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