38be0d1383
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151 lines
3.8 KiB
C++
151 lines
3.8 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtGui module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qanimationstate.h"
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#include <QtCore/qstate.h>
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QT_BEGIN_NAMESPACE
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/*!
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\class QAnimationState
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\brief The QAnimationState class provides state that handle an animation and emit
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a signal when this animation is finished.
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\ingroup statemachine
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QAnimationState provides a state that handle an animation. It will start this animation
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when the state is entered and stop it when it is leaved. When the animation has finished the
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state emit animationFinished signal.
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QAnimationState is part of \l{The State Machine Framework}.
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\code
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QStateMachine machine;
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QAnimationState *s = new QAnimationState(machine->rootState());
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QPropertyAnimation *animation = new QPropertyAnimation(obj, "pos");
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s->setAnimation(animation);
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QState *s2 = new QState(machine->rootState());
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s->addTransition(s, SIGNAL(animationFinished()), s2);
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machine.start();
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\endcode
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\sa QState, {The Animation Framework}
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*/
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#ifndef QT_NO_ANIMATION
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/*!
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Constructs a new state with the given \a parent state.
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*/
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QAnimationState::QAnimationState(QState *parent)
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: QState(parent), m_animation(0)
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{
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}
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/*!
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Destroys the animation state.
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*/
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QAnimationState::~QAnimationState()
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{
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}
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/*!
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Set an \a animation for this QAnimationState. If an animation was previously handle by this
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state then it won't emit animationFinished for the old animation. The QAnimationState doesn't
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take the ownership of the animation.
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*/
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void QAnimationState::setAnimation(QAbstractAnimation *animation)
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{
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if (animation == m_animation)
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return;
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//Disconnect from the previous animation if exist
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if(m_animation)
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disconnect(m_animation, SIGNAL(finished()), this, SIGNAL(animationFinished()));
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m_animation = animation;
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if (m_animation) {
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//connect the new animation
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connect(m_animation, SIGNAL(finished()), this, SIGNAL(animationFinished()));
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}
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}
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/*!
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Returns the animation handle by this animation state, or 0 if there is no animation.
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*/
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QAbstractAnimation* QAnimationState::animation() const
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{
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return m_animation;
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}
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/*!
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\reimp
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*/
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void QAnimationState::onEntry(QEvent *)
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{
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if (m_animation)
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m_animation->start();
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}
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/*!
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\reimp
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*/
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void QAnimationState::onExit(QEvent *)
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{
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if (m_animation)
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m_animation->stop();
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}
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/*!
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\reimp
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*/
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bool QAnimationState::event(QEvent *e)
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{
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return QState::event(e);
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}
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QT_END_NAMESPACE
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#endif
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