Revision control
Copy as Markdown
// Copyright (C) 2016 The Qt Company Ltd.
// Copyright (C) 2016 Gunnar Sletta <gunnar@sletta.org>
// 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 "qquickanimatorcontroller_p.h"
#include <private/qquickitem_p.h>
#include <private/qsgrenderloop_p.h>
#include <private/qanimationgroupjob_p.h>
#include <QtGui/qscreen.h>
#include <QtCore/qcoreapplication.h>
QT_BEGIN_NAMESPACE
QQuickAnimatorController::~QQuickAnimatorController()
{
}
QQuickAnimatorController::QQuickAnimatorController(QQuickWindow *window)
: m_window(window)
{
}
static void qquickanimator_invalidate_jobs(QAbstractAnimationJob *job)
{
if (job->isRenderThreadJob()) {
static_cast<QQuickAnimatorJob *>(job)->invalidate();
} else if (job->isGroup()) {
for (QAbstractAnimationJob *a : *static_cast<QAnimationGroupJob *>(job)->children())
qquickanimator_invalidate_jobs(a);
}
}
void QQuickAnimatorController::windowNodesDestroyed()
{
for (const QSharedPointer<QAbstractAnimationJob> &toPause : std::as_const(m_rootsPendingPause))
toPause->pause();
m_rootsPendingPause.clear();
for (const QSharedPointer<QAbstractAnimationJob> &toStop : std::as_const(m_rootsPendingStop)) {
qquickanimator_invalidate_jobs(toStop.data());
toStop->stop();
}
m_rootsPendingStop.clear();
// Clear animation roots and iterate over a temporary to avoid that job->stop()
// modifies the m_animationRoots and messes with our iteration
const auto roots = m_animationRoots;
m_animationRoots.clear();
for (const QSharedPointer<QAbstractAnimationJob> &job : roots) {
qquickanimator_invalidate_jobs(job.data());
// Stop it and add it to the list of pending start so it might get
// started later on.
job->stop();
m_rootsPendingStart.insert(job);
}
}
void QQuickAnimatorController::advance()
{
bool running = false;
for (const QSharedPointer<QAbstractAnimationJob> &job : std::as_const(m_animationRoots)) {
if (job->isRunning()) {
running = true;
break;
}
}
for (QQuickAnimatorJob *job : std::as_const(m_runningAnimators))
job->commit();
if (running)
m_window->update();
}
static void qquickanimator_sync_before_start(QAbstractAnimationJob *job)
{
if (job->isRenderThreadJob()) {
static_cast<QQuickAnimatorJob *>(job)->preSync();
} else if (job->isGroup()) {
for (QAbstractAnimationJob *a : *static_cast<QAnimationGroupJob *>(job)->children())
qquickanimator_sync_before_start(a);
}
}
void QQuickAnimatorController::beforeNodeSync()
{
for (const QSharedPointer<QAbstractAnimationJob> &toPause : std::as_const(m_rootsPendingPause)) {
toPause->pause();
m_animationRoots.remove(toPause.data());
}
m_rootsPendingPause.clear();
for (const QSharedPointer<QAbstractAnimationJob> &toStop : std::as_const(m_rootsPendingStop)) {
toStop->stop();
m_animationRoots.remove(toStop.data());
}
m_rootsPendingStop.clear();
for (QQuickAnimatorJob *job : std::as_const(m_runningAnimators))
job->preSync();
// Start pending jobs
for (const QSharedPointer<QAbstractAnimationJob> &job : std::as_const(m_rootsPendingStart)) {
Q_ASSERT(!job->isRunning());
// We want to make sure that presync is called before
// updateAnimationTime is called the very first time, so before
// starting a tree of jobs, we go through it and call preSync on all
// its animators.
qquickanimator_sync_before_start(job.data());
// The start the job..
job->start();
m_animationRoots.insert(job.data(), job);
}
m_rootsPendingStart.clear();
// Issue an update directly on the window to force another render pass.
if (m_animationRoots.size())
m_window->update();
}
void QQuickAnimatorController::afterNodeSync()
{
for (QQuickAnimatorJob *job : std::as_const(m_runningAnimators))
job->postSync();
}
void QQuickAnimatorController::animationFinished(QAbstractAnimationJob *job)
{
m_animationRoots.remove(job);
}
void QQuickAnimatorController::animationStateChanged(QAbstractAnimationJob *job,
QAbstractAnimationJob::State newState,
QAbstractAnimationJob::State oldState)
{
Q_ASSERT(job->isRenderThreadJob());
QQuickAnimatorJob *animator = static_cast<QQuickAnimatorJob *>(job);
if (newState == QAbstractAnimationJob::Running) {
m_runningAnimators.insert(animator);
} else if (oldState == QAbstractAnimationJob::Running) {
animator->commit();
m_runningAnimators.remove(animator);
}
}
void QQuickAnimatorController::requestSync()
{
// Force a "sync" pass as the newly started animation needs to sync properties from GUI.
m_window->maybeUpdate();
}
// All this is being executed on the GUI thread while the animator controller
// is locked.
void QQuickAnimatorController::start_helper(QAbstractAnimationJob *job)
{
if (job->isRenderThreadJob()) {
QQuickAnimatorJob *j = static_cast<QQuickAnimatorJob *>(job);
j->addAnimationChangeListener(this, QAbstractAnimationJob::StateChange);
j->initialize(this);
} else if (job->isGroup()) {
for (QAbstractAnimationJob *a : *static_cast<QAnimationGroupJob *>(job)->children())
start_helper(a);
}
}
// Called by the proxy when it is time to kick off an animation job
void QQuickAnimatorController::start(const QSharedPointer<QAbstractAnimationJob> &job)
{
m_rootsPendingStart.insert(job);
m_rootsPendingPause.remove(job);
m_rootsPendingStop.remove(job);
job->addAnimationChangeListener(this, QAbstractAnimationJob::Completion);
start_helper(job.data());
requestSync();
}
// Called by the proxy when it is time to stop an animation job.
void QQuickAnimatorController::cancel(const QSharedPointer<QAbstractAnimationJob> &job)
{
m_rootsPendingStart.remove(job);
m_rootsPendingPause.remove(job);
m_rootsPendingStop.insert(job);
}
// Called by the proxy when it is time to pause an animation job.
void QQuickAnimatorController::pause(const QSharedPointer<QAbstractAnimationJob> &job)
{
m_rootsPendingStart.remove(job);
m_rootsPendingStop.remove(job);
m_rootsPendingPause.insert(job);
}
QT_END_NAMESPACE
#include "moc_qquickanimatorcontroller_p.cpp"