blob: 6b050929f85855e015e0ceb8e8b3c239b7dad7fb [file] [log] [blame]
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**
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** Contact: Nokia Corporation (qt-info@nokia.com)
**
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/*!
\class QAbstractAnimation
\ingroup animation
\brief The QAbstractAnimation class is the base of all animations.
\since 4.6
The class defines the functions for the functionality shared by
all animations. By inheriting this class, you can create custom
animations that plug into the rest of the animation framework.
The progress of an animation is given by its current time
(currentLoopTime()), which is measured in milliseconds from the start
of the animation (0) to its end (duration()). The value is updated
automatically while the animation is running. It can also be set
directly with setCurrentTime().
At any point an animation is in one of three states:
\l{QAbstractAnimation::}{Running},
\l{QAbstractAnimation::}{Stopped}, or
\l{QAbstractAnimation::}{Paused}--as defined by the
\l{QAbstractAnimation::}{State} enum. The current state can be
changed by calling start(), stop(), pause(), or resume(). An
animation will always reset its \l{currentTime()}{current time}
when it is started. If paused, it will continue with the same
current time when resumed. When an animation is stopped, it cannot
be resumed, but will keep its current time (until started again).
QAbstractAnimation will emit stateChanged() whenever its state
changes.
An animation can loop any number of times by setting the loopCount
property. When an animation's current time reaches its duration(),
it will reset the current time and keep running. A loop count of 1
(the default value) means that the animation will run one time.
Note that a duration of -1 means that the animation will run until
stopped; the current time will increase indefinitely. When the
current time equals duration() and the animation is in its
final loop, the \l{QAbstractAnimation::}{Stopped} state is
entered, and the finished() signal is emitted.
QAbstractAnimation provides pure virtual functions used by
subclasses to track the progress of the animation: duration() and
updateCurrentTime(). The duration() function lets you report a
duration for the animation (as discussed above). The animation
framework calls updateCurrentTime() when current time has changed.
By reimplementing this function, you can track the animation
progress. Note that neither the interval between calls nor the
number of calls to this function are defined; though, it will
normally be 60 updates per second.
By reimplementing updateState(), you can track the animation's
state changes, which is particularly useful for animations that
are not driven by time.
\sa QVariantAnimation, QPropertyAnimation, QAnimationGroup, {The Animation Framework}
*/
/*!
\enum QAbstractAnimation::DeletionPolicy
\value KeepWhenStopped The animation will not be deleted when stopped.
\value DeleteWhenStopped The animation will be automatically deleted when
stopped.
*/
/*!
\fn QAbstractAnimation::finished()
QAbstractAnimation emits this signal after the animation has stopped and
has reached the end.
This signal is emitted after stateChanged().
\sa stateChanged()
*/
/*!
\fn QAbstractAnimation::stateChanged(QAbstractAnimation::State newState, QAbstractAnimation::State oldState)
QAbstractAnimation emits this signal whenever the state of the animation has
changed from \a oldState to \a newState. This signal is emitted after the virtual
updateState() function is called.
\sa updateState()
*/
/*!
\fn QAbstractAnimation::currentLoopChanged(int currentLoop)
QAbstractAnimation emits this signal whenever the current loop
changes. \a currentLoop is the current loop.
\sa currentLoop(), loopCount()
*/
/*!
\fn QAbstractAnimation::directionChanged(QAbstractAnimation::Direction newDirection);
QAbstractAnimation emits this signal whenever the direction has been
changed. \a newDirection is the new direction.
