Beispiel #1
0
BOOL ON_Hatch::Transform( const ON_Xform& xform)
{
  if( fabs( fabs( xform.Determinant()) - 1.0) > 1.0e-4)
  {
    // xform has a scale component
    ON_Plane tmp( m_plane);
    tmp.Transform( xform);
    ON_Xform A, B, T;
    A.Rotation( ON_xy_plane, m_plane);
    B.Rotation( tmp, ON_xy_plane);
    T = B * xform * A;

    // kill translation and z-scaling
    T[0][2] = T[0][3] = 0.0;
    T[1][2] = T[1][3] = 0.0;
    T[2][0] = T[2][1] = 0.0; T[2][2] = 1.0; T[2][3] = 0.0;
    T[3][0] = T[3][1] = T[3][2] = 0.0; T[3][3] = 1.0;

    for( int i = 0; i < LoopCount(); i++)
      m_loops[i]->m_p2dCurve->Transform( T);
  }
  int rc = m_plane.Transform( xform);

  return rc;
}
Beispiel #2
0
bool vgmstreamPreferences::HasChanged()
{
	if(IsDlgButtonChecked(IDC_LOOP_FOREVER))
		if(cfg_LoopForever != true) return true;

	if(IsDlgButtonChecked(IDC_IGNORE_LOOP))
		if(cfg_IgnoreLoop != true) return true;

	if(IsDlgButtonChecked(IDC_LOOP_NORMALLY))
		if(cfg_IgnoreLoop != false || cfg_LoopForever != false) return true;

    bool current_cfg_DisableSubsongs = IsDlgButtonChecked(IDC_DISABLE_SUBSONGS)?true:false;
    if(cfg_DisableSubsongs != current_cfg_DisableSubsongs) return true;

    bool current_cfg_TagfileDisable = IsDlgButtonChecked(IDC_TAGFILE_DISABLE)?true:false;
    if(cfg_TagfileDisable != current_cfg_TagfileDisable) return true;

    bool current_cfg_OverrideTitle = IsDlgButtonChecked(IDC_OVERRIDE_TITLE)?true:false;
    if(cfg_OverrideTitle != current_cfg_OverrideTitle) return true;

	pfc::string FadeLength(cfg_FadeLength);
	pfc::string FadeDelay(cfg_FadeDelay);
	pfc::string LoopCount(cfg_LoopCount);

	if(FadeLength != uGetDlgItemText(m_hWnd, IDC_FADE_SECONDS)) return true;
	if(FadeDelay != uGetDlgItemText(m_hWnd, IDC_FADE_DELAY_SECONDS)) return true;
	if(LoopCount != uGetDlgItemText(m_hWnd, IDC_LOOP_COUNT)) return true;

    pfc::string DownmixChannels(cfg_DownmixChannels);
    if(DownmixChannels != uGetDlgItemText(m_hWnd, IDC_DOWNMIX_CHANNELS)) return true;

	return FALSE;
}
Beispiel #3
0
bool vgmstreamPreferences::HasChanged()
{
    if(IsDlgButtonChecked(IDC_LOOP_FOREVER))
        if(cfg_LoopForever != true) return true;

    if(IsDlgButtonChecked(IDC_IGNORE_LOOP))
        if(cfg_IgnoreLoop != true) return true;

    if(IsDlgButtonChecked(IDC_LOOP_NORMALLY))
        if(cfg_IgnoreLoop != false || cfg_LoopForever != false) return true;

    pfc::string FadeLength(cfg_FadeLength);
    pfc::string FadeDelay(cfg_FadeDelay);
    pfc::string LoopCount(cfg_LoopCount);

    if(FadeLength != uGetDlgItemText(m_hWnd, IDC_FADE_SECONDS)) return true;
    if(FadeDelay != uGetDlgItemText(m_hWnd, IDC_FADE_DELAY_SECONDS)) return true;
    if(LoopCount != uGetDlgItemText(m_hWnd, IDC_LOOP_COUNT)) return true;

    return FALSE;
}
Beispiel #4
0
FrameAnimator::RefreshResult
FrameAnimator::AdvanceFrame(TimeStamp aTime)
{
  NS_ASSERTION(aTime <= TimeStamp::Now(),
               "Given time appears to be in the future");
  PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS);

  RefreshResult ret;

