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| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
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| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
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| 38 | ****************************************************************************/ |
| 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 | |