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https://github.com/OPM/ResInsight.git
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421 lines
14 KiB
C++
421 lines
14 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cafFrameAnimationControl.h"
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#include <QTimer>
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namespace caf
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{
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//==================================================================================================
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///
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/// \class RIAnimationControl
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///
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/// Animation control class
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///
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//==================================================================================================
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// Default timeout 100 ms, 10 FPS
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static const int TIMEOUT_DEFAULT = 100;
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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FrameAnimationControl::FrameAnimationControl(QObject* parent)
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: QObject(parent)
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{
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m_timer = new QTimer(this);
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connect(m_timer, SIGNAL(timeout()), SLOT(slotTimerTriggered()));
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setDefault();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setDefault()
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{
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setCurrentFrame(0);
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setNumFrames(0);
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setTimeout(TIMEOUT_DEFAULT);
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setForward(true);
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setRepeatFromStart(false);
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setRepeatFwdBwd(false);
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// m_lastTimeStamp = 0;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::start()
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{
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m_timer->start(m_timeout);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::stop()
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{
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m_timer->stop();
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emit endAnimation();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::pause()
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{
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m_timer->stop();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::stepForward()
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{
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if (m_currentFrame < m_numFrames - 1)
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{
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m_timer->stop();
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setCurrentFrame(m_currentFrame + 1);
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::stepBackward()
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{
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if (m_currentFrame >= 1)
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{
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m_timer->stop();
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setCurrentFrame(m_currentFrame - 1);
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool FrameAnimationControl::isActive() const
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{
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return m_timer->isActive();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setCurrentFrame(int frameIndex)
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{
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if (frameIndex >= 0)
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{
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m_currentFrame = frameIndex;
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emit changeFrame(m_currentFrame);
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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int FrameAnimationControl::currentFrame() const
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{
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return m_currentFrame;
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}
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//--------------------------------------------------------------------------------------------------
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/// Set current frame without emitting signal
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/// Used when views are linked and need to update current frame without emitting a signal
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/// Emitting a signal will cause infinite recursion
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setCurrentFrameOnly(int frameIndex)
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{
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if (frameIndex >= 0)
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{
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m_currentFrame = frameIndex;
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setNumFrames(int numFrames)
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{
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m_numFrames = numFrames < 0 ? 0 : numFrames;
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emit frameCountChanged(m_numFrames);
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if (m_currentFrame >= numFrames ) m_currentFrame = 0; // Should we emit frameChanged ?
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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int FrameAnimationControl::numFrames() const
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{
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return m_numFrames;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setTimeout(int milliSeconds)
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{
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m_timeout = milliSeconds < 0 ? 0 : milliSeconds;
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if (isActive()) start();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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int FrameAnimationControl::timeout() const
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{
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return m_timeout;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setForward(bool forward)
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{
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m_forward = forward;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool FrameAnimationControl::forward() const
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{
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return m_forward;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setRepeatFromStart(bool turnRepeatOn)
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{
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m_repeatFromStart = turnRepeatOn;
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if (turnRepeatOn) m_repeatFwdBwd = false;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool FrameAnimationControl::isRepeatingFromStart() const
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{
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return m_repeatFromStart;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::setRepeatFwdBwd(bool turnRepeatOn)
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{
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m_repeatFwdBwd = turnRepeatOn;
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if (turnRepeatOn) m_repeatFromStart = false;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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bool FrameAnimationControl::isRepeatingFwdBwd() const
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{
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return m_repeatFwdBwd;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotPlayFwd()
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{
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setForward(true);
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start();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotPlayBwd()
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{
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setForward(false);
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start();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotStop()
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{
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stop();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotPause()
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{
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pause();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotStepForward()
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{
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stepForward();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotStepBackward()
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{
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stepBackward();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotTimerTriggered()
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{
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// Update current frame according to settings
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if (m_forward)
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{
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if (m_currentFrame + 1 >= m_numFrames)
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{
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if (m_repeatFromStart)
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{
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m_currentFrame = 0;
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}
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else if (m_repeatFwdBwd)
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{
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setForward(false);
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m_currentFrame--;
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}
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else
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{
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m_timer->stop();
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m_currentFrame = m_numFrames - 1;
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}
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}
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else
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{
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m_currentFrame++;
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}
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}
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else
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{
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if (m_currentFrame - 1 < 0)
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{
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if (m_repeatFromStart)
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{
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m_currentFrame = m_numFrames - 1;
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}
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else if (m_repeatFwdBwd)
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{
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setForward(true);
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m_currentFrame++; // Ends up as 1 (second frame) makes 2 1 0 1 2 and not 2 1 0 0 1 2
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}
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else
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{
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m_timer->stop();
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m_currentFrame = 0;
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}
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}
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else
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{
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m_currentFrame--;
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}
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}
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// Emit signal with updated frame index
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emit changeFrame(m_currentFrame);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::skipToEnd()
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{
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m_timer->stop();
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setCurrentFrame(m_numFrames-1);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::skipToStart()
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{
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m_timer->stop();
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setCurrentFrame(0);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotSkipToEnd()
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{
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skipToEnd();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotSkipToStart()
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{
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skipToStart();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotRepeatFromStart(bool turnRepeatOn)
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{
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setRepeatFromStart(turnRepeatOn);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void FrameAnimationControl::slotRepeatFwdBwd(bool turnRepeatOn)
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{
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setRepeatFwdBwd(turnRepeatOn);
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}
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} // End namespace caf
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