  // Determine what the next frame is, taking into account looping.
  uint32_t currentFrameIndex = mCurrentAnimationFrameIndex;
  uint32_t nextFrameIndex = currentFrameIndex + 1;

  if (mImage->GetNumFrames() == nextFrameIndex) {
    // We can only accurately determine if we are at the end of the loop if we are
    // done decoding, otherwise we don't know how many frames there will be.
    if (!mDoneDecoding) {
      // We've already advanced to the last decoded frame, nothing more we can do.
      // We're blocked by network/decoding from displaying the animation at the
      // rate specified, so that means the frame we are displaying (the latest
      // available) is the frame we want to be displaying at this time. So we
      // update the current animation time. If we didn't update the current
      // animation time then it could lag behind, which would indicate that we
      // are behind in the animation and should try to catch up. When we are
      // done decoding (and thus can loop around back to the start of the
      // animation) we would then jump to a random point in the animation to
      // try to catch up. But we were never behind in the animation.
      mCurrentAnimationFrameTime = aTime;
      return ret;
    }

    // End of an animation loop...

    // If we are not looping forever, initialize the loop counter
    if (mLoopRemainingCount < 0 && LoopCount() >= 0) {
      mLoopRemainingCount = LoopCount();
    }

    // If animation mode is "loop once", or we're at end of loop counter,
    // it's time to stop animating.
    if (mAnimationMode == imgIContainer::kLoopOnceAnimMode ||
        mLoopRemainingCount == 0) {
      ret.animationFinished = true;
    }

    nextFrameIndex = 0;

    if (mLoopRemainingCount > 0) {
      mLoopRemainingCount--;
    }

    // If we're done, exit early.
    if (ret.animationFinished) {
      return ret;
    }
  }

  // There can be frames in the surface cache with index >= mImage->GetNumFrames()
  // that GetRawFrame can access because the decoding thread has decoded them, but
  // RasterImage hasn't acknowledged those frames yet. We don't want to go past
  // what RasterImage knows about so that we stay in sync with RasterImage. The code
  // above should obey this, the MOZ_ASSERT records this invariant.
  MOZ_ASSERT(nextFrameIndex < mImage->GetNumFrames());
  RawAccessFrameRef nextFrame = GetRawFrame(nextFrameIndex);

  // If we're done decoding, we know we've got everything we're going to get.
  // If we aren't, we only display fully-downloaded frames; everything else
  // gets delayed.
  bool canDisplay = mDoneDecoding ||
                    (nextFrame && nextFrame->IsFinished());

  if (!canDisplay) {
    // Uh oh, the frame we want to show is currently being decoded (partial)
    // Wait until the next refresh driver tick and try again
    return ret;
  }

  // Bad data
  if (GetTimeoutForFrame(nextFrameIndex) < 0) {
    ret.animationFinished = true;
    ret.error = true;
  }

  if (nextFrameIndex == 0) {
    ret.dirtyRect = mFirstFrameRefreshArea;
  } else {
    MOZ_ASSERT(nextFrameIndex == currentFrameIndex + 1);

    // Change frame
    if (!DoBlend(&ret.dirtyRect, currentFrameIndex, nextFrameIndex)) {
      // something went wrong, move on to next
      NS_WARNING("FrameAnimator::AdvanceFrame(): Compositing of frame failed");
      nextFrame->SetCompositingFailed(true);
      mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime();
      mCurrentAnimationFrameIndex = nextFrameIndex;

      ret.error = true;
      return ret;
    }

    nextFrame->SetCompositingFailed(false);
  }

  mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime();

  // If we can get closer to the current time by a multiple of the image's loop
  // time, we should. We need to be done decoding in order to know the full loop
  // time though!
  int32_t loopTime = GetSingleLoopTime();
  if (loopTime > 0) {
    // We shouldn't be advancing by a whole loop unless we are decoded and know
    // what a full loop actually is. GetSingleLoopTime should return -1 so this
    // never happens.
    MOZ_ASSERT(mDoneDecoding);
    TimeDuration delay = aTime - mCurrentAnimationFrameTime;
    if (delay.ToMilliseconds() > loopTime) {
      // Explicitly use integer division to get the floor of the number of
      // loops.
      uint64_t loops = static_cast<uint64_t>(delay.ToMilliseconds()) / loopTime;
      mCurrentAnimationFrameTime +=
        TimeDuration::FromMilliseconds(loops * loopTime);
    }
  }

  // Set currentAnimationFrameIndex at the last possible moment
  mCurrentAnimationFrameIndex = nextFrameIndex;

  // If we're here, we successfully advanced the frame.
  ret.frameAdvanced = true;

  return ret;
}