skia2/tools/timer/AnimTimer.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

167 lines
5.4 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkScalar.h"
#include "include/core/SkTime.h"
#ifndef AnimTimer_DEFINED
#define AnimTimer_DEFINED
/**
* Class to track a "timer". It supports 3 states: stopped, paused, and running.
* Playback speed is variable.
*
* The caller must call updateTime() to resync with the clock (typically just before
* using the timer). Forcing the caller to do this ensures that the timer's return values
* are consistent if called repeatedly, as they only reflect the time since the last
* calle to updateTimer().
*/
class AnimTimer {
public:
enum State { kStopped_State, kPaused_State, kRunning_State };
/**
* Class begins in the "stopped" state.
*/
AnimTimer() : fPreviousNanos(0), fElapsedNanos(0), fSpeed(1), fState(kStopped_State) {}
AnimTimer(double elapsed)
: fPreviousNanos(0), fElapsedNanos(elapsed), fSpeed(1), fState(kRunning_State) {}
bool isStopped() const { return kStopped_State == fState; }
bool isRunning() const { return kRunning_State == fState; }
bool isPaused() const { return kPaused_State == fState; }
/**
* Stops the timer, and resets it, such that the next call to run or togglePauseResume
* will begin at time 0.
*/
void stop() { this->setState(kStopped_State); }
/**
* If the timer is paused or stopped, it will resume (or start if it was stopped).
*/
void run() { this->setState(kRunning_State); }
/**
* Control the rate at which time advances.
*/
float getSpeed() const { return fSpeed; }
void setSpeed(float speed) { fSpeed = speed; }
/**
* If the timer is stopped, start running, else it toggles between paused and running.
*/
void togglePauseResume() {
if (kRunning_State == fState) {
this->setState(kPaused_State);
} else {
this->setState(kRunning_State);
}
}
/**
* Call this each time you want to sample the clock for the timer. This is NOT done
* automatically, so that repeated calls to msec() or secs() will always return the
* same value.
*
* This may safely be called with the timer in any state.
*/
void updateTime() {
if (kRunning_State == fState) {
double now = SkTime::GetNSecs();
fElapsedNanos += (now - fPreviousNanos) * fSpeed;
fPreviousNanos = now;
}
}
/**
* Return the time in milliseconds the timer has been in the running state.
* Returns 0 if the timer is stopped. Behavior is undefined if the timer
* has been running longer than SK_MSecMax.
*/
SkMSec msec() const {
const double msec = fElapsedNanos * 1e-6;
SkASSERT(SK_MSecMax >= msec);
return static_cast<SkMSec>(msec);
}
/**
* Return the time in seconds the timer has been in the running state.
* Returns 0 if the timer is stopped.
*/
double secs() const { return fElapsedNanos * 1e-9; }
/**
* Return the time in seconds the timer has been in the running state,
* scaled by "speed" and (if not zero) mod by period.
* Returns 0 if the timer is stopped.
*/
SkScalar scaled(SkScalar speed, SkScalar period = 0) const {
double value = this->secs() * speed;
if (period) {
value = ::fmod(value, SkScalarToDouble(period));
}
return SkDoubleToScalar(value);
}
/**
* Transitions from ends->mid->ends linearly over period seconds. The phase specifies a phase
* shift in seconds.
*/
SkScalar pingPong(SkScalar period, SkScalar phase, SkScalar ends, SkScalar mid) const {
return PingPong(this->secs(), period, phase, ends, mid);
}
/** Helper for computing a ping-pong value without a AnimTimer object. */
static SkScalar PingPong(double t,
SkScalar period,
SkScalar phase,
SkScalar ends,
SkScalar mid) {
double value = ::fmod(t + phase, period);
double half = period / 2.0;
double diff = ::fabs(value - half);
return SkDoubleToScalar(ends + (1.0 - diff / half) * (mid - ends));
}
private:
double fPreviousNanos;
double fElapsedNanos;
float fSpeed;
State fState;
void setState(State newState) {
switch (newState) {
case kStopped_State:
fPreviousNanos = fElapsedNanos = 0;
fState = kStopped_State;
break;
case kPaused_State:
if (kRunning_State == fState) {
fState = kPaused_State;
} // else stay stopped or paused
break;
case kRunning_State:
switch (fState) {
case kStopped_State:
fPreviousNanos = SkTime::GetNSecs();
fElapsedNanos = 0;
break;
case kPaused_State: // they want "resume"
fPreviousNanos = SkTime::GetNSecs();
break;
case kRunning_State: break;
}
fState = kRunning_State;
break;
}
}
};
#endif