| 1 | // Copyright (C) 2022 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquickframeanimation_p.h" |
| 5 | |
| 6 | #include <QtCore/qcoreapplication.h> |
| 7 | #include <QtCore/qelapsedtimer.h> |
| 8 | #include "private/qabstractanimationjob_p.h" |
| 9 | #include <private/qobject_p.h> |
| 10 | #include <qdebug.h> |
| 11 | |
| 12 | QT_BEGIN_NAMESPACE |
| 13 | |
| 14 | class QFrameAnimationJob : public QAbstractAnimationJob |
| 15 | { |
| 16 | int duration() const override { |
| 17 | return 1; |
| 18 | } |
| 19 | }; |
| 20 | |
| 21 | class QQuickFrameAnimationPrivate : public QObjectPrivate, public QAnimationJobChangeListener |
| 22 | { |
| 23 | Q_DECLARE_PUBLIC(QQuickFrameAnimation) |
| 24 | public: |
| 25 | QQuickFrameAnimationPrivate() {} |
| 26 | |
| 27 | void animationCurrentLoopChanged(QAbstractAnimationJob *) override { |
| 28 | maybeTick(); |
| 29 | } |
| 30 | |
| 31 | void maybeTick() |
| 32 | { |
| 33 | Q_Q(QQuickFrameAnimation); |
| 34 | if (!running || paused) |
| 35 | return; |
| 36 | |
| 37 | qint64 elapsedTimeNs = elapsedTimer.nsecsElapsed(); |
| 38 | qint64 frameTimeNs = elapsedTimeNs - prevElapsedTimeNs; |
| 39 | if (prevFrameTimeNs != frameTimeNs) { |
| 40 | frameTime = qreal(frameTimeNs) / 1000000000.0; |
| 41 | Q_EMIT q->frameTimeChanged(); |
| 42 | } |
| 43 | |
| 44 | const qreal f = 0.1; |
| 45 | qreal newSmoothFrameTime = f * frameTime + (1.0 - f) * smoothFrameTime; |
| 46 | if (!qFuzzyCompare(p1: newSmoothFrameTime, p2: smoothFrameTime)) { |
| 47 | smoothFrameTime = newSmoothFrameTime; |
| 48 | Q_EMIT q->smoothFrameTimeChanged(); |
| 49 | } |
| 50 | |
| 51 | q->setElapsedTime(elapsedTime + frameTime); |
| 52 | |
| 53 | const int frame = (firstTick && currentFrame > 0) ? 0 : currentFrame + 1; |
| 54 | q->setCurrentFrame(frame); |
| 55 | |
| 56 | prevElapsedTimeNs = elapsedTimeNs; |
| 57 | prevFrameTimeNs = frameTimeNs; |
| 58 | firstTick = false; |
| 59 | |
| 60 | Q_EMIT q->triggered(); |
| 61 | } |
| 62 | |
| 63 | // Handle the running/pausing state updates. |
| 64 | void updateState() |
| 65 | { |
| 66 | if (!componentComplete) |
| 67 | return; |
| 68 | |
| 69 | if (running && !paused) { |
| 70 | if (firstTick) { |
| 71 | elapsedTime = 0; |
| 72 | elapsedTimer.start(); |
| 73 | } |
| 74 | prevElapsedTimeNs = elapsedTimer.nsecsElapsed(); |
| 75 | frameJob.start(); |
| 76 | } else { |
| 77 | frameJob.stop(); |
| 78 | } |
| 79 | } |
| 80 | |
| 81 | private: |
| 82 | QFrameAnimationJob frameJob; |
| 83 | QElapsedTimer elapsedTimer; |
| 84 | int currentFrame = 0; |
| 85 | qreal frameTime = 0.0; |
| 86 | qreal smoothFrameTime = 0.0; |
| 87 | qreal elapsedTime = 0.0; |
| 88 | qint64 prevFrameTimeNs = 0; |
| 89 | qint64 prevElapsedTimeNs = 0; |
| 90 | bool running = false; |
| 91 | bool paused = false; |
| 92 | bool componentComplete = false; |
| 93 | bool firstTick = true; |
| 94 | }; |
| 95 | |
| 96 | /*! |
| 97 | \qmltype FrameAnimation |
| 98 | \nativetype QQuickFrameAnimation |
| 99 | \inqmlmodule QtQuick |
| 100 | \ingroup qtquick-interceptors |
| 101 | \since 6.4 |
| 102 | \brief Triggers a handler at every animation frame update. |
| 103 | |
| 104 | A FrameAnimation can be used to trigger an action every time animations |
| 105 | have progressed and an animation frame has been rendered. See the documentation |
| 106 | about the \l{qtquick-visualcanvas-scenegraph.html}{Scene Graph} for in-depth |
| 107 | information about the threaded and basic render loops. |
| 108 | |
| 109 | For general animations, prefer using \c NumberAnimation and other \c Animation |
| 110 | elements as those provide declarative way to describe the animations. |
| 111 | |
| 112 | FrameAnimation on the other hand should be used for custom imperative animations |
