptr; |
224 | } |
225 | |
226 | QImage image = d->m_spriteEngine->assembledImage(maxSize: d->sceneGraphRenderContext()->maxTextureSize()); |
227 | if (image.isNull()) |
228 | return nullptr; |
229 | |
230 | QSGSpriteNode *node = d->sceneGraphContext()->createSpriteNode(); |
231 | |
232 | d->m_sheetSize = QSize(image.size() / image.devicePixelRatioF()); |
233 | node->setTexture(window()->createTextureFromImage(image)); |
234 | d->m_spriteEngine->start(index: 0); |
235 | node->setTime(0.0f); |
236 | node->setSourceA(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY())); |
237 | node->setSourceB(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY())); |
238 | node->setSpriteSize(QSize(d->m_spriteEngine->spriteWidth(), d->m_spriteEngine->spriteHeight())); |
239 | node->setSheetSize(d->m_sheetSize); |
240 | node->setSize(QSizeF(width(), height())); |
241 | |
242 | d->m_curState = d->m_spriteEngine->state(idx: d->m_spriteEngine->curState())->name(); |
243 | emit currentSpriteChanged(arg: d->m_curState); |
244 | d->m_timestamp.start(); |
245 | return node; |
246 | } |
247 | |
248 | void QQuickSpriteSequence::reset() |
249 | { |
250 | Q_D(QQuickSpriteSequence); |
251 | d->m_pleaseReset = true; |
252 | } |
253 | |
254 | QSGNode *QQuickSpriteSequence::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *) |
255 | { |
256 | Q_D(QQuickSpriteSequence); |
257 | |
258 | if (d->m_pleaseReset) { |
259 | delete oldNode; |
260 | |
261 | oldNode = nullptr; |
262 | d->m_pleaseReset = false; |
263 | } |
264 | |
265 | QSGSpriteNode *node = static_cast<QSGSpriteNode *>(oldNode); |
266 | if (!node) |
267 | node = initNode(); |
268 | |
269 | if (node) |
270 | prepareNextFrame(node); |
271 | |
272 | if (d->m_running) { |
273 | update(); |
274 | } |
275 | |
276 | return node; |
277 | } |
278 | |
279 | void QQuickSpriteSequence::prepareNextFrame(QSGSpriteNode *node) |
280 | { |
281 | Q_D(QQuickSpriteSequence); |
282 | |
283 | uint timeInt = d->m_timestamp.elapsed(); |
284 | qreal time = timeInt / 1000.; |
285 | |
286 | //Advance State |
287 | d->m_spriteEngine->updateSprites(time: timeInt); |
288 | if (d->m_curStateIdx != d->m_spriteEngine->curState()) { |
289 | d->m_curStateIdx = d->m_spriteEngine->curState(); |
290 | d->m_curState = d->m_spriteEngine->state(idx: d->m_spriteEngine->curState())->name(); |
291 | emit currentSpriteChanged(arg: d->m_curState); |
292 | d->m_curFrame= -1; |
293 | } |
294 | |
295 | //Advance Sprite |
296 | qreal animT = d->m_spriteEngine->spriteStart()/1000.0; |
297 | qreal frameCount = d->m_spriteEngine->spriteFrames(); |
298 | qreal frameDuration = d->m_spriteEngine->spriteDuration()/frameCount; |
299 | double frameAt; |
300 | qreal progress; |
301 | if (frameDuration > 0) { |
302 | qreal frame = (time - animT)/(frameDuration / 1000.0); |
303 | frame = qBound(min: qreal(0.0), val: frame, max: frameCount - qreal(1.0));//Stop at count-1 frames until we have between anim interpolation |
304 | progress = std::modf(x: frame,iptr: &frameAt); |
305 | } else { |
306 | d->m_curFrame++; |
307 | if (d->m_curFrame >= frameCount){ |
308 | d->m_curFrame = 0; |
309 | d->m_spriteEngine->advance(); |
310 | } |
311 | frameAt = d->m_curFrame; |
312 | progress = 0; |
313 | } |
314 | if (d->m_spriteEngine->sprite()->reverse()) |
315 | frameAt = (d->m_spriteEngine->spriteFrames() - 1) - frameAt; |
316 | int y = d->m_spriteEngine->spriteY(); |
317 | int w = d->m_spriteEngine->spriteWidth(); |
318 | int h = d->m_spriteEngine->spriteHeight(); |
319 | int x1 = d->m_spriteEngine->spriteX(); |
320 | x1 += frameAt * w; |
321 | int x2 = x1; |
322 | if (frameAt < (frameCount-1)) |
323 | x2 += w; |
324 | |
325 | node->setSourceA(QPoint(x1, y)); |
326 | node->setSourceB(QPoint(x2, y)); |
327 | node->setSpriteSize(QSize(w, h)); |
328 | node->setTime(d->m_interpolate ? progress : 0.0); |
329 | node->setSize(QSizeF(width(), height())); |
330 | node->setFiltering(smooth() ? QSGTexture::Linear : QSGTexture::Nearest); |
331 | node->update(); |
332 | } |
333 | |
334 | QT_END_NAMESPACE |
335 | |
336 | #include "moc_qquickspritesequence_p.cpp" |
337 | |