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// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
// Qt-Security score:significant reason:default
#include "qquickanimatedsprite_p.h"
#include "qquickanimatedsprite_p_p.h"
#include "qquicksprite_p.h"
#include "qquickspriteengine_p.h"
#include <QtQuick/private/qsgcontext_p.h>
#include <QtQuick/private/qquickitem_p.h>
#include <private/qsgadaptationlayer_p.h>
#include <private/qqmlglobal_p.h>
#include <QtQuick/qsgnode.h>
#include <QtQuick/qsgtexturematerial.h>
#include <QtQuick/qsgtexture.h>
#include <QtQuick/qquickwindow.h>
#include <QtQml/qqmlinfo.h>
#include <QFile>
#include <cmath>
#include <qmath.h>
#include <QDebug>
QT_BEGIN_NAMESPACE
/*!
\qmltype AnimatedSprite
\nativetype QQuickAnimatedSprite
\inqmlmodule QtQuick
\inherits Item
\ingroup qtquick-visual
\brief Draws a sprite animation.
AnimatedSprite provides rendering and control over animations which are provided
as multiple frames in the same image file. You can play it at a fixed speed, at the
frame rate of your display, or manually advance and control the progress.
Consider the following sprite sheet:
\image animatedsprite-loading.png {Sprite sheet with four frames
showing progressively appearing blue dots}
It can be divided up into four frames:
\image animatedsprite-loading-frames.png {Sprite sheet divided into
four frames with visible borders}
To play each of these frames at a speed of 500 milliseconds per frame, the
following code can be used:
\table
\header
\li Code
\li Result
\row
\li
\code
AnimatedSprite {
source: "loading.png"
frameWidth: 64
frameHeight: 64
frameCount: 4
frameDuration: 500
}
\endcode
\li
\image animatedsprite-loading-interpolated.gif {Loading
animation playing with frame interpolation}
\endtable
By default, the frames are interpolated (blended together) to make the
animation appear smoother. To disable this, set \l interpolate to \c false:
\table
\header
\li Code
\li Result
\row
\li
\code
AnimatedSprite {
source: "loading.png"
frameWidth: 64
frameHeight: 64
frameCount: 4
frameDuration: 500
interpolate: false
}
\endcode
\li
\image animatedsprite-loading.gif {Loading animation
playing without frame interpolation}
\endtable
To control how AnimatedSprite responds to being scaled, use the
\l {Item::}{smooth} property.
Note that unlike \l SpriteSequence, the AnimatedSprite type does not use
\l Sprite to define multiple animations, but instead encapsulates a
single animation itself.
\sa {Sprite Animations}
*/
/*!
\qmlproperty bool QtQuick::AnimatedSprite::running
Whether the sprite is animating or not.
Default is true
*/
/*!
\qmlproperty bool QtQuick::AnimatedSprite::interpolate
If true, interpolation will occur between sprite frames to make the
animation appear smoother.
Default is true.
*/
/*!
\qmlproperty real QtQuick::AnimatedSprite::frameRate
Frames per second to show in the animation. Values less than or equal to \c 0 are invalid.
If \c frameRate is valid, it will be used to calculate the duration of the frames.
If not, and \l frameDuration is valid, \c frameDuration will be used.
Changing this parameter will restart the animation.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::frameDuration
Duration of each frame of the animation in milliseconds. Values less than or equal to \c 0 are invalid.
If frameRate is valid, it will be used to calculate the duration of the frames.
If not, and \l frameDuration is valid, \c frameDuration will be used.
Changing this parameter will restart the animation.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::frameCount
Number of frames in this AnimatedSprite.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::frameHeight
Height of a single frame in this AnimatedSprite.
May be omitted if it is the only sprite in the file.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::frameWidth
Width of a single frame in this AnimatedSprite.
May be omitted if it is the only sprite in the file.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::frameX
The X coordinate in the image file of the first frame of the AnimatedSprite.
May be omitted if the first frame starts in the upper left corner of the file.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::frameY
The Y coordinate in the image file of the first frame of the AnimatedSprite.
