Revision control

Copy as Markdown

// 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 "qquickspritesequence_p.h"
#include "qquickspritesequence_p_p.h"
#include "qquicksprite_p.h"
#include "qquickspriteengine_p.h"
#include <QtQuick/private/qsgcontext_p.h>
#include <private/qsgadaptationlayer_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 SpriteSequence
\nativetype QQuickSpriteSequence
\inqmlmodule QtQuick
\ingroup qtquick-visual-utility
\inherits Item
\brief Draws a sprite animation.
SpriteSequence renders and controls a list of animations defined
by \l Sprite types.
For full details, see the \l{Sprite Animations} overview.
\sa {Sprite animations with SpriteSequence}
*/
/*!
\qmlproperty bool QtQuick::SpriteSequence::running
Whether the sprite is animating or not.
Default is \c true.
*/
/*!
\qmlproperty bool QtQuick::SpriteSequence::interpolate
If \c true, interpolation will occur between sprite frames to make the
animation appear smoother.
Default is \c true.
*/
/*!
\qmlproperty string QtQuick::SpriteSequence::currentSprite
The name of the \l Sprite that is currently animating.
*/
/*!
\qmlproperty string QtQuick::SpriteSequence::goalSprite
The name of the \l Sprite that the animation should move to.
Sprite states have defined durations and transitions between them; setting \c goalSprite
will cause it to disregard any path weightings (including \c 0) and head down the path
that will reach the \c goalSprite quickest (fewest animations). It will pass through
intermediate states on that path, and animate them for their duration.
If it is possible to return to the \c goalSprite from the starting point of the \c goalSprite,
it will continue to do so until \c goalSprite is set to \c "" or an unreachable state.
*/
/*! \qmlmethod void QtQuick::SpriteSequence::jumpTo(string sprite)
This function causes the SpriteSequence to jump to the specified \a sprite immediately;
intermediate sprites are not played.
*/
/*!
\qmlproperty list<Sprite> QtQuick::SpriteSequence::sprites
The sprite or sprites to draw. Sprites will be scaled to the size of this item.
*/
//TODO: Implicitly size element to size of first sprite?
QQuickSpriteSequence::QQuickSpriteSequence(QQuickItem *parent) :
QQuickItem(*(new QQuickSpriteSequencePrivate), parent)
{
setFlag(ItemHasContents);
connect(this, SIGNAL(runningChanged(bool)),
this, SLOT(update()));
}
void QQuickSpriteSequence::jumpTo(const QString &sprite)
{
Q_D(QQuickSpriteSequence);
if (!d->m_spriteEngine)
return;
d->m_spriteEngine->setGoal(d->m_spriteEngine->stateIndex(sprite), 0, true);
}
void QQuickSpriteSequence::setGoalSprite(const QString &sprite)
{
Q_D(QQuickSpriteSequence);
if (d->m_goalState != sprite){
d->m_goalState = sprite;
emit goalSpriteChanged(sprite);
if (d->m_spriteEngine)
d->m_spriteEngine->setGoal(d->m_spriteEngine->stateIndex(sprite));
}
}
void QQuickSpriteSequence::setRunning(bool arg)
{
Q_D(QQuickSpriteSequence);
if (d->m_running != arg) {
d->m_running = arg;
Q_EMIT runningChanged(arg);
}
}
void QQuickSpriteSequence::setInterpolate(bool arg)
{
Q_D(QQuickSpriteSequence);
if (d->m_interpolate != arg) {
d->m_interpolate = arg;
Q_EMIT interpolateChanged(arg);
}
}
QQmlListProperty<QQuickSprite> QQuickSpriteSequence::sprites()
{
Q_D(QQuickSpriteSequence);
return QQmlListProperty<QQuickSprite>(this, &d->m_sprites,
spriteAppend, spriteCount, spriteAt,
spriteClear, spriteReplace, spriteRemoveLast);
}
bool QQuickSpriteSequence::running() const
{
Q_D(const QQuickSpriteSequence);
