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#include "demoitemanimation.h"
#include "demoitem.h"
#include "colors.h"

DemoItemAnimation::DemoItemAnimation(DemoItem *item, INOROUT inOrOut)
{
    this->opacityAt0 = 1.0;
    this->opacityAt1 = 1.0;
    this->startDelay = 0;
    this->inOrOut = inOrOut;
    this->hideOnFinished = false;
    this->forcePlay = false;
    this->timeline = new QTimeLine(5000);
    this->timeline->setFrameRange(0, 2000);
    this->timeline->setUpdateInterval(int(1000.0/Colors::fps));
    this->moveOnPlay = false;
    setTimeLine(this->timeline);
    setItem(item);
}

DemoItemAnimation::~DemoItemAnimation()
{
    // Do not delete demoitem. It is not
    // owned by an animation
    delete this->timeline;
}

void DemoItemAnimation::prepare()
{
    this->demoItem()->prepare();
}

void DemoItemAnimation::setStartPos(const QPointF &pos){
    this->startPos = pos;
}

void DemoItemAnimation::setDuration(int duration)
{
    duration = int(duration * Colors::animSpeed);
    this->timeline->setDuration(duration);
    this->moveOnPlay = true;
}

void DemoItemAnimation::setCurrentTime(int ms)
{
    this->timeline->setCurrentTime(ms);
}

bool DemoItemAnimation::notOwnerOfItem()
{
    return this != demoItem()->currentAnimation;
}

void DemoItemAnimation::play(bool fromStart, bool force)
{
    this->fromStart = fromStart;
    this->forcePlay = force;
    
    if (this->startDelay){
        QTimer::singleShot(this->startDelay, this, SLOT(playWithoutDelay()));
        return;
    }
    else
        this->playWithoutDelay();
}

void DemoItemAnimation::playWithoutDelay()
{
    QPointF currPos = this->demoItem()->pos();
    
    // If the item that this animation controls in currently under the
    // control of another animation, stop that animation first
    if (this->demoItem()->currentAnimation)
        this->demoItem()->currentAnimation->timeline->stop();   
    this->demoItem()->currentAnimation = this;
    this->timeline->stop();

    if (Colors::noAnimations && !this->forcePlay){
        this->timeline->setCurrentTime(1);
    }
    else{
        if (this->fromStart)
            this->timeline->setCurrentTime(0);

        if (this->demoItem()->isVisible())
            // If the item is already visible, start the animation from
            // the items current position rather than from start.  
            this->setPosAt(0.0, currPos);
        else
            this->setPosAt(0.0, this->startPos);
    }

    this->demoItem()->setPos(this->posAt(this->timeline->currentTime()));
    this->demoItem()->setRecursiveVisible(true);
    if (this->moveOnPlay && !(Colors::noAnimations && !this->forcePlay))
        this->timeline->start();
    this->demoItem()->animationStarted(this->inOrOut);       
}

void DemoItemAnimation::stop(bool reset)
{
    this->timeline->stop();
    if (reset)
        this->demoItem()->setPos(this->posAt(0));
    if (this->hideOnFinished && !this->moveOnPlay)
        this->demoItem()->setRecursiveVisible(false);
    this->demoItem()->animationStopped(this->inOrOut);
}

void DemoItemAnimation::setRepeat(int nr)
{
    this->timeline->setLoopCount(nr);
}

void DemoItemAnimation::playReverse()
{
}

bool DemoItemAnimation::running()
{
    return (this->timeLine()->state() == QTimeLine::Running);
}

bool DemoItemAnimation::runningOrItemLocked()
{
    return (this->running() || this->demoItem()->locked);
}

void DemoItemAnimation::lockItem(bool state)
{
    this->demoItem()->locked = state;
}

DemoItem *DemoItemAnimation::demoItem()
{
    return (DemoItem *) this->item();
}

void DemoItemAnimation::setOpacityAt0(qreal opacity)
{
    this->opacityAt0 = opacity;
}

void DemoItemAnimation::setOpacityAt1(qreal opacity)
{
    this->opacityAt1 = opacity;
}

void DemoItemAnimation::setOpacity(qreal step)
{
    DemoItem *demoItem = (DemoItem *) item();
    demoItem->opacity = this->opacityAt0 + step * step * step * (this->opacityAt1 - this->opacityAt0);
}

void DemoItemAnimation::afterAnimationStep(qreal step)
{
    if (step == 1.0f){
        if (this->timeline->loopCount() > 0){
            // animation finished.
            if (this->hideOnFinished)
                this->demoItem()->setRecursiveVisible(false);
            this->demoItem()->animationStopped(this->inOrOut);
        }
    } else if (Colors::noAnimations && !this->forcePlay){
        // The animation is not at end, but
        // the animations should not play, so go to end.
        this->setStep(1.0f); // will make this method being called recursive.
    }
}