May be omitted if the first frame starts in the upper left corner of the file.
*/
/*!
\qmlproperty url QtQuick::AnimatedSprite::source
The image source for the animation.
If frameHeight and frameWidth are not specified, it is assumed to be a single long row of square frames.
Otherwise, it can be multiple contiguous rows or rectangluar frames, when one row runs out the next will be used.
If frameX and frameY are specified, the row of frames will be taken with that x/y coordinate as the upper left corner.
*/
/*!
\qmlproperty bool QtQuick::AnimatedSprite::reverse
If \c true, the animation will be played in reverse.
Default is \c false.
*/
/*!
\qmlproperty bool QtQuick::AnimatedSprite::frameSync
If \c true, the animation will have no duration. Instead, the animation will advance
one frame each time a frame is rendered to the screen. This synchronizes it with the painting
rate as opposed to elapsed time.
If frameSync is set to true, it overrides both frameRate and frameDuration.
Default is \c false.
Changing this parameter will restart the animation.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::loops
After playing the animation this many times, the animation will automatically stop. Negative values are invalid.
If this is set to \c AnimatedSprite.Infinite the animation will not stop playing on its own.
Default is \c AnimatedSprite.Infinite
*/
/*!
\qmlproperty bool QtQuick::AnimatedSprite::paused
When paused, the current frame can be advanced manually.
Default is \c false.
*/
/*!
\qmlproperty int QtQuick::AnimatedSprite::currentFrame
When paused, the current frame can be advanced manually by setting this property or calling \l advance().
*/
/*!
\qmlproperty enumeration QtQuick::AnimatedSprite::finishBehavior
The behavior when the animation finishes on its own.
\value FinishAtInitialFrame
When the animation finishes it returns to the initial frame.
This is the default behavior.
\value FinishAtFinalFrame
When the animation finishes it stays on the final frame.
*/
/*!
\qmlmethod void QtQuick::AnimatedSprite::restart()
Stops, then starts the sprite animation.
*/
/*!
\qmlsignal QtQuick::AnimatedSprite::finished()
\since 5.12
This signal is emitted when the sprite has finished animating.
It is not emitted when running is set to \c false, nor for sprites whose
\l loops property is set to \c AnimatedSprite.Infinite.
*/
QQuickAnimatedSprite::QQuickAnimatedSprite(QQuickItem *parent) :
QQuickItem(*(new QQuickAnimatedSpritePrivate), parent)
{
Q_D(QQuickAnimatedSprite);
d->m_sprite = new QQuickSprite(this);
setFlag(ItemHasContents);
connect(this, SIGNAL(widthChanged()),
this, SLOT(reset()));
connect(this, SIGNAL(heightChanged()),
this, SLOT(reset()));
}
bool QQuickAnimatedSprite::running() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_running;
}
bool QQuickAnimatedSprite::interpolate() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_interpolate;
}
QUrl QQuickAnimatedSprite::source() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->source();
}
bool QQuickAnimatedSprite::reverse() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->reverse();
}
bool QQuickAnimatedSprite::frameSync() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameSync();
}
int QQuickAnimatedSprite::frameCount() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frames();
}
int QQuickAnimatedSprite::frameHeight() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameHeight();
}
int QQuickAnimatedSprite::frameWidth() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameWidth();
}
int QQuickAnimatedSprite::frameX() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameX();
}
int QQuickAnimatedSprite::frameY() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameY();
}
qreal QQuickAnimatedSprite::frameRate() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameRate();
}
int QQuickAnimatedSprite::frameDuration() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_sprite->frameDuration();
}
int QQuickAnimatedSprite::loops() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_loops;
}
bool QQuickAnimatedSprite::paused() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_paused;
}
int QQuickAnimatedSprite::currentFrame() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_curFrame;
}
QQuickAnimatedSprite::FinishBehavior QQuickAnimatedSprite::finishBehavior() const
{
Q_D(const QQuickAnimatedSprite);
return d->m_finishBehavior;
}
bool QQuickAnimatedSprite::isCurrentFrameChangedConnected()
{
IS_SIGNAL_CONNECTED(this, QQuickAnimatedSprite, currentFrameChanged, (int));
}
void QQuickAnimatedSprite::reloadImage()
{
if (!isComponentComplete())
return;
createEngine();//### It's not as inefficient as it sounds, but it still sucks having to recreate the engine
}
void QQuickAnimatedSprite::componentComplete()
{
Q_D(QQuickAnimatedSprite);
createEngine();
QQuickItem::componentComplete();
if (d->m_running) {
d->m_running = false;
start();
}
}
/*!
