c0bd9f9fe5
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>
167 lines
5.4 KiB
C++
167 lines
5.4 KiB
C++
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "include/core/SkScalar.h"
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#include "include/core/SkTime.h"
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#ifndef AnimTimer_DEFINED
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#define AnimTimer_DEFINED
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/**
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* Class to track a "timer". It supports 3 states: stopped, paused, and running.
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* Playback speed is variable.
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*
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* The caller must call updateTime() to resync with the clock (typically just before
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* using the timer). Forcing the caller to do this ensures that the timer's return values
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* are consistent if called repeatedly, as they only reflect the time since the last
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* calle to updateTimer().
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*/
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class AnimTimer {
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public:
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enum State { kStopped_State, kPaused_State, kRunning_State };
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/**
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* Class begins in the "stopped" state.
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*/
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AnimTimer() : fPreviousNanos(0), fElapsedNanos(0), fSpeed(1), fState(kStopped_State) {}
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AnimTimer(double elapsed)
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: fPreviousNanos(0), fElapsedNanos(elapsed), fSpeed(1), fState(kRunning_State) {}
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bool isStopped() const { return kStopped_State == fState; }
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bool isRunning() const { return kRunning_State == fState; }
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bool isPaused() const { return kPaused_State == fState; }
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/**
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* Stops the timer, and resets it, such that the next call to run or togglePauseResume
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* will begin at time 0.
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*/
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void stop() { this->setState(kStopped_State); }
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/**
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* If the timer is paused or stopped, it will resume (or start if it was stopped).
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*/
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void run() { this->setState(kRunning_State); }
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/**
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* Control the rate at which time advances.
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*/
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float getSpeed() const { return fSpeed; }
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void setSpeed(float speed) { fSpeed = speed; }
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/**
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* If the timer is stopped, start running, else it toggles between paused and running.
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*/
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void togglePauseResume() {
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if (kRunning_State == fState) {
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this->setState(kPaused_State);
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} else {
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this->setState(kRunning_State);
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}
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}
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/**
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* Call this each time you want to sample the clock for the timer. This is NOT done
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* automatically, so that repeated calls to msec() or secs() will always return the
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* same value.
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*
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* This may safely be called with the timer in any state.
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*/
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void updateTime() {
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if (kRunning_State == fState) {
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double now = SkTime::GetNSecs();
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fElapsedNanos += (now - fPreviousNanos) * fSpeed;
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fPreviousNanos = now;
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}
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}
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/**
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* Return the time in milliseconds the timer has been in the running state.
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* Returns 0 if the timer is stopped. Behavior is undefined if the timer
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* has been running longer than SK_MSecMax.
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*/
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SkMSec msec() const {
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const double msec = fElapsedNanos * 1e-6;
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SkASSERT(SK_MSecMax >= msec);
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return static_cast<SkMSec>(msec);
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}
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/**
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* Return the time in seconds the timer has been in the running state.
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* Returns 0 if the timer is stopped.
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*/
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double secs() const { return fElapsedNanos * 1e-9; }
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/**
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* Return the time in seconds the timer has been in the running state,
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* scaled by "speed" and (if not zero) mod by period.
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* Returns 0 if the timer is stopped.
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*/
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SkScalar scaled(SkScalar speed, SkScalar period = 0) const {
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double value = this->secs() * speed;
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if (period) {
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value = ::fmod(value, SkScalarToDouble(period));
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}
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return SkDoubleToScalar(value);
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}
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/**
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* Transitions from ends->mid->ends linearly over period seconds. The phase specifies a phase
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* shift in seconds.
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*/
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SkScalar pingPong(SkScalar period, SkScalar phase, SkScalar ends, SkScalar mid) const {
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return PingPong(this->secs(), period, phase, ends, mid);
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}
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/** Helper for computing a ping-pong value without a AnimTimer object. */
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static SkScalar PingPong(double t,
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SkScalar period,
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SkScalar phase,
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SkScalar ends,
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SkScalar mid) {
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double value = ::fmod(t + phase, period);
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double half = period / 2.0;
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double diff = ::fabs(value - half);
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return SkDoubleToScalar(ends + (1.0 - diff / half) * (mid - ends));
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}
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private:
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double fPreviousNanos;
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double fElapsedNanos;
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float fSpeed;
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State fState;
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void setState(State newState) {
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switch (newState) {
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case kStopped_State:
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fPreviousNanos = fElapsedNanos = 0;
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fState = kStopped_State;
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break;
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case kPaused_State:
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if (kRunning_State == fState) {
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fState = kPaused_State;
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} // else stay stopped or paused
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break;
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case kRunning_State:
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switch (fState) {
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case kStopped_State:
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fPreviousNanos = SkTime::GetNSecs();
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fElapsedNanos = 0;
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break;
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case kPaused_State: // they want "resume"
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fPreviousNanos = SkTime::GetNSecs();
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break;
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case kRunning_State: break;
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}
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fState = kRunning_State;
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break;
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}
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}
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};
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#endif
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