return d->m_running;
}
bool QQuickSpriteSequence::interpolate() const
{
Q_D(const QQuickSpriteSequence);
return d->m_interpolate;
}
QString QQuickSpriteSequence::goalSprite() const
{
Q_D(const QQuickSpriteSequence);
return d->m_goalState;
}
QString QQuickSpriteSequence::currentSprite() const
{
Q_D(const QQuickSpriteSequence);
return d->m_curState;
}
void QQuickSpriteSequence::createEngine()
{
Q_D(QQuickSpriteSequence);
//TODO: delay until component complete
if (d->m_spriteEngine)
delete d->m_spriteEngine;
if (d->m_sprites.size()) {
d->m_spriteEngine = new QQuickSpriteEngine(d->m_sprites, this);
if (!d->m_goalState.isEmpty())
d->m_spriteEngine->setGoal(d->m_spriteEngine->stateIndex(d->m_goalState));
} else {
d->m_spriteEngine = nullptr;
}
reset();
}
QSGSpriteNode *QQuickSpriteSequence::initNode()
{
Q_D(QQuickSpriteSequence);
if (!d->m_spriteEngine) {
qmlWarning(this) << "No sprite engine...";
return nullptr;
} else if (d->m_spriteEngine->status() == QQuickPixmap::Null) {
d->m_spriteEngine->startAssemblingImage();
update();//Schedule another update, where we will check again
return nullptr;
} else if (d->m_spriteEngine->status() == QQuickPixmap::Loading) {
update();//Schedule another update, where we will check again
return nullptr;
}
QImage image = d->m_spriteEngine->assembledImage(d->sceneGraphRenderContext()->maxTextureSize());
if (image.isNull())
return nullptr;
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()));
d->m_curState = d->m_spriteEngine->state(d->m_spriteEngine->curState())->name();
emit currentSpriteChanged(d->m_curState);
d->m_timestamp.start();
return node;
}
void QQuickSpriteSequence::reset()
{
Q_D(QQuickSpriteSequence);
d->m_pleaseReset = true;
}
QSGNode *QQuickSpriteSequence::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
Q_D(QQuickSpriteSequence);
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) {
update();
}
return node;
}
void QQuickSpriteSequence::prepareNextFrame(QSGSpriteNode *node)
{
Q_D(QQuickSpriteSequence);
uint timeInt = d->m_timestamp.elapsed();
qreal time = timeInt / 1000.;
//Advance State
d->m_spriteEngine->updateSprites(timeInt);
if (d->m_curStateIdx != d->m_spriteEngine->curState()) {
d->m_curStateIdx = d->m_spriteEngine->curState();
d->m_curState = d->m_spriteEngine->state(d->m_spriteEngine->curState())->name();
emit currentSpriteChanged(d->m_curState);
d->m_curFrame= -1;
}
//Advance Sprite
qreal animT = d->m_spriteEngine->spriteStart()/1000.0;
qreal frameCount = d->m_spriteEngine->spriteFrames();
qreal frameDuration = d->m_spriteEngine->spriteDuration()/frameCount;
double frameAt;
qreal progress;
if (frameDuration > 0) {
qreal frame = (time - animT)/(frameDuration / 1000.0);
frame = qBound(qreal(0.0), frame, frameCount - qreal(1.0));//Stop at count-1 frames until we have between anim interpolation
progress = std::modf(frame,&frameAt);
} else {
d->m_curFrame++;
if (d->m_curFrame >= frameCount){
d->m_curFrame = 0;
d->m_spriteEngine->advance();
}
frameAt = d->m_curFrame;
progress = 0;
}
if (d->m_spriteEngine->sprite()->reverse())
frameAt = (d->m_spriteEngine->spriteFrames() - 1) - frameAt;
int y = d->m_spriteEngine->spriteY();
int w = d->m_spriteEngine->spriteWidth();
int h = d->m_spriteEngine->spriteHeight();
int x1 = d->m_spriteEngine->spriteX();
x1 += frameAt * w;
int x2 = x1;
if (frameAt < (frameCount-1))
x2 += w;
node->setSourceA(QPoint(x1, y));
node->setSourceB(QPoint(x2, y));
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_qquickspritesequence_p.cpp"