\qmlmethod void QtQuick::AnimatedSprite::start()
\since 5.15
Starts the sprite animation. If the animation is already running, calling
this method has no effect.
\sa stop()
*/
void QQuickAnimatedSprite::start()
{
Q_D(QQuickAnimatedSprite);
if (d->m_running)
return;
d->m_running = true;
if (!isComponentComplete())
return;
d->m_curLoop = 0;
d->m_curFrame = 0;
d->m_timestamp.start();
if (d->m_spriteEngine) {
d->m_spriteEngine->stop(0);
d->m_spriteEngine->updateSprites(0);
d->m_spriteEngine->start(0);
}
emit currentFrameChanged(0);
emit runningChanged(true);
maybeUpdate();
}
/*!
\qmlmethod void QtQuick::AnimatedSprite::stop()
\since 5.15
Stops the sprite animation. If the animation is not running, calling this
method has no effect.
\sa start()
*/
void QQuickAnimatedSprite::stop()
{
Q_D(QQuickAnimatedSprite);
if (!d->m_running)
return;
d->m_running = false;
if (!isComponentComplete())
return;
d->m_pauseOffset = 0;
emit runningChanged(false);
maybeUpdate();
}
/*!
\qmlmethod void QtQuick::AnimatedSprite::advance(int frames = 1)
Advances the sprite animation by a specified number of \a frames.
*/
void QQuickAnimatedSprite::advance(int frames)
{
Q_D(QQuickAnimatedSprite);
if (!frames)
return;
//TODO-C: May not work when running - only when paused
d->m_curFrame += frames;
while (d->m_curFrame < 0)
d->m_curFrame += d->m_spriteEngine->maxFrames();
d->m_curFrame = d->m_curFrame % d->m_spriteEngine->maxFrames();
emit currentFrameChanged(d->m_curFrame);
maybeUpdate();
}
void QQuickAnimatedSprite::maybeUpdate()
{
QQuickItemPrivate *priv = QQuickItemPrivate::get(this);
const auto &extraData = priv->extra;
if ((extraData.isAllocated() && extraData->effectRefCount > 0) || priv->effectiveVisible)
update();
}
void QQuickAnimatedSprite::itemChange(ItemChange change, const ItemChangeData &value)
{
Q_D(QQuickAnimatedSprite);
if (change == ItemVisibleHasChanged && d->m_running && !d->m_paused)
maybeUpdate();
QQuickItem::itemChange(change, value);
}
/*!
\qmlmethod void QtQuick::AnimatedSprite::pause()
Pauses the sprite animation. This does nothing if
\l paused is \c true.
\sa resume()
*/
void QQuickAnimatedSprite::pause()
{
Q_D(QQuickAnimatedSprite);
if (d->m_paused)
return;
d->m_pauseOffset = d->m_timestamp.elapsed();
d->m_paused = true;
emit pausedChanged(true);
maybeUpdate();
}
/*!
\qmlmethod void QtQuick::AnimatedSprite::resume()
Resumes the sprite animation if \l paused is \c true;
otherwise, this does nothing.