| 113 | and in use-cases like these: |
| 114 | \list |
| 115 | \li When you need to run some code on every frame update. Or e.g. every other frame, |
| 116 | maybe using progressive rendering. |
| 117 | \li When the speed / target is changing during the animation, normal QML animations |
| 118 | can be too limiting. |
| 119 | \li When more accurate frame update time is needed, e.g. for fps counter. |
| 120 | \endlist |
| 121 | |
| 122 | Compared to \c Timer which allows to set the \c interval time, FrameAnimation runs |
| 123 | always in synchronization with the animation updates. If you have used \c Timer |
| 124 | with a short interval for custom animations like below, please consider switching |
| 125 | to use FrameAnimation instead for smoother animations. |
| 126 | \code |
| 127 | // BAD |
| 128 | Timer { |
| 129 | interval: 16 |
| 130 | repeat: true |
| 131 | running: true |
| 132 | onTriggered: { |
| 133 | // Animate something |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | // GOOD |
| 138 | FrameAnimation { |
| 139 | running: true |
| 140 | onTriggered: { |
| 141 | // Animate something |
| 142 | } |
| 143 | } |
| 144 | \endcode |
| 145 | */ |
| 146 | QQuickFrameAnimation::QQuickFrameAnimation(QObject *parent) |
| 147 | : QObject(*(new QQuickFrameAnimationPrivate), parent) |
| 148 | { |
| 149 | Q_D(QQuickFrameAnimation); |
| 150 | d->frameJob.addAnimationChangeListener(listener: d, QAbstractAnimationJob::CurrentLoop); |
| 151 | d->frameJob.setLoopCount(-1); |
| 152 | } |
| 153 | |
| 154 | /*! |
| 155 | \qmlsignal QtQuick::FrameAnimation::triggered() |
| 156 | |
| 157 | This signal is emitted when the FrameAnimation has progressed to a new frame. |
| 158 | */ |
| 159 | |
| 160 | /*! |
| 161 | \qmlproperty bool QtQuick::FrameAnimation::running |
| 162 | |
| 163 | If set to true, starts the frame animation; otherwise stops it. |
| 164 | |
| 165 | \a running defaults to false. |
| 166 | |
| 167 | \sa stop(), start(), restart() |
| 168 | */ |
| 169 | bool QQuickFrameAnimation::isRunning() const |
| 170 | { |
| 171 | Q_D(const QQuickFrameAnimation); |
| 172 | return d->running; |
| 173 | } |
| 174 | |
| 175 | void QQuickFrameAnimation::setRunning(bool running) |
| 176 | { |
| 177 | Q_D(QQuickFrameAnimation); |
| 178 | if (d->running != running) { |
| 179 | d->running = running; |
| 180 | d->firstTick = true; |
| 181 | Q_EMIT runningChanged(); |
| 182 | d->updateState(); |
| 183 | } |
| 184 | } |
| 185 | |
| 186 | /*! |
| 187 | \qmlproperty bool QtQuick::FrameAnimation::paused |
| 188 | |
| 189 | If set to true, pauses the frame animation; otherwise resumes it. |
| 190 | |
| 191 | \a paused defaults to false. |
| 192 | |
| 193 | \sa pause(), resume() |
| 194 | */ |
| 195 | bool QQuickFrameAnimation::isPaused() const |
| 196 | { |
| 197 | Q_D(const QQuickFrameAnimation); |
| 198 | return d->paused; |
| 199 | } |
| 200 | |
| 201 | void QQuickFrameAnimation::setPaused(bool paused) |
| 202 | { |
| 203 | Q_D(QQuickFrameAnimation); |
| 204 | if (d->paused != paused) { |
| 205 | d->paused = paused; |
| 206 | Q_EMIT pausedChanged(); |
| 207 | d->updateState(); |
| 208 | } |
| 209 | } |
| 210 | |
| 211 | /*! |
| 212 | \qmlproperty int QtQuick::FrameAnimation::currentFrame |
| 213 | \readonly |
| 214 | |
| 215 | This property holds the number of frame updates since the start. |
| 216 | When the frame animation is restarted, currentFrame starts from \c 0. |
| 217 | |
| 218 | The following example shows how to react on frame updates. |
| 219 | |
| 220 | \code |
| 221 | FrameAnimation { |
| 222 | running: true |
| 223 | onTriggered: { |
| 224 | // Run code on every frame update. |
| 225 | } |
| 226 | } |
| 227 | \endcode |
| 228 | |
