This source file includes following definitions.
- CalculateInterval
- in_end_
- in_end_
- GetCurrentValue
- SetCurrentValue
- End
- SetDuration
- Step
- AnimationStarted
- AnimationStopped
- ShouldSendCanceledFromStop
#include "ui/gfx/animation/linear_animation.h"
#include <math.h>
#include "ui/gfx/animation/animation_container.h"
#include "ui/gfx/animation/animation_delegate.h"
using base::Time;
using base::TimeDelta;
namespace gfx {
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 {
return state_;
}
void LinearAnimation::SetCurrentValue(double new_value) {
new_value = std::max(0.0, std::min(1.0, new_value));
base::TimeDelta time_delta = base::TimeDelta::FromMicroseconds(
duration_.InMicroseconds() * (new_value - state_));
SetStartTime(start_time() - time_delta);
state_ = new_value;
}
void LinearAnimation::End() {
if (!is_animating())
return;
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::AnimationStarted() {
state_ = 0.0;
}
void LinearAnimation::AnimationStopped() {
if (!in_end_)
return;
in_end_ = false;
state_ = 1;
AnimateToState(1.0);
}
bool LinearAnimation::ShouldSendCanceledFromStop() {
return state_ != 1;
}
}