\sa pause()
*/
void QQuickAnimatedSprite::resume()
{
Q_D(QQuickAnimatedSprite);
if (!d->m_paused)
return;
d->m_pauseOffset = d->m_pauseOffset - d->m_timestamp.elapsed();
d->m_paused = false;
emit pausedChanged(false);
maybeUpdate();
}
void QQuickAnimatedSprite::setRunning(bool arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_running != arg) {
if (d->m_running)
stop();
else
start();
}
}
void QQuickAnimatedSprite::setPaused(bool arg)
{
Q_D(const QQuickAnimatedSprite);
if (d->m_paused != arg) {
if (d->m_paused)
resume();
else
pause();
}
}
void QQuickAnimatedSprite::setInterpolate(bool arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_interpolate != arg) {
d->m_interpolate = arg;
Q_EMIT interpolateChanged(arg);
}
}
void QQuickAnimatedSprite::setSource(const QUrl &arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_source != arg) {
const qreal targetDevicePixelRatio = d->effectiveDevicePixelRatio();
d->m_sprite->setDevicePixelRatio(targetDevicePixelRatio);
d->m_sprite->setSource(arg);
Q_EMIT sourceChanged(arg);
reloadImage();
}
}
void QQuickAnimatedSprite::setReverse(bool arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_reverse != arg) {
d->m_sprite->setReverse(arg);
Q_EMIT reverseChanged(arg);
}
}
void QQuickAnimatedSprite::setFrameSync(bool arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameSync != arg) {
d->m_sprite->setFrameSync(arg);
Q_EMIT frameSyncChanged(arg);
if (d->m_running)
restart();
}
}
void QQuickAnimatedSprite::setFrameCount(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frames != arg) {
d->m_sprite->setFrameCount(arg);
Q_EMIT frameCountChanged(arg);
reloadImage();
}
}
void QQuickAnimatedSprite::setFrameHeight(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameHeight != arg) {
d->m_sprite->setFrameHeight(arg);
Q_EMIT frameHeightChanged(arg);
setImplicitHeight(frameHeight());
reloadImage();
}
}
void QQuickAnimatedSprite::setFrameWidth(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameWidth != arg) {
d->m_sprite->setFrameWidth(arg);
Q_EMIT frameWidthChanged(arg);
setImplicitWidth(frameWidth());
reloadImage();
}
}
void QQuickAnimatedSprite::setFrameX(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameX != arg) {
d->m_sprite->setFrameX(arg);
Q_EMIT frameXChanged(arg);
reloadImage();
}
}
void QQuickAnimatedSprite::setFrameY(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameY != arg) {
d->m_sprite->setFrameY(arg);
Q_EMIT frameYChanged(arg);
reloadImage();
}
}
void QQuickAnimatedSprite::setFrameRate(qreal arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameRate != arg) {
d->m_sprite->setFrameRate(arg);
Q_EMIT frameRateChanged(arg);
if (d->m_running)
restart();
}
}
void QQuickAnimatedSprite::setFrameDuration(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_sprite->m_frameDuration != arg) {
d->m_sprite->setFrameDuration(arg);
Q_EMIT frameDurationChanged(arg);
if (d->m_running)
restart();
}
}
void QQuickAnimatedSprite::resetFrameRate()
{
setFrameRate(-1.0);
}
void QQuickAnimatedSprite::resetFrameDuration()
{
setFrameDuration(-1);
}
void QQuickAnimatedSprite::setLoops(int arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_loops != arg) {
d->m_loops = arg;
Q_EMIT loopsChanged(arg);
}
}
void QQuickAnimatedSprite::setCurrentFrame(int arg) //TODO-C: Probably only works when paused
{
Q_D(QQuickAnimatedSprite);
if (d->m_curFrame != arg) {
d->m_curFrame = arg;
Q_EMIT currentFrameChanged(arg); //TODO-C Only emitted on manual advance!
