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/*!
    \example CoffeeMachine
    \ingroup studioexamples

    \title Coffee Machine
    \brief Illustrates how to use the timeline and states to animate transitions
    in a UI.

    \image coffee-machine-overview.png

    \e {Coffee Machine} lets users choose the type of coffee to brew.
    They can determine the ratio of coffee, hot milk, and milk foam by using
    sliders. The progress of the brewing process is displayed as
    an animation. When the coffee is ready, the startup screen appears again.

    The \e {ApplicationFlowForm.ui.qml} file contains all the screens in the
    UI. We use \l{glossary-state}{states} to display the appropriate screen in
    the viewport and the timeline to animate the \l{glossary-transition}
    {transitions} between and on the screens.

    \section1 Application Flow

    On the startup screen, \e {AnimationFlowForm.ui.qml}, users can select
    from several types of coffee to fill the empty cup. The selection
    triggers \c animation1 and \c animation2 in \e {CoffeeButton.qml}.

    \quotefromfile CoffeeMachine/CoffeeButton.qml
    \skipto PropertyAnimation
    \printuntil }
    \printuntil }
    \dots

    Selecting the coffee type triggers the respective \l{glossary-signal}
    {signal handler} in \e {SideBar.qml}, which sets the default mix for
    the selected coffee type. The following code snippet displays the
    \c {cappuccinoButton.onClicked()} signal handler:

    \quotefromfile CoffeeMachine/SideBar.qml
    \skipto cappuccinoButton.onClicked
    \printuntil }

    The \c {sideBar.coffeeSelected()} signal sets \c {applicationFlow.state}
    in \e {ApplicationFlow.qml} to \c "selection". We will specify the states
    later.

    \quotefromfile CoffeeMachine/ApplicationFlow.qml
    \skipto choosingCoffee.sideBar.onCoffeeSelected
    \printuntil }

    \image coffee-machine-selection.png

    Clicking \uicontrol {Brew me a cup} triggers the
    \c {choosingCoffee.brewButtonSelection.onClicked}
    signal handler, which changes the application flow
    state to \c {"to settings"}:

    \quotefromfile CoffeeMachine/ApplicationFlow.qml
    \skipto choosingCoffee.brewButtonSelection.onClicked
    \printuntil }

    Users can use the sliders for the amount of milk and
    sugar to change the default values.

    \image coffee-machine-modify.png

    Clicking \uicontrol Brew triggers the
    \c {choosingCoffee.brewButton.onClicked()}
    signal handler, which sets the application
    flow state to \c {"to empty cup"}.

    \skipto choosingCoffee.brewButton.onClicked
    \printuntil }

    \image coffee-machine-emptycup.png

    Clicking on \uicontrol Continue triggers the
    \c {emptyCup.continueButton.onClicked} signal
    handler, which sets the application flow status
    to \c {"to brewing"}.

    \skipto emptyCup.continueButton.onClicked
    \printuntil }

    When the coffee is ready, the \c {brewing.onFinished} signal handler
    is triggered. It sets the application flow status to \c "reset", so
    that the application returns to the startup screen.

    \section1 Using Timelines to Animate Transitions

    The Coffee Machine application screens for choosing coffee, empty cup, and
    brewing each use custom components specified in separate \l{UI Files}
    {UI files} (ui.qml).

    We use the \l Timeline view to animate the transitions between the screens
    during the application flow in \e {ApplicationFlowForm.ui.qml}.

    \image coffee-machine-timeline.png

    Our viewport contains 200 frames, so we select the
    \inlineimage icons/plus.png "Plus button"
    button to add a 1200-frame timeline to the root component.
    We use the default values for all other fields.

    To start recording the transition from the startup screen to the coffee
    selection screen on the timeline, we select \e choosingCoffee in
    \l Navigator. We check that the playhead is at frame 0, and then
    select the \inlineimage icons/recordfill.png
    (\uicontrol {Auto Key (K)}) button (or press \key k).

    At frame 0, we set the X coordinate to 0 in \l Properties >
    \uicontrol {Geometry - 2D} > \uicontrol Position. We then move the
    playhead to 400 frames and set the X coordinate to a negative value.

    \image coffee-machine-properties.png

    When we deselect the record button to stop recording the timeline, the
    new timeline appears in the view.

    For more information about using the timeline, see
    \l {Creating Timeline Animations}.

    \section1 Using States to Move Between Screens

    We use the \l States view to determine the contents of the
    viewport. The animations are run when moving from one state to another.

    \image coffee-machine-states.png

    We create the states by moving from viewport to viewport in
    \e ApplicationFlowForm.ui.qml and selecting \uicontrol {Create New State}
    in the \uicontrol States view.

    We also create states for animations that are run when moving to the
    \c {"settings"} and \c {"selection"} states.

    We then return to the \uicontrol Timeline view and select
    \inlineimage icons/animation.png "Timeline Settings button"
    to open the \uicontrol {Timeline Settings} dialog. We select
    the \uicontrol Add button to create animations for each part
    of the timeline. Therefore, the start and end frame of each
    animation are important, whereas their duration is not.

    \image coffee-machine-timeline-settings.png

    We set the start frame for the \c {"selection"} state to 400 and
    the end frame to 200, because we are moving back on the timeline to display
    the selection sidebar.

    In the \uicontrol {Transition to state} field, we select the state to
    switch to when the animation ends. In the lower part of the dialog, we
    bind the states that don't have animations to fixed frames.
*/
