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/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Quick Controls module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.2
Drawable {
id: root
implicitWidth: Math.max(loader.implicitWidth, styleDef.width || 0)
implicitHeight: Math.max(loader.implicitHeight, styleDef.height || 0)
property int prevMatch: 0
DrawableLoader {
id: loader
anchors.fill: parent
visible: !animation.active
focused: root.focused
pressed: root.pressed
checked: root.checked
selected: root.selected
accelerated: root.accelerated
window_focused: root.window_focused
index: root.index
level: root.level
levelId: root.levelId
orientations: root.orientations
duration: root.duration
excludes: root.excludes
clippables: root.clippables
}
Loader {
id: animation
property var animDef
active: false
anchors.fill: parent
sourceComponent: AnimationDrawable {
anchors.fill: parent
styleDef: animDef
focused: root.focused
pressed: root.pressed
checked: root.checked
selected: root.selected
accelerated: root.accelerated
window_focused: root.window_focused
index: root.index
level: root.level
levelId: root.levelId
orientations: root.orientations
duration: root.duration
excludes: root.excludes
clippables: root.clippables
oneshot: true
onRunningChanged: if (!running) animation.active = false
}
}
onStyleDefChanged: resolveState()
Component.onCompleted: resolveState()
// In order to be able to find appropriate transition paths between
// various states, the following states must be allowed to change in
// batches. For example, button-like controls could have a transition
// path from pressed+checked to unpressed+unchecked. We must let both
// properties change before we try to find the transition path.
onEnabledChanged: resolver.start()
onFocusedChanged: resolver.start()
onPressedChanged: resolver.start()
onCheckedChanged: resolver.start()
onSelectedChanged: resolver.start()
onAcceleratedChanged: resolver.start()
onWindow_focusedChanged: resolver.start()
Timer {
id: resolver
interval: 15
onTriggered: resolveState()
}
function resolveState () {
if (styleDef && styleDef.stateslist) {
var bestMatch = 0
var highestScore = -1
var stateslist = styleDef.stateslist
var transitions = []
for (var i = 0; i < stateslist.length; ++i) {
var score = 0
var state = stateslist[i]
if (state.transition)
transitions.push(i)
for (var s in state.states) {
if (s === "pressed")
score += (pressed === state.states[s]) ? 1 : -10
if (s === "checked")
score += (checked === state.states[s]) ? 1 : -10
if (s === "selected")
score += (selected === state.states[s]) ? 1 : -10
if (s === "focused")
score += (focused === state.states[s]) ? 1 : -10
if (s === "enabled")
score += (enabled === state.states[s]) ? 1 : -1
if (s === "window_focused")
score += (window_focused === state.states[s]) ? 1 : -1
if (s === "accelerated")
score += (accelerated === state.states[s]) ? 1 : -1
}
if (score > highestScore) {
bestMatch = i
highestScore = score
}
}
if (prevMatch != bestMatch) {
for (var t = 0; t < transitions.length; ++t) {
var transition = stateslist[transitions[t]].transition
if ((transition.from == prevMatch && transition.to == bestMatch) ||
(transition.reverse && transition.from == bestMatch && transition.to == prevMatch)) {
animation.animDef = stateslist[transitions[t]].drawable
animation.active = true
break
}
}
prevMatch = bestMatch
}
loader.styleDef = stateslist[bestMatch].drawable
}
}
}
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