\sa direction
*/
#include "qabstractanimation.h"
#include "qanimationgroup.h"
#include <QtCore/qdebug.h>
#include "qabstractanimation_p.h"
#include <QtCore/qmath.h>
#include <QtCore/qthreadstorage.h>
#include <QtCore/qcoreevent.h>
#include <QtCore/qpointer.h>
#ifndef QT_NO_ANIMATION
#define DEFAULT_TIMER_INTERVAL 16
#define STARTSTOP_TIMER_DELAY 0
QT_BEGIN_NAMESPACE
#ifndef QT_NO_THREAD
Q_GLOBAL_STATIC(QThreadStorage<QUnifiedTimer *>, unifiedTimer)
#endif
QUnifiedTimer::QUnifiedTimer() :
QObject(), lastTick(0), timingInterval(DEFAULT_TIMER_INTERVAL),
insideTick(false), currentAnimationIdx(0), consistentTiming(false), slowMode(false),
slowdownFactor(5.0f), isPauseTimerActive(false), runningLeafAnimations(0)
{
time.invalidate();
}
QUnifiedTimer *QUnifiedTimer::instance(bool create)
{
QUnifiedTimer *inst;
#ifndef QT_NO_THREAD
if (create && !unifiedTimer()->hasLocalData()) {
inst = new QUnifiedTimer;
unifiedTimer()->setLocalData(inst);
} else {
inst = unifiedTimer()->localData();
}
#else
static QUnifiedTimer unifiedTimer;
inst = &unifiedTimer;
#endif
return inst;
}
QUnifiedTimer *QUnifiedTimer::instance()
{
return instance(true);
}
void QUnifiedTimer::ensureTimerUpdate()
{
QUnifiedTimer *inst = QUnifiedTimer::instance(false);
if (inst && inst->isPauseTimerActive)
inst->updateAnimationsTime();
}
void QUnifiedTimer::updateAnimationsTime()
{
//setCurrentTime can get this called again while we're the for loop. At least with pauseAnimations
if(insideTick)
return;
qint64 totalElapsed = time.elapsed();
// ignore consistentTiming in case the pause timer is active
int delta = (consistentTiming && !isPauseTimerActive) ?
timingInterval : totalElapsed - lastTick;
if (slowMode) {
if (slowdownFactor > 0)
delta = qRound(delta / slowdownFactor);
else
delta = 0;
}
lastTick = totalElapsed;
//we make sure we only call update time if the time has actually changed
//it might happen in some cases that the time doesn't change because events are delayed
//when the CPU load is high
if (delta) {
insideTick = true;
for (currentAnimationIdx = 0; currentAnimationIdx < animations.count(); ++currentAnimationIdx) {
QAbstractAnimation *animation = animations.at(currentAnimationIdx);
int elapsed = QAbstractAnimationPrivate::get(animation)->totalCurrentTime
+ (animation->direction() == QAbstractAnimation::Forward ? delta : -delta);
animation->setCurrentTime(elapsed);
}
insideTick = false;
currentAnimationIdx = 0;
}
}
void QUnifiedTimer::updateAnimationTimer()
{
QUnifiedTimer *inst = QUnifiedTimer::instance(false);
if (inst)
inst->restartAnimationTimer();
}
void QUnifiedTimer::restartAnimationTimer()
{
if (runningLeafAnimations == 0 && !runningPauseAnimations.isEmpty()) {
int closestTimeToFinish = closestPauseAnimationTimeToFinish();
if (closestTimeToFinish < 0) {
qDebug() << runningPauseAnimations;
qDebug() << closestPauseAnimationTimeToFinish();
}
animationTimer.start(closestTimeToFinish, this);
isPauseTimerActive = true;
} else if (!animationTimer.isActive() || isPauseTimerActive) {
animationTimer.start(timingInterval, this);
isPauseTimerActive = false;
}
}
void QUnifiedTimer::timerEvent(QTimerEvent *event)
{
//in the case of consistent timing we make sure the orders in which events come is always the same
//for that purpose we do as if the startstoptimer would always fire before the animation timer
if ((consistentTiming && startStopAnimationTimer.isActive()) ||
event->timerId() == startStopAnimationTimer.timerId()) {
startStopAnimationTimer.stop();
//we transfer the waiting animations into the "really running" state
animations += animationsToStart;
animationsToStart.clear();
if (animations.isEmpty()) {
animationTimer.stop();
isPauseTimerActive = false;
// invalidate the start reference time
time.invalidate();
} else {
restartAnimationTimer();
if (!time.isValid()) {
lastTick = 0;
time.start();
}
}
}
if (event->timerId() == animationTimer.timerId()) {
// update current time on all top level animations
updateAnimationsTime();
restartAnimationTimer();
}
}
void QUnifiedTimer::registerAnimation(QAbstractAnimation *animation, bool isTopLevel)
{
QUnifiedTimer *inst = instance(true); //we create the instance if needed
inst->registerRunningAnimation(animation);
if (isTopLevel) {
Q_ASSERT(!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer);
QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = true;
