Lomiri
RotationStates.qml
1/*
2 * Copyright (C) 2015, 2016 Canonical Ltd.
3 *
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; version 3.
7 *
8 * This program is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
15 */
16
17import QtQuick 2.12
18import Lomiri.Components 1.3
19import Powerd 0.1
20
21// Why the state machine is done that way:
22// We cannot use regular PropertyChanges{} inside the State elements as steps in the
23// transition animations must take place in a well defined order.
24// Which means that we also cannot jump to a new state in the middle of a transition
25// as that would make hell brake loose.
26StateGroup {
27 id: root
28
29 // to be set from the outside
30 property Item orientedShell
31 property Item shell
32 property Item shellCover
33 property Item shellSnapshot
34
35 property int rotationDuration: 450
36 property int rotationEasing: Easing.InOutCubic
37 // Those values are good for debugging/development
38 //property int rotationDuration: 3000
39 //property int rotationEasing: Easing.Linear
40
41 state: "0"
42 states: [
43 State { name: "0" },
44 State { name: "90" },
45 State { name: "180" },
46 State { name: "270" }
47 ]
48
49 property QtObject d: QtObject {
50 id: d
51
52 property bool startingUp: true
53 property var finishStartUpTimer: Timer {
54 interval: 500
55 onTriggered: d.startingUp = false
56 }
57 Component.onCompleted: {
58 finishStartUpTimer.start();
59 }
60
61 property bool transitioning: false
62 onTransitioningChanged: {
63 d.tryUpdateState();
64 }
65
66 readonly property int requestedOrientationAngle: root.orientedShell.acceptedOrientationAngle
67
68 // Avoiding a direct call to tryUpdateState() as the state change might trigger an immediate
69 // change to Shell.orientationAngle which, in its turn, causes a reevaluation of
70 // requestedOrientationAngle (ie., OrientedShell.acceptedOrientationAngle). A reentrant evaluation
71 // of a binding is detected by QML as a binding loop and QML will deny the reevalutation, which
72 // will leave us in a bogus state.
73 //
74 // To avoid this mess we update the state in the next event loop iteration, ensuring a clean
75 // call stack.
76 onRequestedOrientationAngleChanged: {
77 stateUpdateTimer.start();
78 }
79 property Timer stateUpdateTimer: Timer {
80 id: stateUpdateTimer
81 interval: 1
82 onTriggered: { d.tryUpdateState(); }
83 }
84
85 function tryUpdateState() {
86 if (d.transitioning || (!d.startingUp && !root.orientedShell.orientationChangesEnabled)) {
87 return;
88 }
89
90 var requestedState = d.requestedOrientationAngle.toString();
91 if (requestedState === root.state) {
92 return;
93 }
94
95 d.resolveAnimationType();
96
97 var angleDiff = Math.abs(root.shell.orientationAngle - d.requestedOrientationAngle);
98 var isNinetyRotationAnimation = angleDiff == 90 || angleDiff == 270;
99 var needsShellSnapshot = d.animationType == d.fullAnimation && isNinetyRotationAnimation;
100
101 if (needsShellSnapshot && !shellSnapshotReady) {
102 root.shellSnapshot.take();
103 // try again once we have a shell snapshot ready for use. Snapshot taking is async.
104 return;
105 }
106
107 if (!needsShellSnapshot && shellSnapshotReady) {
108 root.shellSnapshot.discard();
109 }
110
111 root.state = requestedState;
112 }
113
114 property bool shellSnapshotReady: root.shellSnapshot && root.shellSnapshot.ready
115 onShellSnapshotReadyChanged: tryUpdateState();
116
117 property Connections shellConnections: Connections {
118 target: root.orientedShell
119 onOrientationChangesEnabledChanged: {
120 d.tryUpdateState();
121 }
122 }
123
124 readonly property int fullAnimation: 0
125 readonly property int indicatorsBarAnimation: 1
126 readonly property int noAnimation: 2
127
128 property int animationType
129
130 // animationType update *must* take place *before* the state update.
131 // If animationType and state were updated through bindings, as with normal qml code,
132 // there would be no guarantee in the order of the binding updates, which could then
133 // cause the wrong transitions to be chosen for the state changes.
134 function resolveAnimationType() {
135 if (d.startingUp) {
136 // During start up, initial property values are still settling while we're still
137 // to render the very first frame
138 d.animationType = d.noAnimation;
139 } else if (Powerd.status === Powerd.Off) {
140 // There's no point in animating if the user can't see it (display is off).
141 d.animationType = d.noAnimation;
142 } else if (root.shell.showingGreeter) {
143 // A rotating greeter looks weird.
144 d.animationType = d.noAnimation;
145 } else {
146 if (!root.shell.mainApp) {
147 // shouldn't happen but, anyway
148 d.animationType = d.fullAnimation;
149 return;
150 }
151
152 if (root.shell.mainApp.rotatesWindowContents) {
153 // The application will animate its own GUI, so we don't have to do anything ourselves.
154 d.animationType = d.noAnimation;
155 } else if (root.shell.mainAppWindowOrientationAngle == d.requestedOrientationAngle) {
156 // The app window is already on its final orientation angle.
