bool onAnimate(const SkAnimTimer& timer) override { fAnimRadius = timer.pingPong(kRadiusPingPoingPeriod, kRadiusPingPoingShift, kMinRadius, kMaxRadius); fAnimBlurRadius = timer.pingPong(kBlurRadiusPingPoingPeriod, kBlurRadiusPingPoingShift, kMinBlurRadius, kMaxBlurRadius); return true; }
bool onAnimate(const SkAnimTimer& timer) override { if (timer.isStopped()) { fRY = 0; } else { fRY = timer.scaled(90, 360); } return true; }
bool onAnimate(const SkAnimTimer& timer) override { if (timer.isStopped()) { this->resetBounce(); } else if (timer.isRunning()) { this->bounceMe(); } return true; }
bool onAnimate(const SkAnimTimer& timer) override { fCurrTime = timer.secs() - fResetTime; if (fCurrTime > kDuration) { this->initChars(); fResetTime = timer.secs(); fCurrTime = 0; } return true; }
bool onAnimate(const SkAnimTimer& timer) final { fBackgroundAnimationTask.wait(); this->swapAnimationBuffers(); const double tsec = timer.secs(); const double dt = fLastTick ? (timer.secs() - fLastTick) : 0; fBackgroundAnimationTask.add(std::bind(&MovingPathText::runAnimationTask, this, tsec, dt, this->width(), this->height())); fLastTick = timer.secs(); return true; }
bool onAnimate(const SkAnimTimer& timer) override { fTime = timer.msec(); for (int i = 0; i < N; ++i) { fArray[i].fDrawable->setTime(fTime); } return true; }
bool onAnimate(const SkAnimTimer& timer) override { SkScalar dt = (timer.msec() - fLastTick) * fTimeScale; fLastTick = timer.msec(); fPaddle0.posTick(dt); fPaddle1.posTick(dt); fBall.posTick(dt); this->enforceConstraints(); fPaddle0.updateDom(); fPaddle1.updateDom(); fBall.updateDom(); return true; }
bool onAnimate(const SkAnimTimer& timer) override { SkScalar currSecs = timer.scaled(100); SkScalar delta = currSecs - fPrevSecs; fPrevSecs = currSecs; fStroke += fDStroke * delta; if (fStroke > fMaxStroke || fStroke < fMinStroke) { fDStroke = -fDStroke; } return true; }
bool onAnimate(const SkAnimTimer& timer) override { constexpr SkScalar kDesiredDurationSecs = 3.0f; // Make the animation ping-pong back and forth but start in the fully drawn state SkScalar fraction = 1.0f - timer.scaled(2.0f/kDesiredDurationSecs, 2.0f); if (fraction <= 0.0f) { fraction = -fraction; } SkASSERT(fraction >= 0.0f && fraction <= 1.0f); fNumSteps = (int) (fraction * kMaxNumSteps); return true; }
bool onAnimate(const SkAnimTimer& timer) override { fCurrTime = timer.msec(); return true; }
bool onAnimate(const SkAnimTimer& timer) override { fRotate = timer.scaled(1, 360); return true; }
bool onAnimate(const SkAnimTimer& timer) override { fPhase = timer.scaled(40); return true; }
bool onAnimate(const SkAnimTimer& timer) override { fAngle = timer.scaled(60, 360); return true; }
bool onAnimate(const SkAnimTimer& timer) override { fBlurSigma = get_anim_sin(timer.secs(), 100, 4, 5); fCircleRadius = 3 + get_anim_sin(timer.secs(), 150, 25, 3); return true; }