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authorsky@chromium.org <sky@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-05-05 03:43:55 +0000
committersky@chromium.org <sky@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2010-05-05 03:43:55 +0000
commit4ce7e15da651c6221720e33dc8c500830d4b6b8a (patch)
tree376ef1d7e7951dae3376e65f4edee9e7367adc89 /app/linear_animation.cc
parent5ee3ca64cdf2d00f82a1bc36f36e8ab5e520b4de (diff)
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Refactors animation to allow for cleaner subclassing. I'm doing this
for creating a different animation subclass (which you'll see shortly). BUG=none TEST=none Review URL: http://codereview.chromium.org/1961001 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@46433 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'app/linear_animation.cc')
-rw-r--r--app/linear_animation.cc91
1 files changed, 91 insertions, 0 deletions
diff --git a/app/linear_animation.cc b/app/linear_animation.cc
new file mode 100644
index 0000000..35974af
--- /dev/null
+++ b/app/linear_animation.cc
@@ -0,0 +1,91 @@
+// Copyright (c) 2010 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "app/linear_animation.h"
+
+#include <math.h>
+
+#include "app/animation_container.h"
+
+using base::Time;
+using base::TimeDelta;
+
+static TimeDelta CalculateInterval(int frame_rate) {
+ int timer_interval = 1000000 / frame_rate;
+ if (timer_interval < 10000)
+ timer_interval = 10000;
+ return TimeDelta::FromMicroseconds(timer_interval);
+}
+
+LinearAnimation::LinearAnimation(int frame_rate,
+ AnimationDelegate* delegate)
+ : Animation(CalculateInterval(frame_rate)),
+ state_(0.0),
+ in_end_(false) {
+ set_delegate(delegate);
+}
+
+LinearAnimation::LinearAnimation(int duration,
+ int frame_rate,
+ AnimationDelegate* delegate)
+ : Animation(CalculateInterval(frame_rate)),
+ duration_(TimeDelta::FromMilliseconds(duration)),
+ state_(0.0),
+ in_end_(false) {
+ set_delegate(delegate);
+ SetDuration(duration);
+}
+
+double LinearAnimation::GetCurrentValue() const {
+ // Default is linear relationship, subclass to adapt.
+ return state_;
+}
+
+void LinearAnimation::End() {
+ if (!is_animating())
+ return;
+
+ // NOTE: We don't use AutoReset here as Stop may end up deleting us (by way
+ // of the delegate).
+ in_end_ = true;
+ Stop();
+}
+
+void LinearAnimation::SetDuration(int duration) {
+ duration_ = TimeDelta::FromMilliseconds(duration);
+ if (duration_ < timer_interval())
+ duration_ = timer_interval();
+ if (is_animating())
+ SetStartTime(container()->last_tick_time());
+}
+
+void LinearAnimation::Step(base::TimeTicks time_now) {
+ TimeDelta elapsed_time = time_now - start_time();
+ state_ = static_cast<double>(elapsed_time.InMicroseconds()) /
+ static_cast<double>(duration_.InMicroseconds());
+ if (state_ >= 1.0)
+ state_ = 1.0;
+
+ AnimateToState(state_);
+
+ if (delegate())
+ delegate()->AnimationProgressed(this);
+
+ if (state_ == 1.0)
+ Stop();
+}
+
+void LinearAnimation::AnimationStopped() {
+ if (!in_end_)
+ return;
+
+ in_end_ = false;
+ // Set state_ to ensure we send ended to delegate and not canceled.
+ state_ = 1;
+ AnimateToState(1.0);
+}
+
+bool LinearAnimation::ShouldSendCanceledFromStop() {
+ return state_ != 1;
+}