| 229 | This property can also be used for rendering only every nth frame. Consider an |
| 230 | advanced usage where the UI contains two heavy elements and to reach smooth 60fps |
| 231 | overall frame rate, you decide to render these heavy elements at 30fps, first one |
| 232 | on every even frames and second one on every odd frames: |
| 233 | |
| 234 | \code |
| 235 | FrameAnimation { |
| 236 | running: true |
| 237 | onTriggered: { |
| 238 | if (currentFrame % 2 == 0) |
| 239 | updateUIElement1(); |
| 240 | else |
| 241 | updateUIElement2(); |
| 242 | } |
| 243 | } |
| 244 | \endcode |
| 245 | |
| 246 | By default, \c frame is 0. |
| 247 | */ |
| 248 | int QQuickFrameAnimation::currentFrame() const |
| 249 | { |
| 250 | Q_D(const QQuickFrameAnimation); |
| 251 | return d->currentFrame; |
| 252 | } |
| 253 | |
| 254 | /*! |
| 255 | \qmlproperty real QtQuick::FrameAnimation::frameTime |
| 256 | \readonly |
| 257 | |
| 258 | This property holds the time (in seconds) since the previous frame update. |
| 259 | |
| 260 | The following example shows how to use frameTime to animate item with |
| 261 | varying speed, adjusting to screen refresh rates and possible fps drops. |
| 262 | |
| 263 | \code |
| 264 | Rectangle { |
| 265 | id: rect |
| 266 | property real speed: 90 |
| 267 | width: 100 |
| 268 | height: 100 |
| 269 | color: "red" |
| 270 | anchors.centerIn: parent |
| 271 | } |
| 272 | |
| 273 | FrameAnimation { |
| 274 | id: frameAnimation |
| 275 | running: true |
| 276 | onTriggered: { |
| 277 | // Rotate the item speed-degrees / second. |
| 278 | rect.rotation += rect.speed * frameTime |
| 279 | } |
| 280 | } |
| 281 | \endcode |
| 282 | |
| 283 | By default, \c frameTime is 0. |
| 284 | */ |
| 285 | qreal QQuickFrameAnimation::frameTime() const |
| 286 | { |
| 287 | Q_D(const QQuickFrameAnimation); |
| 288 | return d->frameTime; |
| 289 | } |
| 290 | |
| 291 | /*! |
| 292 | \qmlproperty real QtQuick::FrameAnimation::smoothFrameTime |
| 293 | \readonly |
| 294 | |
| 295 | This property holds the smoothed time (in seconds) since the previous frame update. |
| 296 | |
| 297 | The following example shows how to use smoothFrameTime to show average fps. |
| 298 | |
| 299 | \code |
| 300 | Text { |
| 301 | text: "fps: " + frameAnimation.fps.toFixed(0) |
| 302 | } |
| 303 | |
| 304 | FrameAnimation { |
| 305 | id: frameAnimation |
| 306 | property real fps: smoothFrameTime > 0 ? (1.0 / smoothFrameTime) : 0 |
| 307 | running: true |
| 308 | } |
| 309 | \endcode |
| 310 | |
| 311 | By default, \c smoothFrameTime is 0. |
| 312 | */ |
| 313 | qreal QQuickFrameAnimation::smoothFrameTime() const |
| 314 | { |
| 315 | Q_D(const QQuickFrameAnimation); |
| 316 | return d->smoothFrameTime; |
| 317 | } |
| 318 | |
| 319 | /*! |
| 320 | \qmlproperty real QtQuick::FrameAnimation::elapsedTime |
| 321 | \readonly |
| 322 | |
| 323 | This property holds the time (in seconds) since the previous start. |
| 324 | |
| 325 | By default, \c elapsedTime is 0. |
| 326 | */ |
| 327 | qreal QQuickFrameAnimation::elapsedTime() const |
| 328 | { |
| 329 | Q_D(const QQuickFrameAnimation); |
| 330 | return d->elapsedTime; |
| 331 | } |
| 332 | |
| 333 | /*! |
| 334 | \qmlmethod QtQuick::FrameAnimation::start() |
| 335 | \brief Starts the frame animation |
| 336 | |
| 337 | If the frame animation is already running, calling this method has no effect. The |
| 338 | \c running property will be true following a call to \c start(). |
| 339 | */ |
| 340 | void QQuickFrameAnimation::start() |
| 341 | { |
| 342 | setRunning(true); |
| 343 | } |
| 344 | |
| 345 | /*! |
| 346 | \qmlmethod QtQuick::FrameAnimation::stop() |
| 347 | \brief Stops the frame animation |
| 348 | |
| 349 | If the frame animation is not running, calling this method has no effect. Both the \c running and |