update();
}
}
void QQuickAnimatedSprite::setFinishBehavior(FinishBehavior arg)
{
Q_D(QQuickAnimatedSprite);
if (d->m_finishBehavior != arg) {
d->m_finishBehavior = arg;
Q_EMIT finishBehaviorChanged(arg);
}
}
void QQuickAnimatedSprite::createEngine()
{
Q_D(QQuickAnimatedSprite);
if (d->m_spriteEngine)
delete d->m_spriteEngine;
QList<QQuickSprite*> spriteList;
spriteList << d->m_sprite;
d->m_spriteEngine = new QQuickSpriteEngine(QList<QQuickSprite*>(spriteList), this);
d->m_spriteEngine->startAssemblingImage();
reset();
}
QSGSpriteNode* QQuickAnimatedSprite::initNode()
{
Q_D(QQuickAnimatedSprite);
if (!d->m_spriteEngine) {
qmlWarning(this) << "No sprite engine...";
return nullptr;
} else if (d->m_spriteEngine->status() == QQuickPixmap::Null) {
d->m_spriteEngine->startAssemblingImage();
maybeUpdate();//Schedule another update, where we will check again
return nullptr;
} else if (d->m_spriteEngine->status() == QQuickPixmap::Loading) {
maybeUpdate();//Schedule another update, where we will check again
return nullptr;
}
QImage image = d->m_spriteEngine->assembledImage(d->sceneGraphRenderContext()->maxTextureSize()); //Engine prints errors if there are any
if (image.isNull())
return nullptr;
// If frameWidth or frameHeight are not explicitly set, frameWidth
// will be set to the width of the image divided by the number of frames,
// and frameHeight will be set to the height of the image.
// In this case, QQuickAnimatedSprite currently won't emit frameWidth/HeightChanged
// at all, so we have to do this here, as it's the only place where assembledImage()
// is called (which calculates the "implicit" frameWidth/Height.
// In addition, currently the "implicit" frameWidth/Height are only calculated once,
// even after changing to a different source.
setImplicitWidth(frameWidth());
setImplicitHeight(frameHeight());
QSGSpriteNode *node = d->sceneGraphContext()->createSpriteNode();
d->m_sheetSize = QSize(image.size() / image.devicePixelRatio());
node->setTexture(window()->createTextureFromImage(image));
d->m_spriteEngine->start(0);
node->setTime(0.0f);
node->setSourceA(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY()));
node->setSourceB(QPoint(d->m_spriteEngine->spriteX(), d->m_spriteEngine->spriteY()));
node->setSpriteSize(QSize(d->m_spriteEngine->spriteWidth(), d->m_spriteEngine->spriteHeight()));
node->setSheetSize(d->m_sheetSize);
node->setSize(QSizeF(width(), height()));
return node;
}
void QQuickAnimatedSprite::reset()
{
Q_D(QQuickAnimatedSprite);
d->m_pleaseReset = true;
maybeUpdate();
}
QSGNode *QQuickAnimatedSprite::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
Q_D(QQuickAnimatedSprite);
if (d->m_pleaseReset) {
delete oldNode;
oldNode = nullptr;
d->m_pleaseReset = false;
}
QSGSpriteNode *node = static_cast<QSGSpriteNode *>(oldNode);
if (!node)
node = initNode();
if (node)
prepareNextFrame(node);
if (d->m_running && !d->m_paused)
maybeUpdate();
return node;
}
void QQuickAnimatedSprite::prepareNextFrame(QSGSpriteNode *node)
{
Q_D(QQuickAnimatedSprite);
int timeInt = d->m_timestamp.elapsed() + d->m_pauseOffset;
qreal time = timeInt / 1000.;
int frameAt;
qreal progress = 0.0;
int lastFrame = d->m_curFrame;
if (d->m_running && !d->m_paused) {
const int nColumns = d->m_sheetSize.width() / d->m_spriteEngine->spriteWidth();
//Advance State (keeps time for psuedostates)
d->m_spriteEngine->updateSprites(timeInt);
//Advance AnimatedSprite
