MuseScore/mstyle/menubardata_imp.h
2013-02-15 22:47:54 +01:00

259 lines
9.8 KiB
C++

//////////////////////////////////////////////////////////////////////////////
// oxygenmenubardata_imp.h
// implements menubar data templatized methods
// -------------------
//
// Copyright (c) 2009 Hugo Pereira Da Costa <hugo.pereira@free.fr>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//////////////////////////////////////////////////////////////////////////////
#ifndef __MENUBARDATA_IMP_H__
#define __MENUBARDATA_IMP_H__
//________________________________________________________________________
template< typename T > void MenuBarDataV1::enterEvent( const QObject* object ) {
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
// if the current action is still active, one does nothing
if ( local->activeAction() == currentAction().data() ) return;
if ( currentAnimation().data()->isRunning() ) currentAnimation().data()->stop();
clearCurrentAction();
clearCurrentRect();
}
//________________________________________________________________________
template< typename T > void MenuBarDataV1::leaveEvent( const QObject* object ) {
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
// if the current action is still active, one does nothing
if ( local->activeAction() == currentAction().data() ) return;
if ( currentAnimation().data()->isRunning() ) currentAnimation().data()->stop();
if ( previousAnimation().data()->isRunning() ) previousAnimation().data()->stop();
if ( currentAction() ) {
setPreviousRect( currentRect() );
clearCurrentAction();
clearCurrentRect();
previousAnimation().data()->start();
}
}
//________________________________________________________________________
template< typename T > void MenuBarDataV1::mouseMoveEvent( const QObject* object ) {
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
// check action
if ( local->activeAction() == currentAction().data() ) return;
bool hasCurrentAction( currentAction() );
// check current action
if ( currentAction() ) {
if ( currentAnimation().data()->isRunning() ) currentAnimation().data()->stop();
if ( previousAnimation().data()->isRunning() ) previousAnimation().data()->stop();
// only start fadeout effect if there is no new selected action
//if( !activeActionValid )
if ( !local->activeAction() ) {
setPreviousRect( currentRect() );
previousAnimation().data()->start();
}
clearCurrentAction();
clearCurrentRect();
}
// check if local current actions is valid
bool activeActionValid( local->activeAction() && local->activeAction()->isEnabled() && !local->activeAction()->isSeparator() );
if ( activeActionValid ) {
if ( currentAnimation().data()->isRunning() ) currentAnimation().data()->stop();
setCurrentAction( local->activeAction() );
setCurrentRect( local->actionGeometry( currentAction().data() ) );
if ( !hasCurrentAction ) {
currentAnimation().data()->start();
}
}
}
//________________________________________________________________________
template< typename T > void MenuBarDataV1::mousePressEvent( const QObject* object ) {
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
// check action
if ( local->activeAction() == currentAction().data() ) return;
// check current action
bool activeActionValid( local->activeAction() && local->activeAction()->isEnabled() && !local->activeAction()->isSeparator() );
if ( currentAction() && !activeActionValid ) {
if ( currentAnimation().data()->isRunning() ) currentAnimation().data()->stop();
if ( previousAnimation().data()->isRunning() ) previousAnimation().data()->stop();
setPreviousRect( currentRect() );
previousAnimation().data()->start();
clearCurrentAction();
clearCurrentRect();
}
}
//________________________________________________________________________
template< typename T > void MenuBarDataV2::enterEvent( const QObject* object ) {
// cast widget
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
if ( timer_.isActive() ) timer_.stop();
// if the current action is still active, one does nothing
if ( currentAction() && local->activeAction() == currentAction().data() ) return;
if ( animation().data()->isRunning() ) animation().data()->stop();
if ( progressAnimation().data()->isRunning() ) progressAnimation().data()->stop();
clearPreviousRect();
clearAnimatedRect();
if ( local->activeAction() && local->activeAction()->isEnabled() && !local->activeAction()->isSeparator() ) {
setCurrentAction( local->activeAction() );
setCurrentRect( local->actionGeometry( currentAction().data() ) );
animation().data()->setDirection( Animation::Forward );
animation().data()->start();
}
else {
clearCurrentAction();
clearCurrentRect();
}
return;
}
//________________________________________________________________________
template< typename T > void MenuBarDataV2::leaveEvent( const QObject* object ) {
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
// if the current action is still active, one does nothing
if ( local->activeAction() == currentAction().data() ) return;
if ( animation().data()->isRunning() ) animation().data()->stop();
if ( progressAnimation().data()->isRunning() ) progressAnimation().data()->stop();
clearAnimatedRect();
clearPreviousRect();
if ( currentAction() ) {
clearCurrentAction();
animation().data()->setDirection( Animation::Backward );
animation().data()->start();
}
return;
}
//________________________________________________________________________
template< typename T > void MenuBarDataV2::mouseMoveEvent( const QObject* object ) {
const T* local = qobject_cast<const T*>( object );
if ( !local ) return;
if ( local->activeAction() == currentAction().data() ) return;
// check if current position match another action
if ( local->activeAction() && local->activeAction()->isEnabled() && !local->activeAction()->isSeparator()) {
if ( timer_.isActive() ) timer_.stop();
QAction* activeAction( local->activeAction() );
// update previous rect if the current action is valid
QRect activeRect( local->actionGeometry( activeAction ) );
if ( currentAction() ) {
if ( !progressAnimation().data()->isRunning() ) {
setPreviousRect( currentRect() );
}
else if ( progress() < 1 && currentRect().isValid() && previousRect().isValid() ) {
// re-calculate previous rect so that animatedRect
// is unchanged after currentRect is updated
// this prevents from having jumps in the animation
qreal ratio = progress() / (1.0 - progress());
previousRect_.adjust(
ratio * ( currentRect().left() - activeRect.left() ),
ratio * ( currentRect().top() - activeRect.top() ),
ratio * ( currentRect().right() - activeRect.right() ),
ratio * ( currentRect().bottom() - activeRect.bottom() ) );
}
// update current action
setCurrentAction( activeAction );
setCurrentRect( activeRect );
if ( animation().data()->isRunning() ) animation().data()->stop();
if ( !progressAnimation().data()->isRunning() ) progressAnimation().data()->start();
}
else {
// update current action
setCurrentAction( activeAction );
setCurrentRect( activeRect );
setPreviousRect( activeRect );
clearAnimatedRect();
if ( progressAnimation().data()->isRunning() ) progressAnimation().data()->stop();
animation().data()->setDirection( Animation::Forward );
if ( !animation().data()->isRunning() ) animation().data()->start();
}
}
else if ( currentAction() ) {
timer_.start( 150, this );
}
return;
}
#endif