/************************************************************************* * Copyright (C) 2014 by Hugo Pereira Da Costa * * * * 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; } }