root/Source/core/rendering/RenderProgress.cpp

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DEFINITIONS

This source file includes following definitions.
  1. m_animationTimer
  2. updateFromElement
  3. animationProgress
  4. isDeterminate
  5. animationTimerFired
  6. updateAnimationState
  7. progressElement

/*
 * Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public License
 * along with this library; see the file COPYING.LIB.  If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 */

#include "config.h"

#include "core/rendering/RenderProgress.h"

#include "core/html/HTMLProgressElement.h"
#include "core/rendering/RenderTheme.h"
#include "wtf/CurrentTime.h"
#include "wtf/RefPtr.h"

using namespace std;

namespace WebCore {

RenderProgress::RenderProgress(HTMLElement* element)
    : RenderBlockFlow(element)
    , m_position(HTMLProgressElement::InvalidPosition)
    , m_animationStartTime(0)
    , m_animationRepeatInterval(0)
    , m_animationDuration(0)
    , m_animating(false)
    , m_animationTimer(this, &RenderProgress::animationTimerFired)
{
}

RenderProgress::~RenderProgress()
{
}

void RenderProgress::updateFromElement()
{
    HTMLProgressElement* element = progressElement();
    if (m_position == element->position())
        return;
    m_position = element->position();

    updateAnimationState();
    repaint();
    RenderBlockFlow::updateFromElement();
}

double RenderProgress::animationProgress() const
{
    return m_animating ? (fmod((currentTime() - m_animationStartTime), m_animationDuration) / m_animationDuration) : 0;
}

bool RenderProgress::isDeterminate() const
{
    return (HTMLProgressElement::IndeterminatePosition != position()
            && HTMLProgressElement::InvalidPosition != position());
}

void RenderProgress::animationTimerFired(Timer<RenderProgress>*)
{
    repaint();
    if (!m_animationTimer.isActive() && m_animating)
        m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE);
}

void RenderProgress::updateAnimationState()
{
    m_animationDuration = RenderTheme::theme().animationDurationForProgressBar(this);
    m_animationRepeatInterval = RenderTheme::theme().animationRepeatIntervalForProgressBar(this);

    bool animating = style()->hasAppearance() && m_animationDuration > 0;
    if (animating == m_animating)
        return;

    m_animating = animating;
    if (m_animating) {
        m_animationStartTime = currentTime();
        m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE);
    } else
        m_animationTimer.stop();
}

HTMLProgressElement* RenderProgress::progressElement() const
{
    if (!node())
        return 0;

    if (isHTMLProgressElement(*node()))
        return toHTMLProgressElement(node());

    ASSERT(node()->shadowHost());
    return toHTMLProgressElement(node()->shadowHost());
}

} // namespace WebCore

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