157 // So we just animate the indicators bar
158 // TODO: what if the app is fullscreen?
159 d.animationType = d.indicatorsBarAnimation;
160 } else {
161 d.animationType = d.fullAnimation;
162 }
163 }
164 }
165
166 // When an application switch takes place, d.requestedOrientationAngle and
167 // root.shell.mainAppWindowOrientationAngle get updated separately, at different moments.
168 // So, when one of those properties change, we shouldn't make a decision straight away
169 // as the other might be stale and about to be changed. So let's give it a bit of time for
170 // them to get properly updated.
171 // This approach is indeed a bit hacky.
172 property bool appWindowOrientationAngleNeedsUpdateUnstable:
173 root.shell.orientationAngle === d.requestedOrientationAngle
174 && root.shell.mainApp
175 && root.shell.mainAppWindowOrientationAngle !== root.shell.orientationAngle
176 && !d.transitioning
177 onAppWindowOrientationAngleNeedsUpdateUnstableChanged: {
178 stableTimer.restart();
179 }
180 property Timer stableTimer: Timer {
181 interval: 200
182 onTriggered: {
183 if (d.appWindowOrientationAngleNeedsUpdateUnstable) {
184 shell.updateFocusedAppOrientationAnimated();
185 }
186 }
187 }
188 }
189
190 transitions: [
191 Transition {
192 from: "90"; to: "0"
193 enabled: d.animationType == d.fullAnimation
194 NinetyRotationAnimation { fromAngle: 90; toAngle: 0
195 info: d; shell: root.shell }
196 },
197 Transition {
198 from: "0"; to: "90"
199 enabled: d.animationType == d.fullAnimation
200 NinetyRotationAnimation { fromAngle: 0; toAngle: 90
201 info: d; shell: root.shell }
202 },
203 Transition {
204 from: "0"; to: "270"
205 enabled: d.animationType == d.fullAnimation
206 NinetyRotationAnimation { fromAngle: 0; toAngle: 270
207 info: d; shell: root.shell }
208 },
209 Transition {
210 from: "270"; to: "0"
211 enabled: d.animationType == d.fullAnimation
212 NinetyRotationAnimation { fromAngle: 270; toAngle: 0
213 info: d; shell: root.shell }
214 },
215 Transition {
216 from: "90"; to: "180"
217 enabled: d.animationType == d.fullAnimation
218 NinetyRotationAnimation { fromAngle: 90; toAngle: 180
219 info: d; shell: root.shell }
220 },
221 Transition {
222 from: "180"; to: "90"
223 enabled: d.animationType == d.fullAnimation
224 NinetyRotationAnimation { fromAngle: 180; toAngle: 90
225 info: d; shell: root.shell }
226 },
227 Transition {
228 from: "180"; to: "270"
229 enabled: d.animationType == d.fullAnimation
230 NinetyRotationAnimation { fromAngle: 180; toAngle: 270
231 info: d; shell: root.shell }
232 },
233 Transition {
234 from: "270"; to: "180"
235 enabled: d.animationType == d.fullAnimation
236 NinetyRotationAnimation { fromAngle: 270; toAngle: 180
237 info: d; shell: root.shell }
238 },
239 Transition {
240 from: "0"; to: "180"
241 enabled: d.animationType == d.fullAnimation
242 HalfLoopRotationAnimation { fromAngle: 0; toAngle: 180
243 info: d; shell: root.shell }
244 },
245 Transition {
246 from: "180"; to: "0"
247 enabled: d.animationType == d.fullAnimation
248 HalfLoopRotationAnimation { fromAngle: 180; toAngle: 0
249 info: d; shell: root.shell }
250 },
251 Transition {
252 from: "90"; to: "270"
253 enabled: d.animationType == d.fullAnimation
254 HalfLoopRotationAnimation { fromAngle: 90; toAngle: 270
255 info: d; shell: root.shell }
256 },
257 Transition {
258 from: "270"; to: "90"
259 enabled: d.animationType == d.fullAnimation
260 HalfLoopRotationAnimation { fromAngle: 270; toAngle: 90
261 info: d; shell: root.shell }
262 },
263 Transition {
264 objectName: "immediateTransition"
265 enabled: d.animationType == d.noAnimation
266 ImmediateRotationAction { info: d; shell: root.shell }
267 },
268 Transition {
269 enabled: d.animationType == d.indicatorsBarAnimation
270 SequentialAnimation {
271 ScriptAction { script: {
272 d.transitioning = true;
273 } }
274 NumberAnimation {
275 duration: LomiriAnimation.FastDuration; easing: LomiriAnimation.StandardEasing
276 target: root.shell; property: "panelAreaShowProgress"
277 from: 1.0; to: 0.0
278 }
279 ImmediateRotationAction { info: d; shell: root.shell }
280 NumberAnimation {
281 duration: LomiriAnimation.FastDuration; easing: LomiriAnimation.StandardEasing
282 target: root.shell; property: "panelAreaShowProgress"
283 from: 0.0; to: 1.0
284 }
285 ScriptAction { script: {
286 d.transitioning = false;
287 }}
288 }
289 }
290 ]
291
292}