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#ifndef adwaitaspinbox_data_h
#define adwaitaspinbox_data_h

/*************************************************************************
 * 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 "adwaitaanimationdata.h"

#include <QStyle>

namespace Adwaita
{

    //* handles spinbox arrows hover
    class SpinBoxData: public AnimationData
    {

        Q_OBJECT

        //* declare opacity property
        Q_PROPERTY( qreal upArrowOpacity READ upArrowOpacity WRITE setUpArrowOpacity )
        Q_PROPERTY( qreal downArrowOpacity READ downArrowOpacity WRITE setDownArrowOpacity )
        Q_PROPERTY( qreal upArrowPressed READ upArrowPressed WRITE setUpArrowPressed )
        Q_PROPERTY( qreal downArrowPressed READ downArrowPressed WRITE setDownArrowPressed )

        public:

        //* constructor
        SpinBoxData( QObject*, QWidget*, int );

        //* destructor
        virtual ~SpinBoxData( void )
        {}

        //* animation state
        virtual bool updateState( QStyle::SubControl subControl, bool value, bool pressed )
        {
            if( subControl == QStyle::SC_SpinBoxUp ) return _upArrowData.updateState( value, pressed );
            else if( subControl == QStyle::SC_SpinBoxDown ) return _downArrowData.updateState( value, pressed );
            else return false;
        }

        //* animation state
        virtual bool isAnimated( QStyle::SubControl subControl ) const
        {
            return(
                ( subControl == QStyle::SC_SpinBoxUp && upArrowAnimation().data()->isRunning() ) ||
                ( subControl == QStyle::SC_SpinBoxDown && downArrowAnimation().data()->isRunning() ) );
        }

        //* opacity
        virtual qreal opacity( QStyle::SubControl subControl ) const
        {
            if( subControl == QStyle::SC_SpinBoxUp ) return upArrowOpacity();
            else if( subControl == QStyle::SC_SpinBoxDown ) return downArrowOpacity();
            else return OpacityInvalid;
        }

        //* opacity
        virtual qreal pressed( QStyle::SubControl subControl ) const
        {
            if( subControl == QStyle::SC_SpinBoxUp ) return upArrowPressed();
            else if( subControl == QStyle::SC_SpinBoxDown ) return downArrowPressed();
            else return OpacityInvalid;
        }

        //* duration
        virtual void setDuration( int duration )
        {
            upArrowAnimation().data()->setDuration( duration );
            downArrowAnimation().data()->setDuration( duration );
        }

        //*@name up arrow animation
        //@{

        //* opacity
        qreal upArrowOpacity( void ) const
        { return _upArrowData._opacity; }

        //* opacity
        void setUpArrowOpacity( qreal value )
        {
            value = digitize( value );
            if( _upArrowData._opacity == value ) return;
            _upArrowData._opacity = value;
            setDirty();
        }

        //* animation
        Animation::Pointer upArrowAnimation( void ) const
        { return _upArrowData._hoverAnimation; }

        //@}

        //*@name down arrow animation
        //@{

        //* opacity
        qreal downArrowOpacity( void ) const
        { return _downArrowData._opacity; }

        //* opacity
        void setDownArrowOpacity( qreal value )
        {
            value = digitize( value );
            if( _downArrowData._opacity == value ) return;
            _downArrowData._opacity = value;
            setDirty();
        }

        //* animation
        Animation::Pointer downArrowAnimation( void ) const
        { return _downArrowData._hoverAnimation; }


        //*@name up arrow pressed animation
        //@{

        //* opacity
        qreal upArrowPressed( void ) const
        { return _upArrowData._pressed; }

        //* opacity
        void setUpArrowPressed( qreal value )
        {
            value = digitize( value );
            if( _upArrowData._pressed == value ) return;
            _upArrowData._pressed = value;
            setDirty();
        }

        //* animation
        Animation::Pointer upArrowPressedAnimation( void ) const
        { return _upArrowData._pressedAnimation; }

        //*@name down arrow pressed animation
        //@{

        //* opacity
        qreal downArrowPressed( void ) const
        { return _downArrowData._pressed; }

        //* opacity
        void setDownArrowPressed( qreal value )
        {
            value = digitize( value );
            if( _downArrowData._pressed == value ) return;
            _downArrowData._pressed = value;
            setDirty();
        }

        //* animation
        Animation::Pointer downArrowPressedAnimation( void ) const
        { return _downArrowData._pressedAnimation; }

        //@}

        private:

        //* container for needed animation data
        class Data
        {

            public:

            //* default constructor
            Data( void ):
                _hoverState( false ),
                _pressedState( false ),
                _opacity(0),
                _pressed(0)
                {}

            //* state
            bool updateState( bool, bool );

            //* arrow state
            bool _hoverState;
            bool _pressedState;

            //* animation
            Animation::Pointer _hoverAnimation;
            Animation::Pointer _pressedAnimation;

            //* opacity
            qreal _opacity;
            qreal _pressed;

        };

        //* up arrow data
        Data _upArrowData;

        //* down arrow data
        Data _downArrowData;

    };


}

#endif