inst->animationsToStart << animation;
if (!inst->startStopAnimationTimer.isActive())
inst->startStopAnimationTimer.start(STARTSTOP_TIMER_DELAY, inst);
}
}
void QUnifiedTimer::unregisterAnimation(QAbstractAnimation *animation)
{
QUnifiedTimer *inst = QUnifiedTimer::instance(false);
if (inst) {
//at this point the unified timer should have been created
//but it might also have been already destroyed in case the application is shutting down
inst->unregisterRunningAnimation(animation);
if (!QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer)
return;
int idx = inst->animations.indexOf(animation);
if (idx != -1) {
inst->animations.removeAt(idx);
// this is needed if we unregister an animation while its running
if (idx <= inst->currentAnimationIdx)
--inst->currentAnimationIdx;
if (inst->animations.isEmpty() && !inst->startStopAnimationTimer.isActive())
inst->startStopAnimationTimer.start(STARTSTOP_TIMER_DELAY, inst);
} else {
inst->animationsToStart.removeOne(animation);
}
}
QAbstractAnimationPrivate::get(animation)->hasRegisteredTimer = false;
}
void QUnifiedTimer::registerRunningAnimation(QAbstractAnimation *animation)
{
if (QAbstractAnimationPrivate::get(animation)->isGroup)
return;
if (QAbstractAnimationPrivate::get(animation)->isPause) {
runningPauseAnimations << animation;
} else
runningLeafAnimations++;
}
void QUnifiedTimer::unregisterRunningAnimation(QAbstractAnimation *animation)
{
if (QAbstractAnimationPrivate::get(animation)->isGroup)
return;
if (QAbstractAnimationPrivate::get(animation)->isPause)
runningPauseAnimations.removeOne(animation);
else
runningLeafAnimations--;
Q_ASSERT(runningLeafAnimations >= 0);
}
int QUnifiedTimer::closestPauseAnimationTimeToFinish()
{
int closestTimeToFinish = INT_MAX;
for (int i = 0; i < runningPauseAnimations.size(); ++i) {
QAbstractAnimation *animation = runningPauseAnimations.at(i);
int timeToFinish;
if (animation->direction() == QAbstractAnimation::Forward)
timeToFinish = animation->duration() - animation->currentLoopTime();
else
timeToFinish = animation->currentLoopTime();
if (timeToFinish < closestTimeToFinish)
closestTimeToFinish = timeToFinish;
}
return closestTimeToFinish;
}
void QAbstractAnimationPrivate::setState(QAbstractAnimation::State newState)
{
Q_Q(QAbstractAnimation);
if (state == newState)
return;
if (loopCount == 0)
return;
QAbstractAnimation::State oldState = state;
int oldCurrentTime = currentTime;
int oldCurrentLoop = currentLoop;
QAbstractAnimation::Direction oldDirection = direction;
// check if we should Rewind
if ((newState == QAbstractAnimation::Paused || newState == QAbstractAnimation::Running)
&& oldState == QAbstractAnimation::Stopped) {
//here we reset the time if needed
//we don't call setCurrentTime because this might change the way the animation
//behaves: changing the state or changing the current value
totalCurrentTime = currentTime = (direction == QAbstractAnimation::Forward) ?
0 : (loopCount == -1 ? q->duration() : q->totalDuration());
}
state = newState;
QWeakPointer<QAbstractAnimation> guard(q);
//(un)registration of the animation must always happen before calls to
//virtual function (updateState) to ensure a correct state of the timer
bool isTopLevel = !group || group->state() == QAbstractAnimation::Stopped;
if (oldState == QAbstractAnimation::Running) {
if (newState == QAbstractAnimation::Paused && hasRegisteredTimer)
QUnifiedTimer::ensureTimerUpdate();
//the animation, is not running any more
QUnifiedTimer::unregisterAnimation(q);
} else if (newState == QAbstractAnimation::Running) {
QUnifiedTimer::registerAnimation(q, isTopLevel);
}
q->updateState(newState, oldState);
if (!guard || newState != state) //this is to be safe if updateState changes the state
return;
// Notify state change
emit q->stateChanged(newState, oldState);
if (!guard || newState != state) //this is to be safe if updateState changes the state
return;
switch (state) {
case QAbstractAnimation::Paused:
break;
case QAbstractAnimation::Running:
{
// this ensures that the value is updated now that the animation is running
if (oldState == QAbstractAnimation::Stopped) {
if (isTopLevel) {
// currentTime needs to be updated if pauseTimer is active
QUnifiedTimer::ensureTimerUpdate();
q->setCurrentTime(totalCurrentTime);
}
}
}
break;
case QAbstractAnimation::Stopped:
// Leave running state.
