/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt Quick Controls module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** You may use this file under the terms of the BSD license as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names ** of its contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ 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 } } }