qreal animT = d->m_spriteEngine->spriteStart()/1000.0;
const int frameCountInRow = d->m_spriteEngine->spriteFrames();
const qreal frameDuration = d->m_spriteEngine->spriteDuration() / frameCountInRow;
if (frameDuration > 0) {
qreal frame = (time - animT)/(frameDuration / 1000.0);
bool lastLoop = d->m_loops > 0 && d->m_curLoop == d->m_loops-1;
//don't visually interpolate for the last frame of the last loop
const int max = lastLoop ? frameCountInRow - 1 : frameCountInRow;
frame = qBound(qreal(0.0), frame, qreal(max));
double intpart;
progress = std::modf(frame,&intpart);
frameAt = (int)intpart;
const int rowIndex = d->m_spriteEngine->spriteY()/frameHeight();
const int newFrame = rowIndex * nColumns + frameAt;
if (d->m_curFrame > newFrame) //went around
d->m_curLoop++;
d->m_curFrame = newFrame;
} else {
d->m_curFrame++;
if (d->m_curFrame >= d->m_spriteEngine->maxFrames()) { // maxFrames: total number of frames including all rows
d->m_curFrame = 0;
d->m_curLoop++;
}
frameAt = d->m_curFrame % nColumns;
if (frameAt == 0)
d->m_spriteEngine->advance();
progress = 0;
}
if (d->m_loops > 0 && d->m_curLoop >= d->m_loops) {
if (d->m_finishBehavior == FinishAtInitialFrame)
frameAt = 0;
else
frameAt = frameCount() - 1;
d->m_curFrame = frameAt;
d->m_running = false;
emit runningChanged(false);
emit finished();
maybeUpdate();
}
} else {
frameAt = d->m_curFrame;
}
if (d->m_curFrame != lastFrame) {
if (isCurrentFrameChangedConnected())
emit currentFrameChanged(d->m_curFrame);
maybeUpdate();
}
int frameCount = d->m_spriteEngine->spriteFrames();
bool reverse = d->m_spriteEngine->sprite()->reverse();
if (reverse)
frameAt = (frameCount - 1) - frameAt;
int w = d->m_spriteEngine->spriteWidth();
int h = d->m_spriteEngine->spriteHeight();
int x1;
int y1;
if (d->m_paused) {
int spriteY = d->m_spriteEngine->spriteY();
if (reverse) {
int rows = d->m_spriteEngine->maxFrames() * d->m_spriteEngine->spriteWidth() / d->m_sheetSize.width();
spriteY -= rows * d->m_spriteEngine->spriteHeight();
frameAt = (frameCount - 1) - frameAt;
}
int position = frameAt * d->m_spriteEngine->spriteWidth() + d->m_spriteEngine->spriteX();
int row = position / d->m_sheetSize.width();
x1 = (position - (row * d->m_sheetSize.width()));
y1 = (row * d->m_spriteEngine->spriteHeight() + spriteY);
} else {
x1 = d->m_spriteEngine->spriteX() + frameAt * w;
y1 = d->m_spriteEngine->spriteY();
}
//### hard-coded 0/1 work because we are the only
// images in the sprite sheet (without this we cannot assume
// where in the sheet we begin/end).
int x2;
int y2;
if (reverse) {
if (frameAt > 0) {
x2 = x1 - w;
y2 = y1;
} else {
x2 = d->m_sheetSize.width() - w;
y2 = y1 - h;
if (y2 < 0) {
//the last row may not fill the entire width
int maxRowFrames = d->m_sheetSize.width() / d->m_spriteEngine->spriteWidth();
if (d->m_spriteEngine->maxFrames() % maxRowFrames)
x2 = ((d->m_spriteEngine->maxFrames() % maxRowFrames) - 1) * w;
y2 = d->m_sheetSize.height() - h;
}
}
} else {
if (frameAt < (frameCount-1)) {
x2 = x1 + w;
y2 = y1;
} else {
x2 = 0;
y2 = y1 + h;
if (y2 >= d->m_sheetSize.height())
y2 = 0;
}
}
node->setSourceA(QPoint(x1, y1));
node->setSourceB(QPoint(x2, y2));
node->setSpriteSize(QSize(w, h));
node->setTime(d->m_interpolate ? progress : 0.0);
node->setSize(QSizeF(width(), height()));
node->setFiltering(smooth() ? QSGTexture::Linear : QSGTexture::Nearest);
node->update();
}
QT_END_NAMESPACE
#include "moc_qquickanimatedsprite_p.cpp"