int dura = q->duration();
if (deleteWhenStopped)
q->deleteLater();
if (dura == -1 || loopCount < 0
|| (oldDirection == QAbstractAnimation::Forward && (oldCurrentTime * (oldCurrentLoop + 1)) == (dura * loopCount))
|| (oldDirection == QAbstractAnimation::Backward && oldCurrentTime == 0)) {
emit q->finished();
}
break;
}
}
/*!
Constructs the QAbstractAnimation base class, and passes \a parent to
QObject's constructor.
\sa QVariantAnimation, QAnimationGroup
*/
QAbstractAnimation::QAbstractAnimation(QObject *parent)
: QObject(*new QAbstractAnimationPrivate, 0)
{
// Allow auto-add on reparent
setParent(parent);
}
/*!
\internal
*/
QAbstractAnimation::QAbstractAnimation(QAbstractAnimationPrivate &dd, QObject *parent)
: QObject(dd, 0)
{
// Allow auto-add on reparent
setParent(parent);
}
/*!
Stops the animation if it's running, then destroys the
QAbstractAnimation. If the animation is part of a QAnimationGroup, it is
automatically removed before it's destroyed.
*/
QAbstractAnimation::~QAbstractAnimation()
{
Q_D(QAbstractAnimation);
//we can't call stop here. Otherwise we get pure virtual calls
if (d->state != Stopped) {
QAbstractAnimation::State oldState = d->state;
d->state = Stopped;
emit stateChanged(oldState, d->state);
if (oldState == QAbstractAnimation::Running)
QUnifiedTimer::unregisterAnimation(this);
}
}
/*!
\property QAbstractAnimation::state
\brief state of the animation.
This property describes the current state of the animation. When the
animation state changes, QAbstractAnimation emits the stateChanged()
signal.
*/
QAbstractAnimation::State QAbstractAnimation::state() const
{
Q_D(const QAbstractAnimation);
return d->state;
}
/*!
If this animation is part of a QAnimationGroup, this function returns a
pointer to the group; otherwise, it returns 0.
\sa QAnimationGroup::addAnimation()
*/
QAnimationGroup *QAbstractAnimation::group() const
{
Q_D(const QAbstractAnimation);
return d->group;
}
/*!
\enum QAbstractAnimation::State
This enum describes the state of the animation.
\value Stopped The animation is not running. This is the initial state
of QAbstractAnimation, and the state QAbstractAnimation reenters when finished. The current
time remain unchanged until either setCurrentTime() is
called, or the animation is started by calling start().
\value Paused The animation is paused (i.e., temporarily
suspended). Calling resume() will resume animation activity.
\value Running The animation is running. While control is in the event
loop, QAbstractAnimation will update its current time at regular intervals,
calling updateCurrentTime() when appropriate.
\sa state(), stateChanged()
*/
/*!
\enum QAbstractAnimation::Direction
This enum describes the direction of the animation when in \l Running state.
\value Forward The current time of the animation increases with time (i.e.,
moves from 0 and towards the end / duration).
\value Backward The current time of the animation decreases with time (i.e.,
moves from the end / duration and towards 0).
\sa direction
*/
/*!
\property QAbstractAnimation::direction
\brief the direction of the animation when it is in \l Running
state.
This direction indicates whether the time moves from 0 towards the
animation duration, or from the value of the duration and towards 0 after
start() has been called.
By default, this property is set to \l Forward.
