/**************************************************************************** ** ** 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 } } }