| 350 | \c paused properties will be false following a call to \c stop(). |
| 351 | */ |
| 352 | void QQuickFrameAnimation::stop() |
| 353 | { |
| 354 | setRunning(false); |
| 355 | setPaused(false); |
| 356 | } |
| 357 | |
| 358 | /*! |
| 359 | \qmlmethod QtQuick::FrameAnimation::restart() |
| 360 | \brief Restarts the frame animation |
| 361 | |
| 362 | If the FrameAnimation is not running it will be started, otherwise it will be |
| 363 | stopped, reset to initial state and started. The \c running property |
| 364 | will be true following a call to \c restart(). |
| 365 | */ |
| 366 | void QQuickFrameAnimation::restart() |
| 367 | { |
| 368 | stop(); |
| 369 | start(); |
| 370 | } |
| 371 | |
| 372 | /*! |
| 373 | \qmlmethod QtQuick::FrameAnimation::pause() |
| 374 | \brief Pauses the frame animation |
| 375 | |
| 376 | If the frame animation is already paused or not \c running, calling this method has no effect. |
| 377 | The \c paused property will be true following a call to \c pause(). |
| 378 | */ |
| 379 | void QQuickFrameAnimation::pause() |
| 380 | { |
| 381 | setPaused(true); |
| 382 | } |
| 383 | |
| 384 | /*! |
| 385 | \qmlmethod QtQuick::FrameAnimation::resume() |
| 386 | \brief Resumes a paused frame animation |
| 387 | |
| 388 | If the frame animation is not paused or not \c running, calling this method has no effect. |
| 389 | The \c paused property will be false following a call to \c resume(). |
| 390 | */ |
| 391 | void QQuickFrameAnimation::resume() |
| 392 | { |
| 393 | setPaused(false); |
| 394 | } |
| 395 | |
| 396 | /*! |
| 397 | \qmlmethod QtQuick::FrameAnimation::reset() |
| 398 | \brief Resets the frame animation properties |
| 399 | |
| 400 | Calling this method resets the \c frame and \c elapsedTime to their initial |
| 401 | values (0). This method has no effect on \c running or \c paused properties |
| 402 | and can be called while they are true or false. |
| 403 | |
| 404 | The difference between calling \c reset() and \c restart() is that \c reset() |
| 405 | will always initialize the properties while \c restart() initializes them only |
| 406 | at the next frame update which doesn't happen e.g. if \c restart() is |
| 407 | immediately followed by \c pause(). |
| 408 | */ |
| 409 | void QQuickFrameAnimation::reset() |
| 410 | { |
| 411 | Q_D(QQuickFrameAnimation); |
| 412 | setElapsedTime(0); |
| 413 | setCurrentFrame(0); |
| 414 | d->prevElapsedTimeNs = 0; |
| 415 | d->elapsedTimer.start(); |
| 416 | } |
| 417 | |
| 418 | /*! |
| 419 | \internal |
| 420 | */ |
| 421 | void QQuickFrameAnimation::classBegin() |
| 422 | { |
| 423 | Q_D(QQuickFrameAnimation); |
| 424 | d->componentComplete = false; |
| 425 | } |
| 426 | |
| 427 | /*! |
| 428 | \internal |
| 429 | */ |
| 430 | void QQuickFrameAnimation::componentComplete() |
| 431 | { |
| 432 | Q_D(QQuickFrameAnimation); |
| 433 | d->componentComplete = true; |
| 434 | d->updateState(); |
| 435 | } |
| 436 | |
| 437 | /*! |
| 438 | \internal |
| 439 | */ |
| 440 | void QQuickFrameAnimation::setCurrentFrame(int frame) |
| 441 | { |
| 442 | Q_D(QQuickFrameAnimation); |
| 443 | if (d->currentFrame != frame) { |
| 444 | d->currentFrame = frame; |
| 445 | Q_EMIT currentFrameChanged(); |
| 446 | } |
| 447 | } |
| 448 | |
| 449 | /*! |
| 450 | \internal |
| 451 | */ |
| 452 | void QQuickFrameAnimation::setElapsedTime(qreal elapsedTime) |
| 453 | { |
| 454 | Q_D(QQuickFrameAnimation); |
| 455 | if (!qFuzzyCompare(p1: d->elapsedTime, p2: elapsedTime)) { |
| 456 | d->elapsedTime = elapsedTime; |
| 457 | Q_EMIT elapsedTimeChanged(); |
| 458 | } |
| 459 | } |
| 460 | |
| 461 | QT_END_NAMESPACE |
| 462 | |
| 463 | #include "moc_qquickframeanimation_p.cpp" |
| 464 | |