*/
QAbstractAnimation::Direction QAbstractAnimation::direction() const
{
Q_D(const QAbstractAnimation);
return d->direction;
}
void QAbstractAnimation::setDirection(Direction direction)
{
Q_D(QAbstractAnimation);
if (d->direction == direction)
return;
if (state() == Stopped) {
if (direction == Backward) {
d->currentTime = duration();
d->currentLoop = d->loopCount - 1;
} else {
d->currentTime = 0;
d->currentLoop = 0;
}
}
// the commands order below is important: first we need to setCurrentTime with the old direction,
// then update the direction on this and all children and finally restart the pauseTimer if needed
if (d->hasRegisteredTimer)
QUnifiedTimer::ensureTimerUpdate();
d->direction = direction;
updateDirection(direction);
if (d->hasRegisteredTimer)
// needed to update the timer interval in case of a pause animation
QUnifiedTimer::updateAnimationTimer();
emit directionChanged(direction);
}
/*!
\property QAbstractAnimation::duration
\brief the duration of the animation.
If the duration is -1, it means that the duration is undefined.
In this case, loopCount is ignored.
*/
/*!
\property QAbstractAnimation::loopCount
\brief the loop count of the animation
This property describes the loop count of the animation as an integer.
By default this value is 1, indicating that the animation
should run once only, and then stop. By changing it you can let the
animation loop several times. With a value of 0, the animation will not
run at all, and with a value of -1, the animation will loop forever
until stopped.
It is not supported to have loop on an animation that has an undefined
duration. It will only run once.
*/
int QAbstractAnimation::loopCount() const
{
Q_D(const QAbstractAnimation);
return d->loopCount;
}
void QAbstractAnimation::setLoopCount(int loopCount)
{
Q_D(QAbstractAnimation);
d->loopCount = loopCount;
}
/*!
\property QAbstractAnimation::currentLoop
\brief the current loop of the animation
This property describes the current loop of the animation. By default,
the animation's loop count is 1, and so the current loop will
always be 0. If the loop count is 2 and the animation runs past its
duration, it will automatically rewind and restart at current time 0, and
current loop 1, and so on.
When the current loop changes, QAbstractAnimation emits the
currentLoopChanged() signal.
*/
int QAbstractAnimation::currentLoop() const
{
Q_D(const QAbstractAnimation);
return d->currentLoop;
}
/*!
\fn virtual int QAbstractAnimation::duration() const = 0
This pure virtual function returns the duration of the animation, and
defines for how long QAbstractAnimation should update the current
time. This duration is local, and does not include the loop count.
A return value of -1 indicates that the animation has no defined duration;
the animation should run forever until stopped. This is useful for
animations that are not time driven, or where you cannot easily predict
its duration (e.g., event driven audio playback in a game).
If the animation is a parallel QAnimationGroup, the duration will be the longest
duration of all its animations. If the animation is a sequential QAnimationGroup,
the duration will be the sum of the duration of all its animations.
\sa loopCount
*/
/*!
Returns the total and effective duration of the animation, including the
loop count.
\sa duration(), currentTime
*/
int QAbstractAnimation::totalDuration() const
{
int dura = duration();
if (dura <= 0)
return dura;
int loopcount = loopCount();
if (loopcount < 0)
return -1;
return dura * loopcount;
}
/*!
Returns the current time inside the current loop. It can go from 0 to duration().
\sa duration(), currentTime
*/
int QAbstractAnimation::currentLoopTime() const
{
Q_D(const QAbstractAnimation);
return d->currentTime;
}
/*!
\property QAbstractAnimation::currentTime
\brief the current time and progress of the animation
This property describes the animation's current time. You can change the
current time by calling setCurrentTime, or you can call start() and let
the animation run, setting the current time automatically as the animation
progresses.
The animation's current time starts at 0, and ends at totalDuration().
\sa loopCount, currentLoopTime()
*/
int QAbstractAnimation::currentTime() const
{
Q_D(const QAbstractAnimation);
return d->totalCurrentTime;
}
void QAbstractAnimation::setCurrentTime(int msecs)
{
Q_D(QAbstractAnimation);
msecs = qMax(msecs, 0);
// Calculate new time and loop.
int dura = duration();
int totalDura = dura <= 0 ? dura : ((d->loopCount < 0) ? -1 : dura * d->loopCount);
if (totalDura != -1)
msecs = qMin(totalDura, msecs);
d->totalCurrentTime = msecs;
// Update new values.
