#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