Beispiel #1
0
void
Clock::Begin (TimeSpan parentTime)
{
	//printf ("clock %p (%s) begin\n", this, GetName ());
	emit_completed = false;
	has_completed = false;
	was_stopped = false;

	/* we're starting.  initialize our current_time field */
	SetCurrentTime ((parentTime - root_parent_time - timeline->GetBeginTime ()) * timeline->GetSpeedRatio());

	Duration d = GetNaturalDuration ();
	if (d.HasTimeSpan ()) {
		if (d.GetTimeSpan() == 0) {
			progress = 1.0;
		}
		else {
			progress = (double)current_time / d.GetTimeSpan();
			if (progress > 1.0)
				progress = 1.0;
		}
	}
	else
		progress = 0.0;

	CalculateFillTime ();

	SetClockState (Clock::Active);

	// force the time manager to tick the clock hierarchy to wake it up
	time_manager->NeedClockTick ();
}
Beispiel #2
0
bool
Timeline::Validate ()
{
	RepeatBehavior *repeat = GetRepeatBehavior ();
	Duration *duration = GetDuration ();

	if (duration->HasTimeSpan () && duration->GetTimeSpan () == 0 && 
	    (GetFillBehavior () == FillBehaviorStop || (repeat->HasCount () && repeat->GetCount () > 1.0)))
		timeline_status = TIMELINE_STATUS_DETACHED;

	// FIXME This should prolly be changed to a more generic if BeginTime > Duration
	// Need to investigate, though SL checking seems to be very selective
	if (duration->HasTimeSpan () && duration->GetTimeSpan () == 0 && 
	    this->GetBeginTime () > 0)
		return false;

	return true;
}
Beispiel #3
0
Duration
Clock::GetNaturalDuration ()
{
	if (!calculated_natural_duration) {
		calculated_natural_duration = true;

		Duration *duration = timeline->GetDuration ();
		if (duration->HasTimeSpan ()) {
			natural_duration = *duration;
		}
		else {
			natural_duration = timeline->GetNaturalDuration (this);
		}
	}

	return natural_duration;
}