Unity 8
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 
17 import QtQuick 2.4
18 import Ubuntu.Components 1.3
19 import 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.
26 StateGroup {
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, inital 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: UbuntuAnimation.FastDuration; easing: UbuntuAnimation.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: UbuntuAnimation.FastDuration; easing: UbuntuAnimation.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 }