/*************************************************************************
* Copyright (C) 2014 by Hugo Pereira Da Costa <hugo.pereira@free.fr> *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA . *
*************************************************************************/
#include "adwaitaspinboxdata.h"
namespace Adwaita
{
//________________________________________________
SpinBoxData::SpinBoxData( QObject* parent, QWidget* target, int duration ):
AnimationData( parent, target )
{
_upArrowData._hoverAnimation = new Animation( duration, this );
_downArrowData._hoverAnimation = new Animation( duration, this );
_upArrowData._pressedAnimation = new Animation( duration, this );
_downArrowData._pressedAnimation = new Animation( duration, this );
setupAnimation( upArrowAnimation(), "upArrowOpacity" );
setupAnimation( downArrowAnimation(), "downArrowOpacity" );
setupAnimation( upArrowPressedAnimation(), "upArrowPressed" );
setupAnimation( downArrowPressedAnimation(), "downArrowPressed" );
}
//______________________________________________
bool SpinBoxData::Data::updateState(bool value, bool pressed)
{
bool change = false;
if( _hoverState != value ) {
_hoverState = value;
_hoverAnimation.data()->setDirection( ( _hoverState ) ? Animation::Forward : Animation::Backward );
if( !_hoverAnimation.data()->isRunning() ) _hoverAnimation.data()->start();
change = true;
}
if( _pressedState != pressed ) {
_pressedState = pressed;
_pressedAnimation.data()->setDirection( ( _pressedState ) ? Animation::Forward : Animation::Backward );
if( !_pressedAnimation.data()->isRunning() ) _pressedAnimation.data()->start();
change = true;
}
return change;
}
}