int oldLoop = d->currentLoop;
d->currentLoop = ((dura <= 0) ? 0 : (msecs / dura));
if (d->currentLoop == d->loopCount) {
//we're at the end
d->currentTime = qMax(0, dura);
d->currentLoop = qMax(0, d->loopCount - 1);
} else {
if (d->direction == Forward) {
d->currentTime = (dura <= 0) ? msecs : (msecs % dura);
} else {
d->currentTime = (dura <= 0) ? msecs : ((msecs - 1) % dura) + 1;
if (d->currentTime == dura)
--d->currentLoop;
}
}
updateCurrentTime(d->currentTime);
if (d->currentLoop != oldLoop)
emit currentLoopChanged(d->currentLoop);
// All animations are responsible for stopping the animation when their
// own end state is reached; in this case the animation is time driven,
// and has reached the end.
if ((d->direction == Forward && d->totalCurrentTime == totalDura)
|| (d->direction == Backward && d->totalCurrentTime == 0)) {
stop();
}
}
/*!
Starts the animation. The \a policy argument says whether or not the
animation should be deleted when it's done. When the animation starts, the
stateChanged() signal is emitted, and state() returns Running. When control
reaches the event loop, the animation will run by itself, periodically
calling updateCurrentTime() as the animation progresses.
If the animation is currently stopped or has already reached the end,
calling start() will rewind the animation and start again from the beginning.
When the animation reaches the end, the animation will either stop, or
if the loop level is more than 1, it will rewind and continue from the beginning.
If the animation is already running, this function does nothing.
\sa stop(), state()
*/
void QAbstractAnimation::start(DeletionPolicy policy)
{
Q_D(QAbstractAnimation);
if (d->state == Running)
return;
d->deleteWhenStopped = policy;
d->setState(Running);
}
/*!
Stops the animation. When the animation is stopped, it emits the stateChanged()
signal, and state() returns Stopped. The current time is not changed.
If the animation stops by itself after reaching the end (i.e.,
currentLoopTime() == duration() and currentLoop() > loopCount() - 1), the
finished() signal is emitted.
\sa start(), state()
*/
void QAbstractAnimation::stop()
{
Q_D(QAbstractAnimation);
d->setState(Stopped);
}
/*!
Pauses the animation. When the animation is paused, state() returns Paused.
The value of currentTime will remain unchanged until resume() or start()
is called. If you want to continue from the current time, call resume().
\sa start(), state(), resume()
*/
void QAbstractAnimation::pause()
{
Q_D(QAbstractAnimation);
if (d->state == Stopped) {
qWarning("QAbstractAnimation::pause: Cannot pause a stopped animation");
return;
}
d->setState(Paused);
}
/*!
Resumes the animation after it was paused. When the animation is resumed,
it emits the resumed() and stateChanged() signals. The currenttime is not
changed.
\sa start(), pause(), state()
*/
void QAbstractAnimation::resume()
{
Q_D(QAbstractAnimation);
if (d->state != Paused) {
qWarning("QAbstractAnimation::resume: "
"Cannot resume an animation that is not paused");
return;
}
d->setState(Running);
}
/*!
If \a paused is true, the animation is paused.
If \a paused is false, the animation is resumed.
\sa state(), pause(), resume()
*/
void QAbstractAnimation::setPaused(bool paused)
{
if (paused)
pause();
else
resume();
}
/*!
\reimp
*/
bool QAbstractAnimation::event(QEvent *event)
{
return QObject::event(event);
}
/*!
\fn virtual void QAbstractAnimation::updateCurrentTime(int currentTime) = 0;
This pure virtual function is called every time the animation's
\a currentTime changes.
\sa updateState()
*/
/*!
This virtual function is called by QAbstractAnimation when the state
of the animation is changed from \a oldState to \a newState.
\sa start(), stop(), pause(), resume()
*/
void QAbstractAnimation::updateState(QAbstractAnimation::State newState,
QAbstractAnimation::State oldState)
{
Q_UNUSED(oldState);
Q_UNUSED(newState);
}
/*!
This virtual function is called by QAbstractAnimation when the direction
of the animation is changed. The \a direction argument is the new direction.
\sa setDirection(), direction()
*/
void QAbstractAnimation::updateDirection(QAbstractAnimation::Direction direction)
{
Q_UNUSED(direction);
}
QT_END_NAMESPACE
#include "moc_qabstractanimation.cpp"
#endif //QT_NO_ANIMATION