ResInsight/Fwk/AppFwk/cafAnimControl/cafFrameAnimationControl.cpp
2020-06-19 08:00:01 +02:00

415 lines
14 KiB
C++

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