110 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// This file is part of Desktop App Toolkit,
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// a set of libraries for developing nice desktop applications.
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//
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// For license and copyright information please follow this link:
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// https://github.com/desktop-app/legal/blob/master/LEGAL
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//
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#include "ui/effects/show_animation.h"
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#include "ui/effects/animations.h"
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#include "ui/rp_widget.h"
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#include "styles/style_widgets.h"
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namespace Ui::Animations {
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namespace {
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void AnimateWidgets(const Widgets &targets, bool show) {
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	enum class Finish {
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		Bad,
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		Good,
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	};
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	struct Object {
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		base::unique_qptr<Ui::RpWidget> container;
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		QPointer<Ui::RpWidget> weakTarget;
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	};
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	struct State {
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		rpl::event_stream<Finish> destroy;
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		Ui::Animations::Simple animation;
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		std::vector<Object> objects;
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	};
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	auto lifetime = std::make_shared<rpl::lifetime>();
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	const auto state = lifetime->make_state<State>();
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	const auto from = show ? 0. : 1.;
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	const auto to = show ? 1. : 0.;
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	for (const auto &target : targets) {
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		state->objects.push_back({
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			base::make_unique_q<Ui::RpWidget>(target->parentWidget()),
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			Ui::MakeWeak(target),
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		});
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		const auto pixmap = Ui::GrabWidget(target);
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		const auto raw = state->objects.back().container.get();
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		raw->paintRequest(
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		) | rpl::start_with_next([=] {
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			QPainter p(raw);
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			p.setOpacity(state->animation.value(to));
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			p.drawPixmap(QPoint(), pixmap);
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		}, raw->lifetime());
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		target->geometryValue(
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		) | rpl::start_with_next([=](const QRect &r) {
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			raw->setGeometry(r);
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		}, raw->lifetime());
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		raw->show();
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		if (!show) {
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			target->hide();
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		}
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	}
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	state->destroy.events(
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	) | rpl::take(
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		1
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	) | rpl::start_with_next([=](Finish type) mutable {
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		if (type == Finish::Good && show) {
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			for (const auto &object : state->objects) {
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				if (object.weakTarget) {
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					object.weakTarget->show();
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				}
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			}
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		}
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		if (lifetime) {
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			base::take(lifetime)->destroy();
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		}
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	}, *lifetime);
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	state->animation.start(
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		[=](auto value) {
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			for (const auto &object : state->objects) {
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				object.container->update();
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				if (!object.weakTarget && show) {
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					state->destroy.fire(Finish::Bad);
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					return;
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				}
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			}
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			if (value == to) {
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				state->destroy.fire(Finish::Good);
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			}
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		},
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		from,
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		to,
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		st::defaultToggle.duration);
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}
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} // namespace
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void ShowWidgets(const Widgets &targets) {
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	AnimateWidgets(targets, true);
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}
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void HideWidgets(const Widgets &targets) {
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	AnimateWidgets(targets, false);
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}
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} // namespace Ui::Animations
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