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415 lines
14 KiB
C++
415 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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