// Copyright (c) 2006-2008 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 "base/message_loop.h" #include "chrome/common/animation.h" Animation::Animation(int frame_rate, AnimationDelegate* delegate) : animating_(false), frame_rate_(frame_rate), timer_interval_(CalculateInterval(frame_rate)), duration_(0), iteration_count_(0), current_iteration_(0), state_(0.0), delegate_(delegate) { } Animation::Animation(int duration, int frame_rate, AnimationDelegate* delegate) : animating_(false), frame_rate_(frame_rate), timer_interval_(CalculateInterval(frame_rate)), duration_(0), iteration_count_(0), current_iteration_(0), state_(0.0), delegate_(delegate) { SetDuration(duration); } Animation::~Animation() { } void Animation::Reset() { current_iteration_ = 0; } double Animation::GetCurrentValue() const { // Default is linear relationship, subclass to adapt. return state_; } void Animation::Start() { if (!animating_) { timer_.Start(TimeDelta::FromMilliseconds(timer_interval_), this, &Animation::Run); animating_ = true; if (delegate_) delegate_->AnimationStarted(this); } } void Animation::Stop() { if (animating_) { timer_.Stop(); animating_ = false; if (delegate_) { if (state_ >= 1.0) delegate_->AnimationEnded(this); else delegate_->AnimationCanceled(this); } } } void Animation::End() { if (animating_) { timer_.Stop(); animating_ = false; AnimateToState(1.0); if (delegate_) delegate_->AnimationEnded(this); } } bool Animation::IsAnimating() { return animating_; } void Animation::SetDuration(int duration) { duration_ = duration; if (duration_ < timer_interval_) duration_ = timer_interval_; iteration_count_ = duration_ / timer_interval_; // Changing the number of iterations forces us to reset the // animation to the first iteration. current_iteration_ = 0; } void Animation::Run() { state_ = static_cast(++current_iteration_) / iteration_count_; if (state_ >= 1.0) state_ = 1.0; AnimateToState(state_); if (delegate_) delegate_->AnimationProgressed(this); if (state_ == 1.0) Stop(); } int Animation::CalculateInterval(int frame_rate) { int timer_interval = 1000 / frame_rate; if (timer_interval < 10) timer_interval = 10; return timer_interval; }