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// 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"
using base::TimeDelta;
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::Step() {
state_ = static_cast<double>(++current_iteration_) / iteration_count_;
if (state_ >= 1.0)
state_ = 1.0;
AnimateToState(state_);
if (delegate_)
delegate_->AnimationProgressed(this);
if (state_ == 1.0)
Stop();
}
void Animation::Run() {
Step();
}
int Animation::CalculateInterval(int frame_rate) {
int timer_interval = 1000 / frame_rate;
if (timer_interval < 10)
timer_interval = 10;
return timer_interval;
}
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