ui/components/material/cfmaterial_slide_animation.cpp¶
Material Design 3 Slide Animation Implementation. More...
Namespaces¶
| Name |
|---|
| cf |
| cf::ui |
| cf::ui::components |
| cf::ui::components::material |
Detailed Description¶
Material Design 3 Slide Animation Implementation.
Author: Charliechen114514 (chengh1922@mails.jlu.edu.cn)
Version: 0.1
Date: 2026-02-28
Copyright: Copyright © 2026
Implements the CFMaterialSlideAnimation class for position-based animations following Material Design 3 motion specifications.
Source code¶
#include "cfmaterial_slide_animation.h"
#include "base/easing.h"
#include <QDebug>
#include <QEasingCurve>
namespace cf::ui::components::material {
// =============================================================================
// Constructor / Destructor
// =============================================================================
CFMaterialSlideAnimation::CFMaterialSlideAnimation(cf::ui::core::IMotionSpec* spec,
SlideDirection direction, QObject* parent)
: ICFTimingAnimation(spec, parent), currentOffset_(0.0f), targetWidget_(nullptr),
direction_(direction), distance_(100.0f), durationMs_(300), delayMs_(0), elapsedTime_(0) {}
CFMaterialSlideAnimation::~CFMaterialSlideAnimation() {
// Restore original position if widget still exists
if (targetWidget_ && !originalPosition_.isNull()) {
targetWidget_->move(originalPosition_);
}
}
// =============================================================================
// ICFAbstractAnimation Interface
// =============================================================================
void CFMaterialSlideAnimation::start(Direction dir) {
if (m_state == State::Running) {
return; // Already running
}
if (!targetWidget_) {
qWarning() << "CFMaterialSlideAnimation::start: No target widget set";
return;
}
// Store original position
originalPosition_ = targetWidget_->pos();
// Get duration from motion spec if available
if (motion_spec_) {
// Duration would be queried from the motion token name
// For now, use default based on direction
durationMs_ = 300; // mediumEnter default
}
elapsedTime_ = 0;
m_state = State::Running;
// Set initial offset
if (dir == Direction::Forward) {
currentOffset_ = m_from;
} else {
currentOffset_ = m_to;
}
emit started();
// Apply initial offset
applyOffset(currentOffset_);
// Start the internal timer to drive animation
if (driven_internal_timer) {
driven_internal_timer->start(calculateInterval());
}
}
void CFMaterialSlideAnimation::pause() {
if (m_state == State::Running) {
m_state = State::Paused;
if (driven_internal_timer) {
driven_internal_timer->stop();
}
emit paused();
}
}
void CFMaterialSlideAnimation::stop() {
m_state = State::Idle;
if (driven_internal_timer) {
driven_internal_timer->stop();
}
elapsedTime_ = 0;
// Reset to original position
currentOffset_ = m_from;
if (targetWidget_ && !originalPosition_.isNull()) {
targetWidget_->move(originalPosition_);
}
emit stopped();
}
void CFMaterialSlideAnimation::reverse() {
if (m_state == State::Running) {
// Calculate remaining progress and reverse from there
float progress = static_cast<float>(elapsedTime_) / durationMs_;
progress = 1.0f - progress; // Reverse progress
elapsedTime_ = static_cast<int>(progress * durationMs_);
} else {
// Start in reverse direction
start(Direction::Backward);
}
emit reversed();
}
bool CFMaterialSlideAnimation::tick(int dt) {
if (m_state != State::Running || !targetWidget_) {
return false;
}
elapsedTime_ += dt;
// Check if we're still in delay period
if (elapsedTime_ < delayMs_) {
return true; // Still waiting
}
// Calculate actual animation time (subtract delay)
int animTime = elapsedTime_ - delayMs_;
// Calculate progress
float progress = static_cast<float>(animTime) / durationMs_;
// Clamp progress
if (progress > 1.0f) {
progress = 1.0f;
}
// Apply easing
float easedProgress = calculateEasedProgress(progress);
// Calculate current offset based on range
currentOffset_ = m_from + (m_to - m_from) * easedProgress;
// Apply offset
applyOffset(currentOffset_);
// Emit progress signal
emit progressChanged(easedProgress);
// Check if animation is complete
if (progress >= 1.0f) {
m_state = State::Finished;
emit finished();
return false;
}
return true;
}
// =============================================================================
// Slide-Specific Methods
// =============================================================================
void CFMaterialSlideAnimation::setTargetWidget(QWidget* widget) {
targetWidget_ = widget;
}
void CFMaterialSlideAnimation::applyOffset(float offset) {
if (!targetWidget_ || originalPosition_.isNull()) {
return;
}
// Calculate offset point
QPoint offsetPoint = calculateOffsetPoint(offset);
// Apply new position
targetWidget_->move(originalPosition_ + offsetPoint);
}
QPoint CFMaterialSlideAnimation::calculateOffsetPoint(float offset) const {
switch (direction_) {
case SlideDirection::Up:
return QPoint(0, static_cast<int>(-offset)); // Move up (negative Y)
case SlideDirection::Down:
return QPoint(0, static_cast<int>(offset)); // Move down (positive Y)
case SlideDirection::Left:
return QPoint(static_cast<int>(-offset), 0); // Move left (negative X)
case SlideDirection::Right:
return QPoint(static_cast<int>(offset), 0); // Move right (positive X)
default:
return QPoint();
}
}
float CFMaterialSlideAnimation::calculateEasedProgress(float linearProgress) const {
// For now, use simple linear easing
// TODO: Integrate with MaterialMotionScheme for proper easing curves
return linearProgress;
}
} // namespace cf::ui::components::material
Updated on 2026-03-09 at 10:14:01 +0000